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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; n( p8 D6 ~+ p# ~# E! }! T" R! ^; P
, G* a1 k& n- V9 h- # 队伍最大人数7 ]8 N9 R6 l9 E( d( l& J
- MaxPartySize = 80 |+ t: y- I1 ~( O) I- _" z7 ~
- ! f% v% G3 l( J0 o( @
- # 出战人数
# q! Y- p# y' S; D5 w/ g - MaxBattlerSize = 1
8 G5 ?: I/ ~% Y
; `9 B& i. ]% F9 d7 u+ z- # 换人语句
0 N0 G; n0 l' f! @2 A- n* v - WordChangeBattler = "换人"$ m9 ?2 \0 V# c j
3 t, Q9 y& u, c5 u- # 换人时播放的动画, t$ h% C, A5 y% F8 Z/ q& b
- AnimationChangeBattler = 265 P# q4 n4 F+ p! K( A7 t
% D6 }4 N) L( T3 X( ^; h/ _- end; F# S) W; O; J j3 R, s
6 w6 w+ U% e' y$ N' `- class Game_BattleAction
0 {! M% a+ _5 @5 @/ d6 Z+ n - attr_accessor :change_to_battler
5 X J) \% p" x9 @: ~; m - # 初始化+ I }1 Z6 m9 {! W" o' m7 Z
- alias lbp_initialize initialize
& d: D0 Y" H( V( u6 m6 L - def initialize4 `( C3 H2 A/ S1 H! L% C9 \
- lbp_initialize. U& z7 X3 c, U& ^$ a/ H( q, \
- @change_to_battler = 0
! B7 j; A6 u) R- ]1 G - end; O& I. ?, ^4 w2 E; o: S
- # 欲更换角色编号" S( U) q* [1 Q; k/ b
- def set_change_battler
" C1 {/ R. y$ S3 q W, M - @kind = 3% z( I. t% E' O! B$ R w# n% P
- end
' [6 O/ e' d( P2 G- B. O5 r - # 判断行动是否为更换角色
9 f' Z2 t- F3 S* D7 r' o$ l- R7 T - def is_change_battler?6 }+ Z9 ^9 X0 N3 A) H
- return (@kind == 3)+ ?7 D; C' u' ]3 A$ \
- end
" v$ u# O# A: T: m6 P+ s/ t6 t - end
6 n0 R, Y: A @5 j# Q - : O2 e. V ] b2 d8 d, a( O5 @
- class Game_Party0 d+ ~9 f5 q: M6 X
- include LimBattlePlug, P- |/ O9 u! g! n( s
- attr_reader :actors2/ C8 |/ }- E# i3 K. ]
- alias lpb_initialize initialize
8 g! Y$ T8 ^1 j( x7 n( K" \0 m( C$ C - def initialize
6 P8 N2 B( x# j9 s& x6 R& m - lpb_initialize& G: z% g3 P' z+ a; f# [, N4 f+ I
- @actors2 = []
" U7 C( p$ E) L% h( ]6 |1 x8 Z( l - end
' I1 O8 Z& p( U4 k5 Y' R - # 角色加入
4 U* Z/ P) K8 L0 w. O - def add_actor(actor_id)
1 m- {8 Y6 d9 r; K# x6 U' w& P - actor = $game_actors[actor_id]
: L8 T f- F. C - if @actors.size < MaxPartySize and not @actors.include?(actor)
# b- D/ r; d( D - @actors.push(actor)6 G0 P" n$ ]/ r$ S5 W4 m% @
- $game_player.refresh
- j* f# \; P! {& x0 C4 o4 a' V) r - end
' }' w; p( d# e' h/ r% {( q4 ` - end
) ?) D- i+ U9 t: ]- } - # 设置战斗的角色
9 ^& b) C5 X8 L& u0 J" W - def set_actor_to_battle
V% ?" X( _7 ~8 y) ` - @actors2 = []8 ^. l# t R2 n
- @actors.each do |actor|
6 ~2 n9 T) L6 S: h8 C4 t - @actors2.push(actor)
- |7 {, h" b+ K6 u. d/ s* ~) J - end
0 Y. G b/ d( `: t - @actors = []
. r' L4 k( P$ l, v# B9 i4 V8 ~2 ] - @actors2.each do |actor|
4 ^) M! ~# u4 u2 o# U0 E- ^# w - @actors.push(actor)
5 d6 E' i7 N: W1 L, H1 [ - break if @actors.size == MaxBattlerSize
$ J1 S3 C8 [* f: H' f) z! O X - end4 s# N3 X5 b% U8 M$ E; t8 K
- end7 o- J% Q& ]6 L/ u
- # 还原战斗的角色1 a* u& {5 d+ c7 L n/ ?$ {; o# ?
