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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( Y: l: ?" Z( k) M- O3 ]
" H( n! _3 r+ _& g+ h- # 队伍最大人数
# l4 j0 l6 u/ O& @+ [ - MaxPartySize = 89 Y* m( E+ z# X3 c$ D$ ?" s
* w3 g. R e) c4 T' [9 u- # 出战人数
- E* x$ L- |, j8 b1 h G( m - MaxBattlerSize = 1
, L3 p. z% n& R - $ A" X8 N9 `! a+ \8 b
- # 换人语句
! D) A. E J# ^& G) E - WordChangeBattler = "换人"4 F$ f: p& {# f2 r8 w( V3 O
- , J+ U! ~: W `% m
- # 换人时播放的动画8 b- F9 j6 W/ `7 W* M5 Z5 d0 q
- AnimationChangeBattler = 26
( n6 L S& i3 i3 \4 S. d4 k - 1 f- R! ]# f3 b( l
- end
0 F9 J5 Q/ X1 t; P, p5 B
, N0 I3 l F9 z9 I- class Game_BattleAction
. ]: H4 ^( S% |$ F% d - attr_accessor :change_to_battler6 _+ G; g5 V6 h' A5 W3 i2 q2 s0 ~
- # 初始化1 h- m0 M, y0 X1 Z, P* ?/ e5 m
- alias lbp_initialize initialize, Q1 | t, t" V0 g9 g# \4 X/ V/ F: D
- def initialize
* z5 Z( D4 S+ i/ s - lbp_initialize, }7 X& @( G# F" F# D o3 W# s! i. X
- @change_to_battler = 0
+ N8 i# V/ R* ?8 b/ V! V/ v- G - end3 C1 S4 l' @8 K1 K2 g: u3 ^' L
- # 欲更换角色编号 W3 |% P9 U; [
- def set_change_battler/ O2 R" ~1 N+ } J" H# a
- @kind = 33 z4 d$ t4 g- Z v/ m; S
- end! V6 M Z- z' r2 |$ f
- # 判断行动是否为更换角色
5 C) u3 S8 _/ g: h) H& L) @ - def is_change_battler?& S. j5 L: N) U$ q2 R$ Z
- return (@kind == 3)) l+ R. ?: q' a; e9 P# B
- end
( W0 B* R: n x2 f0 p8 i0 J6 W - end' A* e8 P+ l' V& U) E7 `
y; T) n. C' k9 e1 U5 ^- class Game_Party
/ `8 V3 C& K0 D2 i" ]% I - include LimBattlePlug; S; R1 K/ |8 G6 K" c2 v# m
- attr_reader :actors2
9 c7 `: V+ c, Z0 J1 K. d% V: S - alias lpb_initialize initialize
0 z) R9 [, y5 y! R6 }: I - def initialize
4 X1 `- U) t1 K' _9 C& B; Q - lpb_initialize9 i% a, b' o" \, {: V' j
- @actors2 = []
- M. b; L, D& T5 R0 m, @ - end
0 s% K2 k9 v2 \2 {- g' d2 L - # 角色加入
) V: C( B2 s- S( h, f/ I - def add_actor(actor_id)
6 i( c9 { S. j, l2 T2 u' E7 l - actor = $game_actors[actor_id]
$ m E. p& B+ ~( j% y' {7 j6 ? - if @actors.size < MaxPartySize and not @actors.include?(actor)# r, y9 V m5 x+ W2 P% w
- @actors.push(actor)5 A" ^7 J" T7 @ N; E [
- $game_player.refresh
9 z/ w" ?8 @% v4 i8 C0 | - end
/ [$ @1 G- ~: H, i5 _ s - end8 c2 u( V/ I+ D/ L' U. v
- # 设置战斗的角色( S% ?% ]' X' l3 a) F
- def set_actor_to_battle
3 v6 ~5 X1 p- b( r w - @actors2 = []2 k6 B$ D( c j0 _9 {4 W
- @actors.each do |actor|, K8 g& ~: G% h' \
- @actors2.push(actor)" P( [( W8 S1 j7 D' G& \9 n$ g5 M
- end
( z7 B2 x+ Y H- U! q1 g - @actors = []
/ L- _2 y5 U0 Z9 O6 N - @actors2.each do |actor|
) v6 z4 w+ q' y6 e- N. v3 y% Z+ e - @actors.push(actor)
) C% a7 `2 P* L* A - break if @actors.size == MaxBattlerSize% |& @; T7 c. ]8 ` G
- end
4 r6 S: t0 t' t: `* N* n - end
w( P* x5 N2 m" X, ^: C. o6 T - # 还原战斗的角色
1 a: O4 ^* H* d+ R8 G - def set_actor_to_normal) l1 @0 l( p9 T) P5 [4 ~. n, m
- @actors = []
& k+ f% }4 t+ S4 J1 C0 Q - @actors2.each do |actor|, q0 l, t q4 _+ h! l2 T
- @actors.push(actor). b; P* v9 N; g
- end: i' q* B7 ], W J! i. j: @' ?3 w( t: O
- end
5 N k& Z( j6 {9 t, P - # 获取角色id数组" `% u/ k: l" B& e+ t
- def get_actors_id6 j! A; N ~1 G# p" N
- id = []! C" v0 r: v; d" a# T( S: h$ U
- @actors.each{|actor|id.push(actor.id)}+ v$ H \ V8 q7 x
- return id
% Q y0 P. F5 D% N. l b) R - end* d x7 F# f7 G3 X4 L$ B
- # 获取角色id数组+ x3 V/ b- G6 ~ y( t+ R
- def get_actors2_id
1 c( K* m; n/ A2 }/ C% N+ z - id = []0 M: [3 E2 q' H* H
- @actors2.each{|actor|id.push(actor.id)}- E' T2 S% X) y/ u0 c/ w
- return id+ n* o+ X9 p" \& ^9 [# |
- end6 q# x9 }. U! r
- # 兑换角色
9 ?6 p' F* J. N0 I/ r- f - def change_actor(index,id)8 D' a, _% l- _. e& a3 U
- @actors[index] = $game_actors[id]4 W; T; Z& ]! k! T. `4 l0 \% j
- end
% g7 N1 u% R8 n' R- s# L8 l6 y/ i5 { - # 全灭判定3 I( O! _% Q9 K1 v2 V+ T4 k
- def all_dead?
