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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
3 [7 m5 X5 m2 v. {3 Q
' R2 T! ^" F4 d& n: M; i) j+ D- # 队伍最大人数
0 o' b8 v1 L6 w2 ^ - MaxPartySize = 8
3 I% g6 N* _: w; K5 z( z4 _ - 0 C$ ~( z6 F% s; i: m
- # 出战人数
# O& w5 K* r/ R' I/ a - MaxBattlerSize = 1
$ m; U, w+ B5 o% Y! t8 ?: j
" A. e$ ]8 b! e4 N1 n: b, M5 O% B- # 换人语句& H. O# h7 L6 {9 P, d2 b
- WordChangeBattler = "换人"
, U% m& m3 U/ m' y9 t6 E1 B
4 d7 B" ?; K+ a$ Y1 ~* ~" }+ f- # 换人时播放的动画
/ p7 e/ f; b T9 Y9 K0 o1 P! n# k, ] - AnimationChangeBattler = 26. D1 R" |0 z5 u3 y3 T1 q S# m
- " Z8 l4 _/ D7 B3 U' l: q
- end% Q6 q( e- V9 g, T
* ^3 u, ]4 T( N# G( L- class Game_BattleAction$ g h$ n3 c0 X. k
- attr_accessor :change_to_battler
8 M4 y+ l% ~6 d: L! E1 ~ - # 初始化
3 l6 p- |) k% Q% |: R) N: l - alias lbp_initialize initialize8 R" G9 b/ p: ^& F& j/ l) [1 G; q
- def initialize
% y, a' P0 P) @! y" [& ^- z - lbp_initialize
; g5 n& i7 a; E6 z$ }; w6 ^ - @change_to_battler = 01 v' Y; ? k2 w5 n
- end* g3 ~- N! j7 a9 W( S
- # 欲更换角色编号 x; w8 o0 v$ D2 A
- def set_change_battler
- R. Q$ c$ Z+ _7 h' ~% R: e/ e$ j - @kind = 3
1 q, C G7 Z7 n' |$ o- K3 V - end& d' s: C/ j- F+ l; ]. i
- # 判断行动是否为更换角色+ y1 Z+ O7 v3 U/ L2 l
- def is_change_battler?2 U2 V3 O& y, `1 ~, B* X2 B
- return (@kind == 3)
, m& p$ v6 E. C' U5 P - end- b+ D2 y e( g" j- e1 i/ p
- end: N* y- s6 ?+ Z: h( i7 g
- ! c! y5 A" p# U, }! N
- class Game_Party0 x) M, P: J) g7 n
- include LimBattlePlug% Y- P# |0 B! E# P; S& k2 `
- attr_reader :actors2
- Z' Z: p. h* H' P* \7 P - alias lpb_initialize initialize2 m( U+ i: ^1 ^) L4 x! Q7 O
- def initialize3 g3 w& Z9 O1 j6 Z) W/ w
- lpb_initialize5 P6 G' R1 J4 s4 t- \
- @actors2 = []' `) i, z' y. u& J- J7 Q; c
- end. g8 \! C$ G% r3 B+ E$ U- v
- # 角色加入
9 `: x( w1 Z$ a6 B - def add_actor(actor_id)
~8 z6 I5 _& z0 _- T1 ?/ X$ Z - actor = $game_actors[actor_id]! [/ x6 p# O( x+ [% m' z- c$ L
- if @actors.size < MaxPartySize and not @actors.include?(actor)
% z! t7 |( `( R8 U4 [, L/ k - @actors.push(actor)/ i3 S1 A% j) P# E8 w o
- $game_player.refresh0 {; S6 X3 \9 U, [% K2 X+ f4 C
- end
2 C, z( S/ L( P- a% ?$ O - end f+ G0 b' _6 B7 s: l1 g0 A
- # 设置战斗的角色
2 u6 H4 g |/ h! z8 X - def set_actor_to_battle- F$ ? S& j( c+ \0 o h
- @actors2 = []! E. u+ @* M' f3 {# E
- @actors.each do |actor|$ S3 I" m2 t2 J& u- y1 ]
- @actors2.push(actor)+ Y* n3 o8 x3 ]4 o+ `, `: V
- end
. l9 K1 P9 x! g& j- U- ] - @actors = []. q8 |$ c( Q% F9 z
- @actors2.each do |actor|
7 Q0 g0 x: E; T- x - @actors.push(actor), L% D1 u- A+ L9 B/ Q4 A( h
- break if @actors.size == MaxBattlerSize8 m2 n7 m p& x: {, ~' o: z) S
- end
4 O( b9 G& h. e6 {8 | - end
# f: F9 _" O* c5 l - # 还原战斗的角色
0 Y* F+ X; S( D }3 b& e& }6 X/ I5 f - def set_actor_to_normal
9 E7 c0 l1 [+ g3 E; }: q8 i# M1 l - @actors = []
3 T( a8 L7 o4 f( B+ h - @actors2.each do |actor|
( H: v2 [. `; t/ z b/ k2 P - @actors.push(actor): E0 [7 m+ E9 [5 `& b n
- end
: V* o4 G0 |# m9 X/ v7 ] - end