- def set_actor_to_normal
$ z4 y* M0 G) h- l& l5 l - @actors = []
2 x" \3 P) n0 t6 v+ i* X) g- J - @actors2.each do |actor|
9 e5 W- I1 E$ r - @actors.push(actor)5 C8 }) a2 i, o9 S+ s
- end
, d3 @ o* p9 |( d/ j0 u7 V - end
. R# l1 {/ `9 P% R' l" j% J( j - # 获取角色id数组
9 ?7 X8 z- o+ O5 @4 Q4 S5 Z - def get_actors_id, {" S. u+ b& b2 C5 M. A# ?, u) j
- id = []- B8 X) m3 E3 N
- @actors.each{|actor|id.push(actor.id)}0 w W2 m5 |* F& z: V) o; P
- return id
2 P0 C! [) Z1 Y/ E" } - end
; m8 j( B; K7 Y - # 获取角色id数组
; a. g( M' _0 X) y$ E - def get_actors2_id8 _5 ~6 z2 F; ]* M# b
- id = []
, i9 ]+ S; o9 p( @5 T7 y& n9 N - @actors2.each{|actor|id.push(actor.id)}2 I$ Q: x2 H4 S/ [& P: _
- return id' b2 c) k2 F+ I6 n4 f
- end
' ^5 g7 Y; r5 d" c9 t - # 兑换角色
8 f+ Q2 g3 ?$ u# ^ - def change_actor(index,id)4 F6 N) Z, r- W% G5 U+ r( \
- @actors[index] = $game_actors[id]- D; ^, I9 `7 K5 @4 J7 z4 M9 l& T
- end1 t: H: |5 B( a9 \: i( k# m& M
- # 全灭判定
, w2 ]1 O' T! D7 P* o" y - def all_dead?
; K2 @; v0 E7 b- N - # 同伴人数为 0 的情况下
) V# v% l: f( ?# R6 s6 n - if $game_party.actors.size == 0
1 q, x* f7 c0 }& I u" ] - return false) I2 V+ X8 D1 L
- end
/ V& d) Z0 C" I" Q - # 同伴中无人 HP 在 0 以上/ P& t0 l9 h' p% ` T
- for actor in @actors2 W( G; Z& k5 X/ W6 V8 w
- if actor.hp > 0
' H- ~; U; p' `" o! M - return false- o0 } N# C% [' A# ]
- end8 N- |: r$ R1 z
- end' m& M ~5 q9 u4 p
- for actor in @actors
3 C- w r7 V7 { - if actor.hp > 0' T9 J5 B7 U8 K: p1 m
- return false
- c, t6 {6 E* d$ K- N2 R8 F5 u - end0 v0 |4 D6 F3 Y8 A/ ^. g
- end
4 i9 j6 p2 O2 R - # 全灭/ I5 x/ n$ [+ ?) t5 k( H& Y
- return true
: X6 x: t* s+ Q! ?2 c" s - end! d0 j9 a# y0 ?5 k- ], G9 M2 j. v
- # 其他角色% \- T( A Z8 n' Z
- def other_actors. L5 D3 k+ }- `+ |% a
- actors = []
( U7 [" N) P9 a; T, u+ C - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}+ ?/ |( ~* R1 w& j0 `
- return actors
8 J' }% C: ^( v9 ?' K - end$ ^1 u+ O) u H! o* X7 `. B* G
- # 角色位置互换
) L& b2 \) S: N6 e Y - def change_actor_pos(id1,id2)
& Y6 l- j7 x @8 }% c5 H - actor_id = []
/ \5 d* H0 b6 t. M - @actors.each do |actor|
/ z# m7 ~( G# [2 V) e - actor_id.push(actor.id)5 V" @& U* x Y' e7 C
- end: V$ t9 ?, h( R2 Z" P- g6 C
- return if !actor_id.include?(id1) and !actor_id.include?(id2)$ d E0 d# O. r- h3 W! S
- id1_index = id2_index = -1: E; _/ Y8 f; |0 }2 u
- (0...actor_id.size).each do |i|, I! W# Z/ ]! R7 z/ X/ V
- if actor_id[i] == id1
8 E7 }* X( n8 L! b j8 E - id1_index = i3 J6 m, s, y n0 \0 ?) R5 j! D. [) @
- elsif actor_id[i] == id25 f6 W' f8 D+ o
- id2_index = i) q7 G, |" |1 V! D4 o1 t+ M. U& K
- end
( ]) a1 @! @! \, K - end
3 H) }' b! T8 \. L6 U6 V) L( h - temp_actor = @actors[id1_index]
' |/ n1 Q* d$ y# M8 _# \' z' ^! T - @actors[id1_index] = @actors[id2_index]/ _: u! `; B! W+ g6 _
- @actors[id2_index] = temp_actor
' M1 T" M5 @. w2 x - end
T2 E. _: ?5 i! r9 I+ U - end6 e y; S% d' g9 Q7 c- t# y
- ( _$ [* q) { X4 A
- class Window_Actor < Window_Selectable
8 C! H6 |1 u: }! |9 V0 c: } - # 初始化* l: h/ T# X5 N# _: c8 _
- def initialize
* g- n. |' m/ I - super(0,64,640,256)+ Z5 ^+ W5 _3 G8 F! m
- self.back_opacity = 160
3 M7 E( e8 N g - refresh
( ~# {8 g* m& t" o7 \+ l( O - self.index = -1
! k* _1 S$ ~- v2 O% L. r - self.active = false1 O) \5 j5 T' w" m# O9 f
- end0 a; E$ j. {( E
- # 刷新
" x! S# y7 I. D- O& `( J - def refresh
# b$ e0 }$ h: ~, a3 V) A$ T - @item_max = $game_party.actors2.size
+ T6 o& l0 f( e/ \ - @data = []