' x" [) D" i0 R" a3 ~" M7 o$ y - # 同伴人数为 0 的情况下! A- h& p4 R* c I
- if $game_party.actors.size == 05 c; V- ^4 z- e" b
- return false/ T C, j/ w$ E) q) f. O
- end/ K& I& k8 h o$ {: G& |
- # 同伴中无人 HP 在 0 以上
7 [$ n1 @# E, ^% {$ Z; J: y) e - for actor in @actors2
( k/ H8 s% D. K - if actor.hp > 0
2 }5 h% z% J( I! |9 V - return false" r/ h* Q7 y3 X U% f6 |. f
- end0 X3 E% p9 c6 v% t2 q
- end
/ ~! N& |) ]8 j. | - for actor in @actors1 X0 N5 g$ e# ^
- if actor.hp > 0
5 {1 s. ^4 b. F$ i - return false
" n/ Y& K4 X. n B - end6 M9 M+ V8 G7 j7 D+ b \+ F
- end
' H8 l: L$ I! H: Z. X. ] - # 全灭. t9 t# F8 \( Z2 m1 |
- return true
* b2 z, t. ~$ [ S - end
- Z1 V1 S# n0 u/ Z) i1 v - # 其他角色2 C0 N, j+ U' s9 s6 D0 a8 m
- def other_actors& }6 S* ?( K1 d2 f% m6 v5 e
- actors = []
( b/ z* Y6 U. p9 s - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}7 w8 p+ }# I5 q) ]
- return actors: U; ]% o* M w% `: ~# i
- end: ~( K- E }0 c% L O" ]1 G
- # 角色位置互换
- ^; B7 D# l. D - def change_actor_pos(id1,id2)
. i% o7 u2 W( x. ~' i - actor_id = []
7 s! |* j; T8 `+ P+ w7 f: |# R2 s* F - @actors.each do |actor|* ~6 z: `4 b+ Z5 j
- actor_id.push(actor.id)
9 q \ k5 O7 M# r4 n0 e8 ?0 | - end7 e7 S* l6 P3 q, @) y$ `
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
' ]' E. V& H! @+ b0 @; a% h3 { - id1_index = id2_index = -1: s0 ?2 J2 c! _8 A
- (0...actor_id.size).each do |i|
) e$ T! c; c! V# U" G% _ - if actor_id[i] == id19 b8 y+ M I) I$ y5 w# h
- id1_index = i
& A6 E, _" G% y5 P - elsif actor_id[i] == id2
' X z7 |; _. l - id2_index = i% j: o3 j0 T7 }, _6 {+ m
- end/ o% }& [4 l- E! n7 W& W( x
- end
5 o1 E( }6 h& @5 D5 d - temp_actor = @actors[id1_index]/ E$ Q5 I+ \/ J# l
- @actors[id1_index] = @actors[id2_index]+ ?& D: [6 F% _# o( D/ U$ _) g
- @actors[id2_index] = temp_actor" A- W0 m& S; s9 ?