; T2 N3 _6 O! z- V - # 获取角色id数组
@4 O- N) F* B; ? - def get_actors_id
5 |0 r, t% P" S9 D( T5 g4 D0 f - id = []* b! ~' P/ x B( g! R+ l
- @actors.each{|actor|id.push(actor.id)}
9 F: V4 g( b' ?- d) g9 O" d - return id9 B( M1 P) J+ [1 z' V& W- i1 f$ g4 E
- end$ ~3 Q2 z) b: Z; Z
- # 获取角色id数组7 {& R5 A5 ~; j6 Y; k' i
- def get_actors2_id
# d1 S" w+ a2 T/ _6 ]5 q9 L - id = []0 k/ c! C, S) m
- @actors2.each{|actor|id.push(actor.id)}
$ P1 w) R$ u- z }0 b - return id" C! h1 [8 ?. _9 ?) @; Q
- end
4 T8 t3 h& b# _3 Q - # 兑换角色& X. l2 {7 x' K' q$ L- W8 p+ B
- def change_actor(index,id)
: P, C. ]1 I' T5 s - @actors[index] = $game_actors[id]
" E% R) u+ g6 K - end
3 c8 f& a0 \( A* ~0 @7 e - # 全灭判定) O2 d0 y3 x ?) T* i* n0 p
- def all_dead?) o+ \5 c* e& O- v. D
- # 同伴人数为 0 的情况下7 F' U3 P9 V) I" a: {% f; y
- if $game_party.actors.size == 0
$ [& V* ?7 I7 B+ O& o7 \ - return false
# \9 @, N: h3 N7 y# [ - end3 o9 x7 g5 R: {' [4 x5 Q& w; [) m3 M
- # 同伴中无人 HP 在 0 以上* _7 S4 O( L, K4 X8 G- x* B
- for actor in @actors25 ]8 [9 @' ]; I, y6 v9 Z6 l/ r
- if actor.hp > 0
+ j1 ^ m4 T. h- a3 j+ D - return false
5 t$ |% d8 R; D1 r; G - end
/ Z3 R# M8 O6 W9 a @8 A9 t - end
- I5 I+ ]5 h r& }" w; s* | - for actor in @actors
6 f# c! A9 N6 P! H$ G - if actor.hp > 0) T0 O( F8 f( C6 N# A. v/ g
- return false
6 H9 ^8 X5 E. n! [+ A B2 n - end
) b, p6 I8 f) p& @* H - end# `3 e j8 B3 O9 L4 O, Z( W
- # 全灭
( B) ~' Z* Q3 B( y0 S - return true
. F+ E$ U: \! o6 P- c' H - end. [5 l) n% O) D1 O2 y+ X
- # 其他角色
/ y: t3 ^7 J9 s - def other_actors
/ D, L. s$ d& @- i - actors = []& p0 _( q2 C- _7 B1 K
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}% H$ N, {! F' H! w% A9 Y
- return actors; I2 [8 U: Z7 E9 {
- end
2 |. Q+ G+ ]- T( J" K" m. V - # 角色位置互换5 [1 [1 z1 I6 s: R# @
- def change_actor_pos(id1,id2)3 ]6 b/ g: m* @
- actor_id = []
8 O. D% u- [- u! @ - @actors.each do |actor|& i$ j3 a$ f! _. o
- actor_id.push(actor.id)2 ?: l0 P; ^" C2 G/ z3 ^
- end8 l# A& f% ^4 j( Q9 Q4 e
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
. z7 U% k, m2 G+ h- m, t2 A - id1_index = id2_index = -1
4 H2 {8 M. C K* e( g8 C3 N - (0...actor_id.size).each do |i|
7 w& u( |& N2 c, [( [. g - if actor_id[i] == id1
$ Y3 ~* g9 e# b0 Q' _ - id1_index = i$ I2 w& Y2 c1 ?4 x$ P
- elsif actor_id[i] == id2
9 x( I" Q/ \2 k" `3 e7 u- R- T - id2_index = i% O" f) `1 J2 W
- end
3 r+ \8 o8 B2 L" p - end
- e$ {4 H8 i1 o8 o+ L9 u6 R" y: k - temp_actor = @actors[id1_index]) A/ D# J% o i4 }' N# Z5 n
- @actors[id1_index] = @actors[id2_index]; I# V( h+ [6 _) m$ }- J
- @actors[id2_index] = temp_actor
9 ?" }+ t# t& q; P - end5 ]3 i* M, [1 J) i h) i
- end! y, L, E5 m& F2 J
- 8 u# {& E! P1 B9 b' A" q
- class Window_Actor < Window_Selectable
- B/ E& t" g. h T - # 初始化
8 y0 }# b8 U/ e6 N - def initialize8 G' w" I' Q5 t# d& F \) b
- super(0,64,640,256)+ k% d8 v. {4 F# i4 l8 U: q5 |% y
- self.back_opacity = 160; Z4 J0 T5 F5 p- g4 R1 ]' {
- refresh