9 Z; x" E/ ]$ a1 ^ - $game_party.actors.each do |actor|% Z/ J$ q$ N/ \6 X9 g0 Q) m5 ?
- @data.push(actor)
) _8 y" S5 H+ N) v5 R) P - end
t1 U5 G( h+ [, W - $game_party.actors2.each do |actor|
+ a' a8 ~; H3 z, Z2 y) }7 s# z+ H - @data.push(actor) if [email protected]?(actor)
, d" q: v! d x _ W `3 q) R2 Y4 G - end
v9 `# ^* I! U$ v- A! _- W" M& S - if self.contents != nil
: J; n- I g# E/ f. j- [% u. P - self.contents.clear- s$ y7 @5 @* G$ B, c' t6 V% C( ~! h
- self.contents = nil
& z# I: u! G6 _7 B' l7 t3 F - end7 Z6 @7 ~2 v( I2 p% x' r0 z
- self.contents = Bitmap.new(608,@data.size*32)" q# y, k( N, ~! K8 ?& X5 O( m
- x = 4 `& M( h( W! }7 N+ _+ r n
- y = 01 }, ^; M2 ~/ d
- @data.each do |actor|3 m; z8 T9 N; K# F& R) h
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
' B/ M% @) u2 c) \- w9 S3 U# G - rect = Rect.new(0,0,bitmap.width/4,31)
1 D# H3 R5 V* h - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)5 K5 I' Y; S+ U3 n8 S& F
- draw_actor_name(actor,x+36,y)1 R4 R+ g! F# j# p8 f% {2 i
- draw_actor_state(actor,156,y)% ~ _# y) A% n% I) ^7 ~! d* u, \
- draw_actor_hp(actor,x+256,y,96)1 [1 l% L& y' R) h5 {5 [' |% I
- draw_actor_sp(actor,x+376,y,96)
( m0 L o# \' Y" c; A - if $game_party.actors.include?(actor)- a! v. l+ j6 O
- self.contents.font.color = text_color(6)
/ K) m6 J" }& l* V7 A# H - cword = "出战"2 ]( M7 b7 b4 j# d; P
- else5 D! f, w; }: X: T+ u! \
- self.contents.font.color = text_color(0)
2 z8 W! k; Q, i y% v1 e - cword = "待战"+ I5 i- i+ t7 O
- end7 N2 Q4 i; ]/ T& I7 h0 j
- self.contents.draw_text(x+496,y,60,32,cword)
7 U1 ^- ?' ?+ g) V, `5 L - y += 32
" _* k$ ~, `- z5 \ - end
& K+ V( f- E$ E* q - end6 A' b4 U$ B3 m o/ S& ^/ L
- # 获取当前角色编号
7 y& P- g$ h* {2 C | - def actor_id
" \! a; O. m5 k - return @data[self.index].id2 X. j" B. F8 W0 w8 j2 e) w' v
- end
5 D; E. ^ P4 o8 [* y: N; O - # 刷新帮助& Q9 ], o: I8 M. h
- def update_help: _* e7 {% @, K4 F. W
- @help_window.set_text(@data[self.index] == nil ?\
+ R* H* V7 o4 ^) B - "" : @data[self.index].name)4 B8 ~, u: {- F& a
- end& q O$ I0 `+ M5 S7 \" U3 P
- end
. e y ^5 D6 P3 s0 j1 q; L - }! B* m" u% m4 i6 s. X9 d" B) y. m
- class Scene_Battle" T4 a6 T4 h T; ]0 ~5 O5 a
- include LimBattlePlug
- X3 [1 y7 D9 a: u* w6 k7 V - # 初始化' P) j( q9 r7 q
- def initialize. U$ f# x- s- B- I- r
- $game_party.set_actor_to_battle4 m0 D& _3 b* T% U3 u
- end6 @7 U# F; O E' B3 X" ]
- # 主处理
) J4 q' E7 K# J, n2 T+ F" A - def main/ e" I# C" Z/ Q) S7 U9 U
- # 初始化战斗用的各种暂时数据! Q) |8 z+ R/ e' Z. p
- $game_temp.in_battle = true% k! s: J M5 \8 s
- $game_temp.battle_turn = 0
# M1 [7 M: Y1 S2 a - $game_temp.battle_event_flags.clear
8 a6 U7 R% W- b/ c - $game_temp.battle_abort = false" L/ L' w/ l( z5 [9 V |
- $game_temp.battle_main_phase = false
/ x4 K, L3 \+ g - $game_temp.battleback_name = $game_map.battleback_name; `0 o# z; Y# j T, `
- $game_temp.forcing_battler = nil
, r) `1 X2 R ^) _! U- J - # 初始化战斗用事件解释器6 s3 {0 n) }2 G4 t
- $game_system.battle_interpreter.setup(nil, 0)
, M# @, T1 K4 y ? ~ - # 准备队伍
. U+ X9 t% o* \8 B6 N' h8 m - @troop_id = $game_temp.battle_troop_id0 S3 o! h+ j) v q
- $game_troop.setup(@troop_id)
6 }# Y- N) y1 M5 Z0 ?7 j4 v - # 生成角色命令窗口. _5 T! a! h: R
- s1 = $data_system.words.attack
, l" r" F) f( r! D1 H! [. o1 ? - s2 = $data_system.words.skill" X2 `. ~ R6 O3 v' @* H
- s3 = $data_system.words.guard
; e0 R, C. O, V4 U1 I! E- ]8 ~4 }/ l- a - s4 = $data_system.words.item
1 f: t0 E" B) a4 m - s5 = WordChangeBattler n p* t+ H" ]
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])- v8 R0 T0 z/ a$ V- D; g9 }
- @actor_command_window.y = 128
; x+ C: D; C* o3 [$ h3 Y - @actor_command_window.back_opacity = 160 Z% q0 J$ ]6 l4 e x
- @actor_command_window.active = false
: i' r* Y. @1 L5 W, v8 t - @actor_command_window.visible = false' l3 [1 i) F, o! p/ V
- # 生成其它窗口) m. h' i: H5 d) a+ q' n
- @party_command_window = Window_PartyCommand.new" Z. ~2 X0 O8 q! N8 t
- @help_window = Window_Help.new
% R+ C2 D0 Q8 }3 @5 F3 { - @help_window.back_opacity = 1601 @, a7 O* A8 O/ S* Q+ V* w
- @help_window.visible = false
0 L$ v/ W6 c2 O4 |3 K0 e - @status_window = Window_BattleStatus.new
2 {5 Z( b2 g% U; ?6 `& H - @message_window = Window_Message.new
5 S% F/ L1 S; l# K - # 生成活动块
/ v. Z2 U U2 A% A7 \ - @spriteset = Spriteset_Battle.new% [" |5 O! K1 ?! N3 y% a4 Z
- # 初始化等待计数7 [7 V/ a+ o# X9 n" [# x5 `
- @wait_count = 0& j3 d6 }$ {+ l/ k, [
- # 执行过渡
1 D5 r: f5 {. i6 E - if $data_system.battle_transition == ""
& R9 g8 f! S: D H7 v% r! _7 Y1 w- Y - Graphics.transition(20); w. j/ E( ~, v& B e
- else
6 _% S+ o6 a9 }8 h0 R) o - Graphics.transition(40, "Graphics/Transitions/" +. E) h+ C- {% G
- $data_system.battle_transition)