- end
1 G8 \4 P, ]9 F8 K# N - end/ N. {/ g1 ?1 e2 O- a
2 z3 d `, n' V- class Window_Actor < Window_Selectable
h ]- X# A& T6 Z - # 初始化
' V9 O+ q4 v) Z- r! B- a* ~ - def initialize
$ O; X2 g& `* J" f5 f - super(0,64,640,256)
' W0 @0 z$ x" z7 { - self.back_opacity = 160! M, q' k. h) M2 J; |
- refresh- }# ~8 X% E- @' T) S
- self.index = -1$ K- Q; H+ h2 H( z
- self.active = false
- m/ `9 ^2 J9 u8 X Q ~ - end
8 g [3 j# D6 c7 i4 s - # 刷新, Q$ z, g% v/ J8 y/ V. i
- def refresh
. J" o0 V& h9 r) `' t& l6 S1 F/ ~# { - @item_max = $game_party.actors2.size) ~& `9 H+ H, j6 U* C
- @data = [] z; C' B+ ~% l
- $game_party.actors.each do |actor|* p! q# ^. ?5 ] I8 S( W
- @data.push(actor)
1 k/ y* l# N" M/ v- t% g! { - end
, v7 A3 F4 Z9 h) ~ - $game_party.actors2.each do |actor|
8 O2 @" {. W T, [ - @data.push(actor) if [email protected]?(actor)
2 m, E$ |1 m1 n3 i7 ~# c5 h: C6 v. C9 } - end2 ^6 v2 j8 W' t! Z" m3 D* r4 K
- if self.contents != nil4 x1 ~ N* c7 D+ v0 x2 Q; z' M
- self.contents.clear
' y' }# ]0 B3 U4 o( d. G: C1 i - self.contents = nil
j3 E! `) `1 o9 C: Q4 F) j. h - end% a7 B9 y! Z) ?5 K1 B
- self.contents = Bitmap.new(608,@data.size*32)
. A/ ^0 {% M) h U! `' q - x = 4
9 n# K% P' N' |6 s - y = 0
7 b& p/ r& d0 y - @data.each do |actor|
6 H5 P$ X& z4 D }/ {" D - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)8 j% x" | k, Y7 H2 [
- rect = Rect.new(0,0,bitmap.width/4,31)5 a7 _$ W% i8 f
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
9 z) N& U0 C0 l3 b0 k - draw_actor_name(actor,x+36,y)
1 P! C4 @ q5 J2 E2 P3 e, ? - draw_actor_state(actor,156,y)
% S p% G+ a) [) u. S - draw_actor_hp(actor,x+256,y,96)
6 ?7 _6 W; U- K% ^3 d - draw_actor_sp(actor,x+376,y,96) h' k v4 g! C ^
- if $game_party.actors.include?(actor)( ~& u# X3 S7 T2 A4 m
- self.contents.font.color = text_color(6)
, F% x+ |# D0 W7 W' [0 h - cword = "出战"$ ?8 E9 s* U6 D( \$ |( F; c
- else
' R* y2 p# B2 u% e9 M" ? - self.contents.font.color = text_color(0)/ F: R% r$ s- u g, R! K
- cword = "待战"2 F! Y4 q( v" Q1 ^. z
- end
8 z0 Y2 ?! I" W' W: ]. h - self.contents.draw_text(x+496,y,60,32,cword)' v6 L7 A' s) p) c& }# A5 d) e
- y += 32
; B7 B* u& C+ a6 g: l - end8 q. e1 L, R5 d2 A
- end
9 [/ {) n2 O, s( p3 ? - # 获取当前角色编号
3 j, I U) T5 _' N; O. m - def actor_id0 }0 e8 Y& K, `. W D8 m+ a: d4 K
- return @data[self.index].id1 y" F7 n( _7 r' @: ~
- end1 [7 K: @4 I) m3 v- k
- # 刷新帮助
m# n5 I9 S! |) |" P - def update_help5 G e7 r- r" s
- @help_window.set_text(@data[self.index] == nil ?\
, g, |3 [* B" ] - "" : @data[self.index].name); T y! f) `0 E( j
- end
0 C9 ^9 }, e; }* F( o1 b& { - end
+ l! o' _" j& _; m) @8 _ - " h- ^9 X# ~3 t
- class Scene_Battle
( u% A% D4 I4 J! Q9 _3 r) _6 h/ ` - include LimBattlePlug
8 Z. r% M+ K& X' P9 K( g - # 初始化
3 J3 R$ n! s4 x% D5 n2 o - def initialize
6 i4 I2 U9 C3 x( q( F' S8 O2 a - $game_party.set_actor_to_battle
0 L) T9 l- K) I! w - end8 G f/ _2 S% A" b
- # 主处理
6 k( c5 V' R- y$ O: r) E, m - def main
0 `+ j8 B$ q/ [" v4 j3 o! v, {& ] - # 初始化战斗用的各种暂时数据
1 z/ k0 n+ {/ t' [, n! z0 M A - $game_temp.in_battle = true
6 J) r8 N% X) z, P. k2 T - $game_temp.battle_turn = 0
& ~2 Y$ o7 a5 n; g1 J! j - $game_temp.battle_event_flags.clear9 F3 e1 j9 F4 U8 ` d
- $game_temp.battle_abort = false! M/ l$ V) c- b0 F @0 x
- $game_temp.battle_main_phase = false
, p; |/ z9 G1 Y8 m - $game_temp.battleback_name = $game_map.battleback_name, {/ L& n: H9 W* L6 p