5 }5 V* h- O+ a# X - self.index = -1: s2 Y) {# a( {: S8 s) z& M
- self.active = false0 s. A' T: \' g: O9 `0 T( A# h1 w* v
- end3 s, }5 K, G! F) r# O0 J7 D% `
- # 刷新, a- \. W3 v4 k" E7 r
- def refresh
4 c1 I2 D. w) Y+ s& x- ~6 H' B* Z0 { - @item_max = $game_party.actors2.size
2 b- M) o& E$ v- c2 {- b6 w, _9 S - @data = []; g8 M! ?, e7 v/ J8 g' `" q3 I
- $game_party.actors.each do |actor|+ D" V' d$ p- h& I4 @4 d$ N
- @data.push(actor)' y& a$ k! Z6 c4 O( Z+ |) n
- end
& {# j, I, o# a# N+ e - $game_party.actors2.each do |actor|
, G$ K" }1 a% F" r1 c) v - @data.push(actor) if [email protected]?(actor)' w# H$ z9 g$ T- ~0 S" L
- end5 u5 G3 |# X* A" Z9 b
- if self.contents != nil
( P/ w0 n. e* A - self.contents.clear
2 D( @; j0 d/ V: [# [' n5 V - self.contents = nil
, I" d1 ], g0 b7 Q - end
g' d: f( N3 T4 }0 T2 _! m! G - self.contents = Bitmap.new(608,@data.size*32)
3 |$ ]. \5 M& X; p - x = 4
: F7 B' j5 B3 W1 U" F# c9 Q/ K6 q, e4 k5 \ - y = 00 V- O1 z% q9 p/ m w
- @data.each do |actor|4 u0 B. w% e. p
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)5 @( W O0 ^' [, j
- rect = Rect.new(0,0,bitmap.width/4,31)
# m; E0 o' X. \: _ - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
~9 J; \# A& F/ u N' N& D - draw_actor_name(actor,x+36,y)
* s( `1 T0 s0 a# ~$ N/ a9 l- ` - draw_actor_state(actor,156,y)+ Y! O8 U) L8 Y# F2 t8 X' [
- draw_actor_hp(actor,x+256,y,96)
! v0 o: X' N! M0 z5 }9 j7 y - draw_actor_sp(actor,x+376,y,96)( X1 M' k9 s" u) g
- if $game_party.actors.include?(actor)+ z( Q. Q: {% `. z; \& Z
- self.contents.font.color = text_color(6)" V1 p# v# z8 k* n
- cword = "出战"3 f! Q: Q/ m, M7 ?3 f, o9 G
- else6 d2 P9 {& c# M4 J6 R: d% t; t$ P
- self.contents.font.color = text_color(0)
; v. y7 L3 ]0 y - cword = "待战"! I" R: n; f, Y% D
- end
2 h" y% ^* C3 o5 g6 R - self.contents.draw_text(x+496,y,60,32,cword)
- c) S( T( ]6 W6 m5 ]' Z - y += 323 r9 A+ }, Q, _$ j8 n
- end3 M J/ ?3 n( X0 v5 p( {# \
- end
3 f' R6 T5 `" ~" Y& o - # 获取当前角色编号
8 z# }$ \1 a6 i& ^9 ]4 z$ k - def actor_id
+ F/ s" D" ~0 A2 b( W - return @data[self.index].id- B5 K" `( ]* T; n. W8 D$ ~
- end: H7 Z5 K/ [# o, z. v
- # 刷新帮助
3 G3 J+ s+ @- ?/ v& Y! R# R - def update_help
) r0 S: J5 N8 R# H* ^7 L - @help_window.set_text(@data[self.index] == nil ?\
! R; O- W/ ^+ j) z0 A: y - "" : @data[self.index].name)
* Y. T- U# ]. m' a. l; `' ] - end/ X: p3 I" g% y1 ?/ |9 r+ n/ r
- end& w3 q7 C/ |" x9 N: O# C
2 F) @7 y! F6 @( ]- class Scene_Battle K/ f; U$ M. p, _
- include LimBattlePlug6 z' \( @4 Y" |1 C$ ^* L# @# j
- # 初始化( u/ Z. O0 ]/ j% ]3 v7 e' E/ x6 m
- def initialize
2 S" l. L8 d/ ]) U$ K0 l( Y, t - $game_party.set_actor_to_battle
/ ]& O Q* [, l" Y( Y7 { - end; w# p* `; O6 X1 a+ g: w* z
- # 主处理
! O. ~9 Y, F+ e) S! I/ M2 j o - def main4 Z9 I3 }- U, r# t" r$ k
- # 初始化战斗用的各种暂时数据6 k5 m% r$ _3 j4 `9 U8 R( `
- $game_temp.in_battle = true
9 [ D! s% p9 a7 X/ l! M# n% ^5 T - $game_temp.battle_turn = 0+ E& ~6 P& q& w' j" t! V
- $game_temp.battle_event_flags.clear, o1 N: K: w p( g