0 U% L$ ^5 P ~4 N4 @8 B - end
( l' Y6 x# Q+ Q- q% n( ~) H - # 开始自由战斗回合! A: ]; U4 C0 M- j
- start_phase12 U+ T- P4 F C! S9 T
- # 主循环
* i9 r. J6 D9 c7 ? - loop do
0 s2 Y' x" \( ~+ _5 B" v! I0 \ - # 刷新游戏画面! |' A. i% L* C$ G) g' v: e5 P
- Graphics.update
1 i8 p ~; d* S- e - # 刷新输入信息
; i- V4 y# s3 Z) u! z1 O6 w/ Q - Input.update
7 D; ]; K% g, q0 j ^' J+ p - # 刷新画面
; O6 h( K: c5 t1 `5 O - update
1 i% Y q! R; k8 Z2 r+ P; W4 h+ Q - # 如果画面切换的话就中断循环! H4 I3 I; ^; U8 ]+ D
- if $scene != self
6 l/ V6 W1 L2 p* P. Z2 P) Q; Z( i+ p - break
1 Y4 ~) w# i8 p+ \3 V# K: ~( b - end
9 o$ a) B+ V' a& J. [* A - end5 n( T- x# E+ J
- # 刷新地图2 |4 ~7 H) s5 K' _) J% D( q/ U
- $game_map.refresh
# [- f5 j* J) k8 X; d - # 准备过渡( [6 C6 n: @+ b0 O
- Graphics.freeze0 m- ^/ Z N/ ~" E1 r7 _
- # 释放窗口
% a _) P b, P5 U3 S - @actor_command_window.dispose3 T6 m) `( F& k# H7 X, c1 j
- @party_command_window.dispose
9 I3 S" L9 {2 @6 j0 D i: g5 m - @help_window.dispose' b+ X5 G" R. ^! D0 ?
- @status_window.dispose
, [8 ?# W; y( Q# k% z7 T8 ^8 ?) E - @message_window.dispose$ N1 o7 i7 c J& o
- if @skill_window != nil
0 G+ k, M6 Y2 W) G2 v% Q - @skill_window.dispose
$ N; }+ y# v! K- T9 p' n0 z0 w - end* d/ g% o" J- z
- if @item_window != nil* @- k+ O( B6 `
- @item_window.dispose
: m. q8 {" ^9 i* Q, e# @ - end# I5 X9 p) B/ Q& Y
- if @actor_window != nil0 C5 M2 ?& R- M( u
- @actor_window.dispose
5 }9 Z+ a$ y: {1 {# i - end1 I$ n0 q6 D, l; c" _5 j
- if @result_window != nil4 ^& k! O# _8 O8 _/ x0 { q! Q# f3 y
- @result_window.dispose
3 j5 H" b! {* O4 c$ z& g: H: z - end- `. @" {) C% C- i$ f, u
- # 释放活动块& S/ [! o3 s" a& b$ B# E8 ~
- @spriteset.dispose
@5 j% U( S1 m0 ?8 X - # 标题画面切换中的情况" N, f) x% p$ I& Z* k4 d7 y
- if $scene.is_a?(Scene_Title)+ s( b' q- W& d2 a9 j
- # 淡入淡出画面4 k. c1 p% d% o* E1 D/ O0 q; g. n
- Graphics.transition3 ~& W7 Z7 L$ N: m# A' }, r! u# A
- Graphics.freeze2 T3 q( @# }' k5 _5 Y; r7 U# w
- end# S1 Y) D4 |/ X$ G
- # 战斗测试或者游戏结束以外的画面切换中的情况
+ @/ [+ ^2 w9 [1 R. ?+ a - if $BTEST and not $scene.is_a?(Scene_Gameover)
6 a8 ^) D; g U - $scene = nil
. K" a) D2 [& Q% F! `4 R - end
# l) L- B: }8 {4 h9 E: k ] - end( i. p: b- b; p/ x
- # 战斗结束
/ x l- H$ d% f b7 l - alias lpb_battle_end battle_end
* ?" x# h" j0 h: Z5 Z - def battle_end(n)# P1 Q$ \9 J* e5 U
- lpb_battle_end(n)
% m, h, V0 x& }1 n E- b - $game_party.set_actor_to_normal8 B6 c) v3 |" \. u: J5 e8 b
- end
* T* R3 R8 N' O3 g" a% B7 n - # 开始回合3
$ d. O1 V0 h0 Z5 m+ M& @' o - alias lbp_start_phase3 start_phase3
3 Q& _# ?* [$ K - def start_phase3
, Q' h) t% V. S- @- D - @changed_battler_id = []
7 k! N0 P; d. G: c* [; y - lbp_start_phase39 U- I/ N% J4 q
- end
8 Z7 ~, Y c5 M, s& f3 p, P* @ - # 刷新角色命令回合画面