- $game_temp.forcing_battler = nil% j/ E" d: p- U" ]
- # 初始化战斗用事件解释器) Z. G, J/ R3 H
- $game_system.battle_interpreter.setup(nil, 0)! ^* x4 k3 o! N% m
- # 准备队伍/ T$ x0 x: [0 @& X- M8 ^, F5 h
- @troop_id = $game_temp.battle_troop_id
# S$ b0 E( e9 e4 V% E - $game_troop.setup(@troop_id)* s w7 D8 t; V: U0 t0 s
- # 生成角色命令窗口
" l& [& r) u. @8 [5 f( ] - s1 = $data_system.words.attack% J% v6 r. w+ F
- s2 = $data_system.words.skill
( @, t3 r C' {9 e8 R - s3 = $data_system.words.guard8 E; d- v+ j7 }+ J; O1 o
- s4 = $data_system.words.item
' L' e3 L! |0 a( R* K; G - s5 = WordChangeBattler( ]( A. T- v& V5 s- x
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])( g/ F- t7 y! G% S' s; g+ G1 l
- @actor_command_window.y = 1289 z9 K7 @1 y8 K, s
- @actor_command_window.back_opacity = 160
! y' Q' B3 |5 K" C3 F& ` D" @ - @actor_command_window.active = false
" r- D1 E) h: M0 \* |) L - @actor_command_window.visible = false
3 ~3 [) Z6 t! G) o# w5 ]( G - # 生成其它窗口4 r& @) d8 ^2 s' h9 l% z
- @party_command_window = Window_PartyCommand.new
7 W, n( v/ x0 `5 X8 m, ~ - @help_window = Window_Help.new
E- G) K: u B. Z; E& a - @help_window.back_opacity = 160% f6 E8 H: N* c+ [, R- w
- @help_window.visible = false
" }: O6 W4 g- x5 J5 E) ?5 [1 n - @status_window = Window_BattleStatus.new& e, N& M6 F+ z; ^
- @message_window = Window_Message.new
- P- y/ Z1 `: W - # 生成活动块7 _" H0 f5 S: | N0 B$ V. ^( V
- @spriteset = Spriteset_Battle.new7 J$ f) O! c4 O/ _' J
- # 初始化等待计数
! Z. u9 F- X5 N# R - @wait_count = 0
f* V! u* u: ^- B3 g( q1 Y4 S$ `& \ - # 执行过渡
" ], L* n$ r5 C: O. Y; N, x& M - if $data_system.battle_transition == ""
% ^2 |* j% o/ `( p D' g - Graphics.transition(20)
2 a8 Q' h, ~& _/ W. \ - else+ f: D- I6 X, m1 s5 v8 c
- Graphics.transition(40, "Graphics/Transitions/" +
* V/ T, ^/ |# x0 c& E, e% x - $data_system.battle_transition)5 ^' X: \. g9 ?2 `5 w7 ^
- end' `8 D# ?0 T5 z& _2 }
- # 开始自由战斗回合3 F | d- B- u3 n/ ]- J3 t! m
- start_phase1' V% i5 }0 R) O8 J1 |
- # 主循环
7 E* {7 o" m$ X7 K$ V - loop do
1 T x" {& N+ X1 u0 S7 ~) o - # 刷新游戏画面
+ o' N0 m5 `' w - Graphics.update
/ `4 c& o& K8 ^' M - # 刷新输入信息
" S# W' g7 H3 B) M - Input.update+ Y( x* P2 l4 E
- # 刷新画面2 v5 t3 k3 t, S* @
- update+ @! @7 q+ `4 c9 w m$ W& K
- # 如果画面切换的话就中断循环
3 l$ t4 N6 I3 W& d1 B# h9 G+ z5 H - if $scene != self- C% T) w7 N/ n s* @$ n# V
- break9 S! a. T D6 a# }/ e' G+ i4 V
- end! ]* [8 K. l- q
- end
+ ^! h2 s! }+ y. F3 _/ f- W; |; C - # 刷新地图
; x `3 D9 l1 [4 ~# `1 u& k - $game_map.refresh
4 N s4 {" M& k - # 准备过渡
. P5 @. {( I6 c, k* M3 a4 V% { - Graphics.freeze7 N% z, m" x. }
- # 释放窗口
; R# e2 Y- a |* d. h- I7 g - @actor_command_window.dispose
) C7 w, c: F1 S- d) ^ - @party_command_window.dispose7 T" S1 M) {; d# I
- @help_window.dispose" A& X3 P8 j( F2 m# V
- @status_window.dispose
+ P# S& \3 n! x* F/ ]7 U - @message_window.dispose
& G8 Y0 w T; z - if @skill_window != nil
8 I$ `/ N: C* Z( m) T3 u - @skill_window.dispose
. \! a5 [: a/ x" r - end) l2 |, q/ |. |7 m
- if @item_window != nil/ w' K/ p& c* m2 l
- @item_window.dispose
& w7 M1 }6 ~# M- d - end h; c, {) ~4 f# U
- if @actor_window != nil* _- n/ l1 v. z, T2 Y& y
- @actor_window.dispose+ U! a r- _* k! G9 l
- end6 a( u" w" l) N6 `9 q' E3 ~6 e3 Z
- if @result_window != nil* v$ o7 L- l; a# S) A5 q
- @result_window.dispose) {0 n/ y2 ]* w1 D9 [ _
- end
; N$ F( q) T/ H2 h - # 释放活动块% `+ ^" [% K5 U( }: q, I