- $game_temp.battle_abort = false
/ ?8 U2 B f3 ^ U# G! s - $game_temp.battle_main_phase = false
, y# w$ C; r) J& w* L& P N - $game_temp.battleback_name = $game_map.battleback_name M/ x! h$ k# i" g& L
- $game_temp.forcing_battler = nil
3 q9 }7 ~( M. W3 s: _, a - # 初始化战斗用事件解释器# J2 S1 z; W5 S- |! R+ c
- $game_system.battle_interpreter.setup(nil, 0)
) h; {+ e. w( K4 K4 p- P4 v - # 准备队伍
! ^, w! u, G* z* ~5 ]4 G! I - @troop_id = $game_temp.battle_troop_id
" d9 `% v9 A1 Z$ I% S1 n3 a6 U - $game_troop.setup(@troop_id)' S6 o, [( V" f v" {! a
- # 生成角色命令窗口1 A7 e* p0 K+ | M* y8 a9 p
- s1 = $data_system.words.attack
- c+ |# i9 Y: g! k2 M - s2 = $data_system.words.skill
" `4 v5 R: w( m/ k - s3 = $data_system.words.guard/ X: b& ?5 n. ] s, c, P
- s4 = $data_system.words.item, D2 Q+ o) z- G, L+ O
- s5 = WordChangeBattler8 n6 Q# B% ~, z. [3 _- Q
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
) S" y% v, i. G" i - @actor_command_window.y = 128 o% g+ A, x2 {& _% J0 `- ]$ b( K
- @actor_command_window.back_opacity = 160; |; h9 E( D& [; z& ~
- @actor_command_window.active = false
! M) e* r1 k8 D! x0 _ - @actor_command_window.visible = false3 ?2 I9 ?2 W( n+ j
- # 生成其它窗口
/ h* {$ y7 k/ }2 @4 \ D1 } - @party_command_window = Window_PartyCommand.new; x5 R" e1 N! V
- @help_window = Window_Help.new
7 q$ X: B9 `$ q - @help_window.back_opacity = 1601 ]. U$ b( J7 B/ i$ A
- @help_window.visible = false
0 e4 n. [6 I) u4 n1 ~1 F - @status_window = Window_BattleStatus.new# @/ w7 T; _( N3 h
- @message_window = Window_Message.new
7 h- g) h+ G" t5 C - # 生成活动块# F9 P. I" [7 V
- @spriteset = Spriteset_Battle.new
/ A( z9 }: X! ?9 v - # 初始化等待计数6 `. O' C" }( n, y' J$ n, S8 `6 z
- @wait_count = 0* `/ z. l5 ~! P W( A
- # 执行过渡
- g! [2 r" i# ~% p4 q, r - if $data_system.battle_transition == ""
" K) r1 q0 j5 L0 u9 g) e - Graphics.transition(20)
0 K* t4 j) y( t& S - else7 m: u7 y+ g* t8 ]% H5 m
- Graphics.transition(40, "Graphics/Transitions/" +1 Q: I( C3 p- i7 L- s, f
- $data_system.battle_transition)
! w; \, x* l4 s- Y9 Z) w2 F - end
x" A" Z4 h; X2 y5 H - # 开始自由战斗回合$ G. X' e5 t6 r% F0 h1 y* s4 X9 G( S- l1 Q
- start_phase1
: J2 H1 A4 b2 i. }5 ^ - # 主循环
! x% e+ x4 B- x" d& D! N - loop do/ L$ ]6 ~/ k5 T' q) Y7 S! ~
- # 刷新游戏画面! O0 Y! `: S: d# a @; G1 l
- Graphics.update
# f+ l; t1 T. \: X6 }1 G* }7 \ - # 刷新输入信息
2 H$ S" _! | A" ] - Input.update7 C# f. A& w% V! M0 l! Q
- # 刷新画面+ b' x) \; ~* {, o/ e# }+ q
- update
/ Q2 ]& p2 R. Z% J( r - # 如果画面切换的话就中断循环
/ h+ n: f# ~& _( S; U - if $scene != self |, |, O5 q2 ?' q/ d
- break9 x( K X6 a1 j* z5 V
- end+ ^! e4 r9 d2 j. ~, x1 e7 P
- end
: v3 N( H8 P, ^) u - # 刷新地图
1 W4 H* {1 p$ k - $game_map.refresh( S7 c- Z4 O; k5 X* G
- # 准备过渡! X; O* A; l7 b5 A# F) h% @
- Graphics.freeze
$ V1 s9 V8 i+ Z, B+ F0 g* l - # 释放窗口
) n4 G6 |1 {$ O& ]' g/ z' F z - @actor_command_window.dispose
' S6 f8 q1 c- k - @party_command_window.dispose
: j* ~: R' _( I) n8 ^$ Z$ m - @help_window.dispose