" Q# M, q% g* w/ j6 G/ N2 W9 q - def update_phase3+ f/ {0 y$ W, p1 Z
- # 敌人光标有效的情况下
& j& @. O- U! ]- l8 ~ - if @enemy_arrow != nil9 A- }. _1 {$ T% {4 C
- update_phase3_enemy_select9 @( f3 C0 A5 f6 g( c* Z1 B
- # 角色光标有效的情况下
7 \. f5 b' {& X) A) y# {( m - elsif @actor_arrow != nil- _% [8 ]9 N3 J+ F6 |
- update_phase3_actor_select
) ~, ]8 }8 t1 f6 _. e1 M - # 特技窗口有效的情况下
5 _0 _, O4 k4 ]1 G - elsif @skill_window != nil
/ |4 |& V/ m' ~% l9 ^3 R* F' ] - update_phase3_skill_select, ?7 k; i t% S! u- g3 Q
- # 物品窗口有效的情况下3 ]( K8 a/ E" S" V
- elsif @item_window != nil
9 R0 H4 ]9 V" s8 N |& G9 Q - update_phase3_item_select
0 {- O, W4 w' o; h" I - elsif @actor_window != nil# S( u3 o* ~% f+ M
- update_phase3_battler_select
' h# o9 Q, _- D& O - # 角色指令窗口有效的情况下& J: [0 T8 z- r/ Y! w/ C
- elsif @actor_command_window.active. y) c$ a" _& _5 f
- update_phase3_basic_command
( _# X, E& B+ x; t5 p6 ^7 M - end
* A! J [$ d$ m - end
/ a S0 E$ G: P" ]# u/ E' l - # 角色基本命令4 g+ n) c3 `: R% o) z$ G5 w
- def update_phase3_basic_command
2 z1 n a+ l) F2 _ - # 按下 B 键的情况下1 S V1 d/ q v3 ]. I9 h
- if Input.trigger?(Input::B)2 Y# N) U7 H- w9 e. T1 H
- # 演奏取消 SE
& k$ ~* k2 a! ~# n) k - $game_system.se_play($data_system.cancel_se)
/ B5 f. I- F! b! |: [3 S! d/ A( n; h - # 转向前一个角色的指令输入
* d4 E6 P$ L1 q( `/ s - phase3_prior_actor
: Y2 @/ ^+ e0 l' P# ?. H3 T6 M! w% g - return
# Y7 e* U) S0 O - end* L0 ~" P4 ]* p1 T3 h
- # 按下 C 键的情况下& l. @: G3 d$ D
- if Input.trigger?(Input::C)8 b! I$ v% v# U3 r" B
- # 角色指令窗口光标位置分之$ v9 I c" D+ a* a
- case @actor_command_window.index
! X8 B+ n' S$ V( L9 I. u' C( Q3 Y - when 0 # 攻击3 m7 @+ T" Q! b
- # 演奏确定 SE# Y4 T* i# _& y7 ~$ P
- $game_system.se_play($data_system.decision_se)$ N7 o T- I" z7 _
- # 设置行动0 H/ P) R0 I5 a2 D/ n1 Z Z
- @active_battler.current_action.kind = 0
% x/ X5 b6 T! L! X- f; W! @ - @active_battler.current_action.basic = 0
0 [8 x* }1 S0 ], i - # 开始选择敌人
7 w: W3 K, t8 x# \! u5 m( @0 q, k, V - start_enemy_select
# P5 E2 I# u* [/ m4 B4 e3 U- R - when 1 # 特技
# E0 c t4 _, A& f% y' u - # 演奏确定 SE
6 w% F6 [; O1 o5 w$ p3 b - $game_system.se_play($data_system.decision_se)
7 u" _: {$ r5 ~4 m/ O' m - # 设置行动
9 E5 V; x& {9 r3 i& o - @active_battler.current_action.kind = 1- l( Q4 [ ], }1 G& T% u. T
- # 开始选择特技! ^2 S! |; D. \! b8 W
- start_skill_select
- w! Z# T& T" e3 C - when 2 # 防御
) z6 K6 F5 \- D$ p* A- ]2 d - # 演奏确定 SE8 h4 `, l/ I6 M3 e! ~: T# c
- $game_system.se_play($data_system.decision_se)
9 L7 l1 a+ F9 T& y4 Z% S1 i - # 设置行动
( T8 T6 R1 \. @) ` - @active_battler.current_action.kind = 0
5 M3 Z; }% z' S: i- ~" } - @active_battler.current_action.basic = 1: u; w8 @& i, }% J4 r8 K7 `0 d x& u
- # 转向下一位角色的指令输入