- @spriteset.dispose
9 Z& Q" U( y: S+ p - # 标题画面切换中的情况0 G5 P( L$ {, c y& V0 g
- if $scene.is_a?(Scene_Title)/ R% ~* v9 G- p k' v
- # 淡入淡出画面( y3 d* E6 w6 _. h
- Graphics.transition) H- V$ S, R% _. p
- Graphics.freeze% m: w o: X2 s7 l' t0 @6 i
- end, j0 Q; g3 [0 z) Y! T! B
- # 战斗测试或者游戏结束以外的画面切换中的情况. v. T1 d' U2 l" ]' p9 C3 |; ]
- if $BTEST and not $scene.is_a?(Scene_Gameover)
8 g; g6 Y7 c4 o6 w - $scene = nil
$ p2 h6 P, P# N9 S - end% Q- X2 T& e+ I; m/ e
- end
2 `# A: e8 O2 T2 `. R j - # 战斗结束) \ M* N! d! e8 y
- alias lpb_battle_end battle_end7 Q M% W- p2 J7 v( W
- def battle_end(n) ^( k# Y3 O9 r# \2 t$ N
- lpb_battle_end(n)( J4 N, R0 p7 R" {7 D
- $game_party.set_actor_to_normal
" v( D" x( q2 e - end
/ w- d- M l# ?; ~ - # 开始回合3
* D0 z2 M$ S8 `, V+ p: I" l - alias lbp_start_phase3 start_phase3
5 {7 d, {8 A7 {/ ]1 A - def start_phase3
7 d" p$ P# F, z% f3 w* Q- L - @changed_battler_id = []
( a, }$ p4 \' C% Q8 G+ [: Q - lbp_start_phase3$ R" k* ?7 p+ O/ }! @* {- S& u
- end1 Y" m) G' |9 k
- # 刷新角色命令回合画面9 i- F3 R8 q! `) j3 c, c& U
- def update_phase3" ]# V& K2 o7 F6 W
- # 敌人光标有效的情况下! a: T* K. U6 S# _4 b
- if @enemy_arrow != nil- O2 {) s! [9 j: i
- update_phase3_enemy_select
' |' X% U& P& M8 { - # 角色光标有效的情况下( |) e, I. U2 d7 G$ N: M
- elsif @actor_arrow != nil( Z0 v k9 Q7 b) A
- update_phase3_actor_select
0 C0 l% K8 I7 L U, W& {+ I' z - # 特技窗口有效的情况下
) J; [% {: `5 g' k4 M0 j - elsif @skill_window != nil
% Q: v* A( T% q& w5 R1 s+ A - update_phase3_skill_select
/ o9 N& A% v8 R# G) S( e - # 物品窗口有效的情况下
1 o3 B1 Q% f7 ?9 {, D - elsif @item_window != nil
2 |" A/ N+ S7 e2 D' a. q) P) H! L - update_phase3_item_select
2 d& }- o5 B* m& k8 R$ h H. ~ - elsif @actor_window != nil! ]3 j2 ]% p* o5 m& i5 C* f) n" G
- update_phase3_battler_select* f/ p6 p: H# ` D
- # 角色指令窗口有效的情况下
# ]6 J1 U8 V) S; ? - elsif @actor_command_window.active
! q7 {3 P! y) l, C1 a - update_phase3_basic_command8 O9 V1 G$ C( K& X8 v. F
- end
4 R5 f0 G: T) y) _6 r) J - end
* x" D% {' a6 }% C+ z$ v - # 角色基本命令& K/ O8 S- ?' b# {2 w/ C9 s
- def update_phase3_basic_command
" d& \0 o7 q: W - # 按下 B 键的情况下
8 o) ~- Z, s1 o# e# {& G - if Input.trigger?(Input::B). g0 v8 D- T4 v, L9 Q
- # 演奏取消 SE( Q$ b' v% A' ]4 k
- $game_system.se_play($data_system.cancel_se)5 K' q0 @: O: L" ?9 h% U; f- c
- # 转向前一个角色的指令输入) ?& y- {1 L& h! k7 U) |6 G, Y
- phase3_prior_actor
7 N( N) d3 g" x' I - return/ \* v" m' ^, ?( y% S V
- end- G& _1 M+ \8 m: {
- # 按下 C 键的情况下5 w/ t" G( ~& _/ j0 `2 ~
- if Input.trigger?(Input::C)' w" p" K/ E8 ~
- # 角色指令窗口光标位置分之( M x- E8 |% T8 \1 {
- case @actor_command_window.index
5 @6 e; m! _: S3 P* q5 p - when 0 # 攻击
: `; Z* Q0 [. v; m3 z - # 演奏确定 SE* l! {7 I' ^4 h& W9 Q# _
- $game_system.se_play($data_system.decision_se)
0 w* b' Z- w! {& q. u) h - # 设置行动6 B- a2 d# g( }- ~& x0 {
- @active_battler.current_action.kind = 0
5 Y8 I! m/ R* C& Y" N6 @) r - @active_battler.current_action.basic = 0
$ k3 v5 t0 R7 ~& f - # 开始选择敌人
3 c$ n0 z4 y; H8 R - start_enemy_select
% p* U0 J' n; A" Q - when 1 # 特技7 n1 c K/ s# _+ D; x& V I) O
- # 演奏确定 SE2 s+ z, B" r5 i0 |& K* T/ Y
- $game_system.se_play($data_system.decision_se)
' U8 g1 k2 c- \; l - # 设置行动
4 v+ X- A$ B9 A% E. ^5 t* U/ Z - @active_battler.current_action.kind = 1' p9 H: m& Q$ N6 @% s& q
- # 开始选择特技$ U' d* q+ A8 M6 P1 \! q
- start_skill_select
3 Q8 {! f4 e, \- k8 W6 A7 t - when 2 # 防御