3 E5 s" }$ B$ W/ }3 x - @status_window.dispose ^; Y; a. z/ \$ i1 n j
- @message_window.dispose
% E7 n, z7 O( _ `# g6 ^6 c) V; z - if @skill_window != nil8 `1 p- M6 w& O1 p
- @skill_window.dispose$ R' y+ T1 n3 U9 z# S
- end
5 `0 _ C$ L2 G9 H# F2 N1 E - if @item_window != nil
z& J0 e' W4 D0 s$ J - @item_window.dispose# M3 W- C, x# u6 r6 l4 u5 K! z
- end: i3 F" Y) ~7 b* { z4 ~
- if @actor_window != nil
2 N# h. }/ t4 k* G& w- j - @actor_window.dispose; H7 I. W6 `/ z# C8 A/ p
- end, k8 F2 n' o: C- S2 d2 N
- if @result_window != nil
5 ~. a3 z5 ]0 { - @result_window.dispose* b1 \) S* B" L# u7 D
- end
2 T& G, R6 P/ J$ y$ q1 ?1 C/ ~ - # 释放活动块
1 {4 m/ J) G6 W - @spriteset.dispose3 ^( ?- G8 ^5 h; t4 O$ ~; z, F
- # 标题画面切换中的情况
+ L- N' _/ o% s9 Q - if $scene.is_a?(Scene_Title)! {" b+ j7 l5 T1 C1 ?
- # 淡入淡出画面
- p: S" I5 v d d - Graphics.transition0 r2 n1 K1 b6 u2 O3 @$ P4 o; N
- Graphics.freeze8 H0 z* ]! |1 w7 w C
- end
4 |1 l' M& y+ e. P. f7 _$ S2 u - # 战斗测试或者游戏结束以外的画面切换中的情况+ m3 }* R% D5 b. ^0 I* f. G5 z
- if $BTEST and not $scene.is_a?(Scene_Gameover)
4 X; D4 v- R# S) q& _ - $scene = nil
5 c0 [7 Q% _; _+ I9 S' m* z - end9 G, y5 S/ h( q8 Z3 |% D
- end% G6 |' ^$ s" H- O2 v: _
- # 战斗结束
1 _- I$ U) l0 G3 B3 y( ? - alias lpb_battle_end battle_end: `5 a, x, v$ T. p6 p% z! y
- def battle_end(n)4 P/ g9 A! ~ t7 c* w
- lpb_battle_end(n)/ R+ A5 c# @ L5 a" c
- $game_party.set_actor_to_normal
& b: R6 B3 W* A) V* j - end9 ^5 h- I Z2 o# G( z& E8 N& t! @4 A
- # 开始回合3& M: D2 O" L' H4 h
- alias lbp_start_phase3 start_phase3
! n6 ]; W: w/ R8 U - def start_phase3 P8 N+ `5 e2 }2 z$ N, ~2 S& u- k
- @changed_battler_id = [], z1 m4 j& `" ?1 D; o) J4 V
- lbp_start_phase32 }, w; P# N" l
- end
! q! T7 y4 `3 W0 I# z- m1 u7 k - # 刷新角色命令回合画面. l* N4 ^ T4 q7 I
- def update_phase35 ?( r9 C) K5 D* U
- # 敌人光标有效的情况下
' y' @" N" n7 a+ _ - if @enemy_arrow != nil
m8 ]3 C( `3 f R T+ [$ e* B& b - update_phase3_enemy_select) W7 M5 b) E7 a. A1 x! h% g0 L
- # 角色光标有效的情况下+ W/ f _. ^. g/ |4 o; s; |
- elsif @actor_arrow != nil
3 t3 g5 `) d; u; w) @6 U - update_phase3_actor_select
* T3 _, }; i/ ]8 |' J- a - # 特技窗口有效的情况下1 f- Y. P6 I* c
- elsif @skill_window != nil p1 r5 B) p% N; M* M+ I
- update_phase3_skill_select0 [0 F7 C5 I0 a; Z) d9 i6 g6 o
- # 物品窗口有效的情况下
) g2 n3 \+ N/ ]1 x$ R - elsif @item_window != nil
: v: K+ }% u- N9 m6 G5 T - update_phase3_item_select' \% h7 ~9 p& h9 n6 C- r2 q' l
- elsif @actor_window != nil+ P2 j6 ]: L* B# f" o3 [( S
- update_phase3_battler_select" h- U# D& M. r3 q& m) L& r0 C
- # 角色指令窗口有效的情况下. Q5 v1 }# w2 s2 u
- elsif @actor_command_window.active" j+ \ G, B4 e% i
- update_phase3_basic_command
6 o( r; X- I* j7 c' P - end
/ x8 B3 X# \3 l1 l. Z - end
6 N. y4 J& u3 W) v/ j" o5 g - # 角色基本命令
0 p" e2 D- l/ w - def update_phase3_basic_command" @: O; y4 p$ k+ q2 z3 c
- # 按下 B 键的情况下% B# c7 @8 O) O4 [* P
- if Input.trigger?(Input::B)
3 O) `1 r5 e3 i - # 演奏取消 SE) r+ u% \: P& p
- $game_system.se_play($data_system.cancel_se)$ Q4 y ^. f% Q* o) ?