, I( d& v. s/ B$ K) d2 K4 W0 V - phase3_next_actor
8 m, |" M9 Q+ {, i& e+ b4 L* d( N - when 3 # 物品
5 i: \4 P% u! {, j3 M- m - # 演奏确定 SE
5 B4 ?, j0 u1 g6 Z - $game_system.se_play($data_system.decision_se)
- v8 m. r( r( R0 {+ L4 z - # 设置行动
% D. }1 z3 W- l: ~ - @active_battler.current_action.kind = 26 Y! j. {6 y$ \( x4 D- b' g
- # 开始选择物品4 D0 W, A z. w* C
- start_item_select4 H/ d4 {3 a% V9 `% x+ u
- when 4 # 换人
! `8 L- z; k3 L2 ~8 Q( K - $game_system.se_play($data_system.decision_se)
$ [: w% E2 i w9 U: i, z+ x* i - @active_battler.current_action.set_change_battler: H8 s3 Q; b) Z
- start_battler_select6 |& u" o6 h" Y5 d7 T- ?/ w
- end
. M# Y# v6 Z5 K4 F# e2 ^4 F - return' h) j& m/ W! l) ?( x
- end
6 F5 G, B2 g9 E* K+ ~; ]( n- O - end w5 J' D, F$ ~/ O+ Q7 x
- # 开始角色选择
H% Y9 [' [* l0 L1 {/ e - def start_battler_select
' I. K8 P! Z: s8 s; I, e6 h/ i - @actor_window = Window_Actor.new
7 q, g, H/ R& E+ S - @actor_window.active = true" j" @5 t4 r Y0 y
- @actor_window.index = 0% u) v& q8 ^* g- q4 M
- @actor_window.help_window = @help_window
- ]% u+ I" J( y1 O' K, S9 U% x; c - @actor_command_window.active = false' a& X4 ]; y4 Q( C
- @actor_command_window.visible = false, ]% `, k1 ]' K5 Z: i
- end
& |. p6 \5 R- B, L8 H: w - # 结束角色选择# D( N4 f2 x2 V' g
- def end_battler_select
9 r# N& g; L/ F1 K8 a* E; z8 W- X. h; @ - @actor_window.dispose
# M. U9 z1 k# A( `/ m* s - @actor_window = nil& h6 I3 X6 Y! {9 a, u9 \9 B
- @help_window.visible = false
, s/ D, G8 k2 n4 u' E+ V# L - @actor_command_window.active = true
) T0 I# }9 ]* z/ [ - @actor_command_window.visible = true2 x9 |5 d* W0 E. C4 ]
- end7 w0 e" p& ~& M7 O
- # 刷新角色选择" S9 o4 V+ y1 _4 i$ H; _# W; ~& q
- def update_phase3_battler_select/ H( v$ [! ?! S# j- D0 K$ E) d
- @actor_window.visible = true
& H8 A5 k& o P; n - @actor_window.update
8 k8 f+ Q1 N m* \+ n. X4 A - if Input.trigger?(Input::B)2 y$ g! ?. S4 T& c0 f ~; _
- $game_system.se_play($data_system.cancel_se)
0 z5 A/ G' E7 H. n - end_battler_select
8 l+ u7 S4 b+ I! g; Y1 v N @4 a0 l - return
; J7 R; g- m% y! X4 ^8 A6 R' K - end; ^- b; g- v. e2 D5 E* X
- if Input.trigger?(Input::C)" D8 A4 h2 y7 U' ^6 E5 c
- actor_id = @actor_window.actor_id
" h9 O/ l: f9 [" k - if $game_party.get_actors_id.include?(actor_id) or
) l" O1 x1 R6 {1 a! [+ O. ]) d - $game_actors[actor_id].dead? or
- q& |& `' Q9 b; J# s - @changed_battler_id.include?(actor_id)
3 H9 K2 `2 @( g3 L! _% B( @" n - $game_system.se_play($data_system.buzzer_se)
* A4 h, E# P" F; L& U- j: G2 g - return
( Y% a8 I8 |/ f - end
' i0 X! S; L$ i, h/ M9 p - $game_system.se_play($data_system.decision_se)
5 y2 t- q' ~" i$ h8 @ - @active_battler.current_action.change_to_battler = actor_id