7 M4 Y% D; f$ D" e6 ] - # 演奏确定 SE$ l L- G) U) ^* j5 u0 X( V* U( L
- $game_system.se_play($data_system.decision_se)' [, L6 b4 v& _' ]
- # 设置行动" }: U2 g" {6 Q# C( t: B
- @active_battler.current_action.kind = 0- R& e+ g# Q* A$ C0 Z8 P7 t
- @active_battler.current_action.basic = 1$ H4 f/ r- V! _) ] p
- # 转向下一位角色的指令输入% [2 H* Y% Y2 l
- phase3_next_actor) U/ M$ v" p0 N4 H3 N
- when 3 # 物品
! H9 e, J, c9 P, }8 d - # 演奏确定 SE
1 W! E. K' z! }; V5 R3 A- u - $game_system.se_play($data_system.decision_se)1 Q% r7 z2 \# U" ~/ C- U0 F
- # 设置行动' T$ A3 u$ T0 ]2 O- L8 T3 J
- @active_battler.current_action.kind = 2( Y4 R0 E+ s; U) Q/ M& Q5 g
- # 开始选择物品; O& B- y9 M/ B- a% p$ [
- start_item_select
/ O; `; j+ Y7 w& f' d v - when 4 # 换人
! Z1 S# Q4 h: d0 b& R. ?, A } - $game_system.se_play($data_system.decision_se)
0 y: d1 c1 v' |' w7 U - @active_battler.current_action.set_change_battler
5 C) i n3 ~9 Y% Y! p - start_battler_select
. E1 A* s9 K- K+ L5 E! |" v - end
0 q+ y0 g9 X" B: C& b0 W% t1 I8 d3 O - return* V9 ~6 F8 s5 Z6 O- w# J
- end; ]6 v/ s9 _! f; x' M- C+ a) e2 q
- end9 ~ K; H/ E/ o% f+ P2 m9 S! u3 T
- # 开始角色选择 M7 L9 Q R/ F9 Z& z E- f2 u
- def start_battler_select' m/ V- x7 w' _
- @actor_window = Window_Actor.new
4 y1 v. q6 z9 U5 Y2 z - @actor_window.active = true
6 `: V" }: f6 U n - @actor_window.index = 0
1 f% t: S" p" _8 c* r i- v - @actor_window.help_window = @help_window; X& y, q; n" x
- @actor_command_window.active = false- a- ^5 M4 L& Q9 k, ^% Y7 z
- @actor_command_window.visible = false4 s4 X& T* {8 _4 t
- end! c: G! X$ z, Z7 Y7 R5 \
- # 结束角色选择- w5 u: M/ _3 d7 Z9 j
- def end_battler_select( | q3 c( c% f) x4 K
- @actor_window.dispose
, u) L7 b0 k0 ^+ R% O - @actor_window = nil' o9 t+ T& v9 U1 O) d
- @help_window.visible = false
' ?% b2 c# F5 w - @actor_command_window.active = true
4 P1 {3 W: Z( h/ [ - @actor_command_window.visible = true% \ Z* v/ x9 |
- end: b( e6 `: R+ I
- # 刷新角色选择2 x5 K% d* w7 z' [
- def update_phase3_battler_select
8 Q' @$ A ^( _! _5 A; B - @actor_window.visible = true. D* b) V/ T/ x. p( E q1 z
- @actor_window.update
3 ]/ g* g+ T9 W. `; p) [# M3 v - if Input.trigger?(Input::B)
1 Z% e2 l/ l- Z! a; I4 b - $game_system.se_play($data_system.cancel_se)/ y. A" J9 n* `' i" s
- end_battler_select
7 m$ z- a! o# k+ ? - return
7 d' b( S0 i+ c7 a1 b8 T! Y - end( W1 I8 }8 S8 n6 N: q5 \/ u) U
- if Input.trigger?(Input::C)
" ?6 s: P; e9 |- b4 f4 H. U% s - actor_id = @actor_window.actor_id
1 l% |# v+ G! c: T2 ]- a7 a8 Y - if $game_party.get_actors_id.include?(actor_id) or; C3 v' M6 S! o! g( G; V/ l/ f
- $game_actors[actor_id].dead? or
' \* g; P% p+ r6 m3 X - @changed_battler_id.include?(actor_id)
5 {2 I& {; Q1 w3 \ - $game_system.se_play($data_system.buzzer_se)
9 [ @4 C+ X1 L" Y% f: @ - return0 z+ |. l7 r% L8 E v+ x2 D
- end
+ y a9 H1 m: G& U s: V+ V - $game_system.se_play($data_system.decision_se); ~3 {7 E/ l% Z6 j9 B7 J
- @active_battler.current_action.change_to_battler = actor_id$ k. G" X; {3 }1 r
- @changed_battler_id.push(actor_id)
* q. ]/ G& s+ e' u. I8 u! ` - end_battler_select
8 f" x8 E0 M/ X& P+ j( O4 ] - phase3_next_actor0 r! N( _5 Z- x
- return1 _! B* ~ f% u3 i: M8 {5 w$ s
- end5 p% L( e( Y; }7 v& Y1 X) v: k
- end; [, C7 e+ u$ F1 e7 N9 V
- # 行动方动画
3 x' S. D( |$ f4 Y9 n; Y - def update_phase4_step3$ z- o R0 C7 W2 o C. i' O8 f6 h1 Z
- if @active_battler.current_action.is_change_battler?