- # 转向前一个角色的指令输入6 D$ T1 u1 X6 H5 q4 T# o w* y8 x8 I) L
- phase3_prior_actor
, W0 i% \, z* }* p5 w - return
4 r- r) C! {6 u - end# w/ H1 ?1 P+ f- n4 o
- # 按下 C 键的情况下; }) n' e! }6 T
- if Input.trigger?(Input::C)
1 `8 W; c- S% { - # 角色指令窗口光标位置分之
3 e( ?; z- n! {7 f* K+ l) N - case @actor_command_window.index
3 j% I) Q+ `" n J; v - when 0 # 攻击1 `- ?9 g; x$ z' R& ?6 s1 H: p
- # 演奏确定 SE( k: K8 X2 z$ r* H1 a8 f9 x
- $game_system.se_play($data_system.decision_se)
& ]9 z( r7 @+ |/ d$ d n - # 设置行动7 [: J$ k, V0 D
- @active_battler.current_action.kind = 02 W o* @+ p+ H. J2 v9 u2 `
- @active_battler.current_action.basic = 0 s* ~- Z* f$ \6 ^1 a
- # 开始选择敌人
5 h ]* g/ M1 e - start_enemy_select) }. Q4 z9 {: Q6 o% Q0 U: Z
- when 1 # 特技
# ]1 r1 y" K) Z" ]8 h# y9 x/ k. R - # 演奏确定 SE
5 B/ ~. v) A& c, i5 z - $game_system.se_play($data_system.decision_se); H1 w. L0 p% F2 I, I& q% j
- # 设置行动5 z" e+ K' q2 ~
- @active_battler.current_action.kind = 1
9 E) U0 G' }% W; y3 J( `" l - # 开始选择特技% {# p% Y2 s+ K$ x G
- start_skill_select
, `; ~1 Z& |7 N' m/ L" ?7 } - when 2 # 防御' V8 T3 i9 Z3 ^4 o. [
- # 演奏确定 SE
7 R. w8 Z3 a& l+ {9 n+ E - $game_system.se_play($data_system.decision_se). L6 X: {& P1 q7 f! f; }% W, }
- # 设置行动. v o$ g i" `( T/ Z
- @active_battler.current_action.kind = 0
- t" `- X, A) v5 b& D5 G2 g - @active_battler.current_action.basic = 1: W: L5 M+ k+ a; k- I
- # 转向下一位角色的指令输入
0 V' V x2 W4 T i5 ]1 I6 ?' Y8 w - phase3_next_actor1 T- y. [0 T4 N! O, ?2 n2 R9 j( r
- when 3 # 物品9 N* ?( N6 b0 `5 Q1 l& Y) B- ]' t
- # 演奏确定 SE
3 k/ W; R, N* ~# f - $game_system.se_play($data_system.decision_se)( h6 k" A9 z8 h% E8 a) C$ o X
- # 设置行动; ]+ c& M1 F% w1 _4 h' n0 |
- @active_battler.current_action.kind = 24 m6 p. h' h4 c7 M: j% ~
- # 开始选择物品
, ?8 J; F8 } s& }% a - start_item_select! o! S! W$ c1 c8 Y
- when 4 # 换人
1 T9 V' _! t( F# Y! Y" P - $game_system.se_play($data_system.decision_se)5 }1 z8 J6 @/ r. M, W" Y
- @active_battler.current_action.set_change_battler
% A9 C* @; k; N! |0 ~! Z Y0 N - start_battler_select& d3 \# E6 o8 N" l
- end$ r- t: x" ^$ v8 u1 F# m
- return0 ?4 C/ ]( v, i/ [# t$ P
- end# O( L4 d5 B Q& w9 }- z/ G0 Q
- end& o% l1 w ]2 m, {$ ~
- # 开始角色选择8 n, P) D$ G/ J M7 X1 R
- def start_battler_select/ N! }/ d# W3 x4 j2 ~, y
- @actor_window = Window_Actor.new; Y9 v0 G* O, c' n) A4 w
- @actor_window.active = true
6 a1 J! ]4 H/ { - @actor_window.index = 08 s1 `; A6 y8 {% J
- @actor_window.help_window = @help_window/ @$ r. I/ O+ h" W
- @actor_command_window.active = false* d9 L* ?* N) j+ G) V+ {( c! A# c
- @actor_command_window.visible = false; {. U v7 q( y/ j' v
- end/ O+ g) x8 \& M; p" \, j4 I9 P