8 s# T3 o2 K( ~5 o1 a. T, { - @changed_battler_id.push(actor_id), q9 y+ ~& ^0 j0 `2 n
- end_battler_select+ r( I/ F! u% F& E) g0 r0 g
- phase3_next_actor j; V9 H3 N3 I; n% E) |- g% K, S
- return
1 X3 f( D. }, h2 m; C - end
2 F5 y5 C. h8 v, m) g9 Y - end
! N& I% F& y. ?+ y- w1 j Z) S - # 行动方动画3 w; F0 s# P1 j q2 O* O
- def update_phase4_step3# V7 ?+ K3 }, Q7 c: M
- if @active_battler.current_action.is_change_battler?
2 B/ x5 w& N, \# V6 \: \/ Z - @animation1_id = AnimationChangeBattler) \6 U' d% a: W4 X x2 Y
- @target_battlers = [], g- b( w" C5 C4 Q
- end. u8 y( X$ Z- N- l- Y/ S
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)3 i; |+ w v" ?% _, N! n
- if @animation1_id == 0
" ~3 l8 W/ l3 h& A3 X8 d - @active_battler.white_flash = true$ I3 p8 D; B* z" n2 N4 X* y2 _
- else1 n( v6 n" p- s: m
- @active_battler.animation_id = @animation1_id
$ |% z( t- J. k# w( }- ^* z - @active_battler.animation_hit = true) }8 M7 p d+ B; U# E
- end5 B$ A0 a: ^% {. K- ?0 j
- # 移至步骤 4
" q/ g) X( K9 a' d( i' x9 s# b$ |/ E - @phase4_step = 4& G* K, o; H$ I% {! N. M8 Z
- end
' [% p E5 G2 V2 B& T" X - # 对象方动画
2 H- L* ^. w0 [8 K/ h1 S) J - def update_phase4_step4
$ g8 r+ ^" \ t8 {, ~( X7 s, z. x8 _ - if @active_battler.current_action.is_change_battler? i! M9 c9 F& ?$ G
- actor1_id = @active_battler.current_action.change_to_battler
6 o# N# n- U8 T0 p5 B - actor2_id = @active_battler.id9 ?0 P8 l, ]( }9 }0 r3 O
- (0...$game_party.actors.size).each do |i|
( D8 [. y% N. N5 R) g. U - if $game_party.actors[i].id == actor2_id
, W. \; N% k& g$ I' e' p5 a - $game_party.change_actor(i,actor1_id)
% w! X4 Y1 y) z, u/ h4 n8 \; y4 { - @active_battler = $game_actors[actor1_id]6 i: y: k3 d# B# W/ u& K, I y, b
- @status_window.refresh4 X) o" o; {9 N
- end! @" m: J, W" p
- end
- D, E9 n2 Q E& T - end: ]; [2 r7 A3 B& ?
- # 对像方动画
# Q6 s8 h2 z! L. j" P3 P7 V - for target in @target_battlers
! _5 c2 Q/ J- G - target.animation_id = @animation2_id b* e: \% V6 |. Q3 P
- target.animation_hit = (target.damage != "Miss")
' u! A* \4 b( p1 O' l - end
7 P: ]- G8 {( ?& R& d - # 限制动画长度、最低 8 帧
+ k9 v A2 Z! B, M0 J - @wait_count = 8" t0 F: ^# i+ ]& e2 a
- # 移至步骤 5+ q' c+ {9 t; m. B( A3 ?
- @phase4_step = 5
( w4 u3 m T- r4 ^+ z1 i, ? - end
: g5 q+ R r( M( Z* ?8 H - # 公共事件
% J* ]9 |" v9 w, Y5 y$ ?7 ` - def update_phase4_step67 ?5 L5 W h1 D
- @target_battlers.each do |target|
) r J: T. q. r' I2 H - if target.is_a?(Game_Actor) and target.dead? and
# v* {' _. U d; e+ A. u - !$game_party.other_actors.all?{|actor|actor.dead?}
7 A% I& C6 M7 w* Y# F - @actor_window = Window_Actor.new
, p$ c. g# t2 ~6 C5 R F - @actor_window.index = 0# |4 e/ k( X9 t" r/ g* ?