4 ]. C% X' y: U# ~) G - @animation1_id = AnimationChangeBattler8 T0 L( |$ K6 ]$ s; y* z
- @target_battlers = []; V4 i2 x* l, @0 K- Z9 a+ \6 k
- end8 g; B$ ]* Q$ M" m
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
1 c, v) s9 L! r# x+ I - if @animation1_id == 01 H/ t2 ]1 m3 U, {) t; J
- @active_battler.white_flash = true6 t" f& _9 k5 J" O9 I; g/ S0 K
- else
- Q, V( F; w- @2 Y+ a - @active_battler.animation_id = @animation1_id
& J( ]* k. Z. f! |$ f - @active_battler.animation_hit = true
) ^" W w6 Y# T. d" B7 M9 F& }5 C$ I - end2 u. X j: ~2 I: A) @7 \# o
- # 移至步骤 4
G+ R5 q+ y p& X - @phase4_step = 4
0 e) C7 z Z4 |% \$ f7 D) M2 t M4 V - end6 ^; }9 W5 V0 y- Q H
- # 对象方动画' H( L- m4 z; L3 s1 W/ [
- def update_phase4_step42 p2 L/ C, J% O5 V/ t& I, B( `
- if @active_battler.current_action.is_change_battler?# X! ]) p0 _0 F$ z- M
- actor1_id = @active_battler.current_action.change_to_battler! Z. F1 H. q4 j: n
- actor2_id = @active_battler.id
8 x4 j8 W y" X* g& I; s - (0...$game_party.actors.size).each do |i|( ?6 r$ x3 J3 u( R7 i
- if $game_party.actors[i].id == actor2_id& b0 ?$ q) o; j" s5 P0 c0 Z
- $game_party.change_actor(i,actor1_id)
( ?, w& T# [5 W! I; o - @active_battler = $game_actors[actor1_id]* o; q* D P* A( K. x7 X; K! V
- @status_window.refresh0 p# J% W% L+ \* Z# b
- end4 H. ^6 X( ^2 ~5 W! @) E+ R
- end( B; J X, p1 F2 B/ P
- end
5 H2 A' X/ v6 R1 |8 n - # 对像方动画" O9 N8 o3 o; f3 K$ C+ H6 s/ e6 N
- for target in @target_battlers
4 W5 t$ w: P M2 ^ - target.animation_id = @animation2_id
. u- [$ B" H2 B' h# t# v1 l. f - target.animation_hit = (target.damage != "Miss")
' Q8 ]' F' v6 o6 B: z9 f - end& S* E3 @% P; g% |
- # 限制动画长度、最低 8 帧9 ?8 B, h3 E/ `3 R
- @wait_count = 8
) r- t* ^' o6 c# ?6 k, Y - # 移至步骤 57 m% M$ z4 G# |2 [+ F7 e+ C
- @phase4_step = 5
0 ]8 ~* s j" }; @9 ]. d - end
$ H4 L7 ^! q/ y3 m: s0 Z% ? ~6 E - # 公共事件, |' N; |5 q. I6 z) {; f; u* S1 z
- def update_phase4_step6
6 _* c2 |# ]2 p# C9 d - @target_battlers.each do |target|
* s) _3 @ O# ^6 Y4 {& O; h - if target.is_a?(Game_Actor) and target.dead? and
- D; B0 ?! r* d! X6 d7 _, ` - !$game_party.other_actors.all?{|actor|actor.dead?}
; ~- a! r4 R& I5 X - @actor_window = Window_Actor.new3 Q/ w, V9 n4 e; \2 k" z. B) H5 G
- @actor_window.index = 0! V$ e" M+ W9 _ P- s( X/ z9 ]
- @actor_window.active = true; N j! a* n" n9 U9 R" L" V
- @actor_window.help_window = @help_window
' q: P, K4 e7 J* \' }- ] z - actor_id = -1, H7 V8 ^, s, Y- ~
- loop do
! M( @! \* i. L& h) Y/ w - Graphics.update
4 R5 t$ t- @- E$ k% n/ s - Input.update) u# y) n2 _7 D* K, \1 g/ p5 `
- @actor_window.update6 H4 P! Z e3 K! k
- if Input.trigger?(Input::C)! t* V y* f! h
- actor = $game_actors[@actor_window.actor_id]9 s- X9 X N$ R! w
- if actor.dead? or& O9 E) @ C8 f5 g- v, L" d( W