- # 结束角色选择
( ^$ F w1 m0 c/ s( B) ]6 w - def end_battler_select8 }4 X9 t& W# N* ~
- @actor_window.dispose. K8 W1 s! v/ r% J
- @actor_window = nil
" E* z U- z3 A& v8 x - @help_window.visible = false1 Q( @# K& S# O' F
- @actor_command_window.active = true
' M k; ~9 N: G - @actor_command_window.visible = true
, e6 ?4 q( e6 P9 b - end$ P/ J3 u8 S+ u. j2 b! q" K
- # 刷新角色选择
5 U; `/ k! U v0 j6 Y. L/ n2 ?1 k - def update_phase3_battler_select
, C! b$ R; v9 D! |: i+ f - @actor_window.visible = true* P4 ]9 W( m* E5 z% e) [
- @actor_window.update \3 C$ G. d- |: ]! `
- if Input.trigger?(Input::B)
8 W9 p8 f+ p1 N$ [& m. J7 c - $game_system.se_play($data_system.cancel_se)) A# w8 }3 W- M# p7 A* j$ w
- end_battler_select9 {. N0 W/ M) J# q
- return/ M) g, O3 W0 s" e1 b3 _: Q
- end
/ y7 u7 D: C- W - if Input.trigger?(Input::C)0 y4 ~' z' h4 V4 [& f4 x+ ?; I, \$ Z
- actor_id = @actor_window.actor_id, s! J9 J( i6 V; _3 V% n8 {
- if $game_party.get_actors_id.include?(actor_id) or2 V0 T; O }! Z- t
- $game_actors[actor_id].dead? or
* Z* ]5 w* H/ J' @ - @changed_battler_id.include?(actor_id)+ @# p5 {: Z: d- `9 Z1 t) ?5 `
- $game_system.se_play($data_system.buzzer_se)
* Y8 G% a+ D; B7 _. E+ f) m - return9 n5 f& l5 k7 x! ]( d( L& V2 `
- end: Q- X7 E+ q8 a' \4 N
- $game_system.se_play($data_system.decision_se)
/ N1 }8 h. _; N, I V# M - @active_battler.current_action.change_to_battler = actor_id( u, M1 l: c: X7 N
- @changed_battler_id.push(actor_id)" \0 O8 ^+ O7 T3 z. E) @
- end_battler_select
$ r6 v/ I' ]1 l - phase3_next_actor8 |# h& y& x) A1 L+ g5 q+ `$ V( h
- return
# D4 ^2 N; U: y - end
8 U" x" ^$ h" H) E - end8 P6 [) P. W1 A
- # 行动方动画
& |; q3 P4 h, Y8 D* x7 I/ } - def update_phase4_step3+ s9 H+ l* k) A1 I) g) o) W9 C# Y" @
- if @active_battler.current_action.is_change_battler?. W% D3 J, V: W, _
- @animation1_id = AnimationChangeBattler
4 |' D" m( W) Z8 j" h2 M - @target_battlers = []/ ~1 |4 f9 g/ Q6 B
- end
3 X8 h2 ^3 E" M - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
, t' g& b1 {0 e! G2 B7 S+ U% B6 o - if @animation1_id == 02 h& X. J8 G+ \' y1 `
- @active_battler.white_flash = true
' y5 _6 d' z. o0 ]- V, j* M - else
" ^0 H5 J- [' q5 h8 B; ] - @active_battler.animation_id = @animation1_id% k, O3 i( |7 Z3 R& Q$ K
- @active_battler.animation_hit = true0 t6 Y4 x2 _. u
- end
7 J8 S# z# M3 u. C6 l: C, k( Q L - # 移至步骤 4
" W% v1 ^4 ~& X( d; N - @phase4_step = 4
9 j( R1 y$ Z: X- O5 _7 Z# u - end
$ f5 E+ V9 w) v8 R/ O# t, _6 K - # 对象方动画+ Y9 K% `! i3 n. _( i/ C4 }- U
- def update_phase4_step4+ ] e7 ]1 S8 T" E' Y2 }* l
- if @active_battler.current_action.is_change_battler?