- @actor_window.active = true' G6 ^- k G1 n, ^7 ]/ p
- @actor_window.help_window = @help_window
& Z* a3 I5 z; X' ~ - actor_id = -16 e& g9 K' X# _9 ?
- loop do
' g# F' a( c# D- F9 v# ^1 C - Graphics.update1 Y7 G; `& e; B3 _0 F$ l- A
- Input.update
4 d' L* o: l, l5 f! z! F# b - @actor_window.update# i+ w9 j, p$ _6 P8 M- B
- if Input.trigger?(Input::C)
}' K: l& r+ ?4 P$ @$ |2 ? - actor = $game_actors[@actor_window.actor_id]
+ \/ K5 R3 H0 ^; i& z: ^0 } - if actor.dead? or, \- h) q' [2 v+ i
- (@changed_battler_id.include?(actor.id) and
( k" i- g# {7 I5 n$ ]5 z0 Q3 }: p - target.current_action.change_to_battler != actor.id) or* W* K. U+ K. d+ o3 q. Q
- $game_party.actors.include?(actor)
" ~, ?6 B) }& f) i Q' t - $game_system.se_play($data_system.buzzer_se)
& f8 ?8 L3 N% T7 a4 f; @4 N - else
" m( U$ i/ ?. F2 s - actor_id = actor.id
* W2 E. j) [6 }$ G5 B1 X! w2 _ - end
9 e. R' O$ {8 Z3 M/ b - end
6 D& [6 e# h! D4 {' p - break if actor_id >= 0
4 G! P6 Q! R; c2 v - end
* x+ t; }: O! _9 u: G2 E+ a - @actor_window.visible = false1 [6 U6 B% U5 Z, K2 H9 i; S
- @actor_window.dispose
0 y# G) R1 W& W - @actor_window = nil: g5 d+ b1 G1 ~! ?
- @help_window.visible = false
: R6 {$ q8 U; T; e7 M: L - (0...$game_party.actors.size).each do |i|+ C% s) A1 Y2 T5 U- Y
- if $game_party.actors[i].id == target.id
9 e0 j A/ }. [ - $game_party.change_actor(i,actor_id)
* B7 R: T; ]. J0 x; n- E - @status_window.refresh8 R; p6 S7 j, U- E
- end8 |* z! q$ r8 g. B% }5 {
- end
) O' R. W- J' p1 r - end* a4 M' d2 V+ B+ w
- end5 i0 U* f) C- f
- # 清除强制行动对像的战斗者, v9 r$ t7 P" o5 ~
- $game_temp.forcing_battler = nil
9 {0 p6 l2 ]- N0 v; \ - # 公共事件 ID 有效的情况下
) n9 K% o! Q0 \ - if @common_event_id > 0) B# _' ^9 ]; t' e8 Y) F: \" w: f( o
- # 设置事件
3 D4 c) s8 T: s! R& P. h, @ - common_event = $data_common_events[@common_event_id]
# i' E6 Q% g, q - $game_system.battle_interpreter.setup(common_event.list, 0)
/ @7 ^, n* C9 m+ c! q' P - end
9 R! T8 K% c- q# O" m2 K: ^7 d - # 移至步骤 1
9 ~" C4 K, z8 o2 ?: C/ m - @phase4_step = 1
; S$ `3 V) m! f: d - end
9 X! d. u5 |, {! z9 {9 j, { - end; g: L8 G9 Z& G: _% U) r. G5 O+ {
- ( U: j8 R" ^5 l& G. v6 T
- class Window_MenuStatus( ^5 b! M0 S4 W
- def refresh% I% j, F1 j% _1 e2 ?4 \' Y
- self.contents.clear3 N, O) o" Y \5 w7 _: Y
- @item_max = $game_party.actors.size
. S. i3 r8 h. z/ p - for i in 0...$game_party.actors.size
- Y1 _: i+ V- ?& V- e - x = 4
1 k, V$ P3 |; F: y' G2 u - y = i * 32
* z0 n) |2 Y6 @+ J - actor = $game_party.actors[i]
) z2 `4 _" ?; U, t7 m* E# z1 ~ - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
$ [1 x/ M( P: w( f6 @3 o - rect = Rect.new(0,0,bitmap.width/4,31)6 a7 M9 F" N' h* W
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
$ s: I6 N4 L7 ]; P - draw_actor_name(actor, x+36, y)
- Z! K* M' y0 a% k: j' G7 r' F( k - draw_actor_state(actor, x + 136,y)2 p/ b4 a- O4 R
- draw_actor_hp(actor, x + 236, y,96)
: Z9 t) K% O+ @: ?: q - draw_actor_sp(actor, x + 336, y,96)
2 W+ s% m* F$ V" q - end* P% B: O- R: x0 j# L7 ~
- end d2 Z. I% m) c8 |
- def update_cursor_rect) B, w; K r" t3 T5 v! g4 `
- super. {. h+ ^8 _, J0 }
- end
- c0 X/ B9 h0 G - 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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