- (@changed_battler_id.include?(actor.id) and
U" z8 n" \! d - target.current_action.change_to_battler != actor.id) or
* g/ b2 X% W0 Y$ u2 i6 m6 K - $game_party.actors.include?(actor)
- y7 s1 u4 Z5 q$ K6 C! g+ r$ ? - $game_system.se_play($data_system.buzzer_se)9 O" c, z5 ^5 J5 p- Z* c
- else
, X- B# g: w9 ]7 V - actor_id = actor.id4 y% z f% W2 M$ c7 ]3 |& {
- end
4 w& h" E2 j% ?9 h - end
/ B$ J6 U' }% B7 B% O. O - break if actor_id >= 0
' p. @: |. F' f9 r, a7 E - end
( A1 a2 Z& o ?) i1 K! ? - @actor_window.visible = false
) [0 Y4 r$ Q: Z - @actor_window.dispose; A0 r) \8 T7 a9 G6 @
- @actor_window = nil
6 U! y) v2 i% D8 {9 f$ j" v - @help_window.visible = false
- e7 z- l; K) l - (0...$game_party.actors.size).each do |i|
6 B$ s; s1 {% z- x+ A$ A4 o - if $game_party.actors[i].id == target.id+ \# o8 p1 [$ W
- $game_party.change_actor(i,actor_id)9 S4 J- R/ Q' |
- @status_window.refresh
: M7 }) L3 z/ q& j - end4 u( s, u$ R- i) _4 C3 Y7 r
- end4 I2 m- o" ]8 q8 Q( U$ @4 y6 Z
- end
/ N( E) r n- R$ ]2 K) B% G - end: V# V8 R9 P v- ]+ e# V5 {/ p
- # 清除强制行动对像的战斗者
* C! v. G& f4 B - $game_temp.forcing_battler = nil
' P& \1 `4 B0 c* Q; | - # 公共事件 ID 有效的情况下0 C3 v- w5 S* O
- if @common_event_id > 04 e( @0 |! Y: V$ ~7 J9 y( y- ^
- # 设置事件& O8 ^4 R! W" I* R% w% y! {% z7 n
- common_event = $data_common_events[@common_event_id]3 U% H7 B2 k+ K7 F/ w2 G
- $game_system.battle_interpreter.setup(common_event.list, 0)
- a: p% z. o) s7 s; m+ ^ - end
. I$ P* x. j' b - # 移至步骤 1, m7 O, h+ C; x: `& u1 Z6 E9 Q2 R
- @phase4_step = 13 }2 u4 n- L( e; Q& U
- end2 \' Y3 t4 C _! n- v" W/ t
- end1 P' S6 A: A4 u x5 [
8 I( _* V' h0 O/ Z0 D6 Q8 |- class Window_MenuStatus) O2 T0 e5 N1 G9 N1 F a0 Q
- def refresh: }9 C$ p! d) P! X+ B% `2 n
- self.contents.clear
" j2 t- w& y. h - @item_max = $game_party.actors.size- P; u& f3 W1 H( p1 |3 [9 y; g
- for i in 0...$game_party.actors.size
6 B _$ d8 s ]; K% q2 M+ F! R: e* y - x = 4+ V& Q* I: ]3 b; p
- y = i * 32
: r6 s3 z: I. L& r; H - actor = $game_party.actors[i]( {8 Z. r! v- d, ]9 e
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)2 R# m3 x6 r2 M# l
- rect = Rect.new(0,0,bitmap.width/4,31)
4 h3 B8 F0 B' ], |0 G( ~/ v) N - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
9 ~3 f9 e) h% A$ S/ C5 v - draw_actor_name(actor, x+36, y)
' J7 ?3 T2 }. W: |. R. p8 L' z - draw_actor_state(actor, x + 136,y)
# i" J1 [& k# N4 a" y. H - draw_actor_hp(actor, x + 236, y,96)/ K9 Q) D, {% O7 }" E& X
- draw_actor_sp(actor, x + 336, y,96)
; l6 p5 k ~9 q( T: A - end
6 T4 G4 m" ~5 N! z* V - end
G! T) q3 h- B% g7 N1 a" m - def update_cursor_rect
' J# F" \" ~4 K0 Y - super( C/ b. H! `3 j3 K
- end
N; i# `% d6 g# Q4 s% f - 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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