: G) d; ~5 J4 A. l+ n; X - actor1_id = @active_battler.current_action.change_to_battler
8 x/ U e' c. d z5 h - actor2_id = @active_battler.id
7 i2 `3 L0 M; y) e+ m1 O5 v |% ^ - (0...$game_party.actors.size).each do |i|
: ]0 L2 e' U3 t4 Y$ w3 B - if $game_party.actors[i].id == actor2_id
* Y( J3 X2 @) l! o+ l+ Y& U - $game_party.change_actor(i,actor1_id)4 F$ z+ d% J4 e' K) d! S
- @active_battler = $game_actors[actor1_id]
3 N( W$ }3 z# M - @status_window.refresh" m+ ]6 b$ S5 i. F, |
- end- Z: k1 M+ ~/ h" z: Y
- end
L, ]( |: z$ ]8 h - end
' V! g8 c1 l5 r, P - # 对像方动画
1 }$ g! h# Z% p7 S0 v" v - for target in @target_battlers; D& L5 H5 |; X
- target.animation_id = @animation2_id( r- x2 c- y$ S5 [
- target.animation_hit = (target.damage != "Miss")3 p" b3 N% [& M# g! p
- end
; C8 G+ z$ h( Q) _* f5 e - # 限制动画长度、最低 8 帧* `! G. r4 L s {" F5 V; \
- @wait_count = 8
0 _; l+ L8 k) i6 i# G" u - # 移至步骤 5* F- g) j! v4 w
- @phase4_step = 5& f& P; Z: G% v+ E
- end; b, R" s+ x' e& i5 O
- # 公共事件4 y$ C2 k1 `% g, q: o2 p2 N. n; w/ v
- def update_phase4_step6
# ]( R1 V) N: @- ~( c# d& H - @target_battlers.each do |target|; Y- V; a* C& {+ W' I: b" w$ ^. Q' G
- if target.is_a?(Game_Actor) and target.dead? and8 s3 V& ], G7 G# }1 `- g2 Q! a
- !$game_party.other_actors.all?{|actor|actor.dead?}5 s3 |4 I, W. j
- @actor_window = Window_Actor.new! t. B! U" _1 G9 v7 w7 i5 a" A
- @actor_window.index = 0
6 |# ?* |8 ^& b. i7 B" U - @actor_window.active = true! j0 ]( b/ {% |
- @actor_window.help_window = @help_window
' P/ K6 [% } E0 a - actor_id = -1
: s4 `5 [' V. K& D - loop do
: A1 j" a" k' C4 ?# C! t7 @ - Graphics.update
8 v$ K, @* v S- E5 t - Input.update
B- g% d. n8 ~9 o- c: L5 t - @actor_window.update- `- z- b }4 \ t
- if Input.trigger?(Input::C)/ \( |0 P# l5 @+ Y# l0 I
- actor = $game_actors[@actor_window.actor_id]
4 r: \$ |7 a5 q) ~( k4 V; y, @/ P: t" i - if actor.dead? or. [+ Q* `1 P& c0 Q5 Q
- (@changed_battler_id.include?(actor.id) and
- Q/ {5 p& Z: U5 u/ s1 O0 {* H0 T - target.current_action.change_to_battler != actor.id) or
# [$ |8 |+ Y1 C; m& ]. n0 \+ H - $game_party.actors.include?(actor)- O3 U; r5 b1 F: Z
- $game_system.se_play($data_system.buzzer_se)
! ~) V$ M! G7 t" n* O( j' C. O) m - else) Z% E/ ?. p( ^3 \: a" S
- actor_id = actor.id
2 w3 S7 z' @+ B: ~0 }! k - end
# k# ~+ b7 ~0 l! j - end& q s9 H0 W) Y/ M! R9 D9 @
- break if actor_id >= 0
/ J) ]7 j0 a, b% F7 \7 C' Y* O - end9 ]5 q/ E# z' D7 f/ d( I
- @actor_window.visible = false _( h$ M' G& G$ t O, ~6 v
- @actor_window.dispose
& O1 k! U+ [/ L) X0 U: C# o - @actor_window = nil
1 F: ~+ p: ?) M$ | - @help_window.visible = false
1 L/ p7 E% y" Y7 z; i' k - (0...$game_party.actors.size).each do |i|7 k) @& b9 h3 ^% g1 P0 g
- if $game_party.actors[i].id == target.id
( ~$ c/ [- f( L+ T# S' P6 c - $game_party.change_actor(i,actor_id)* @5 q5 P. k8 p6 z% I% {# W/ y5 V
- @status_window.refresh b& `' G/ f8 }7 m6 O! k
- end
_" i; ^" m' _. ^0 `/ M' o - end1 C) T5 y: x& T: }) }/ F
- end
# w# p+ @1 _6 ^) U* Z - end; ~5 ^( {& \4 c0 f
- # 清除强制行动对像的战斗者( S/ o, N6 A- S, P. s
- $game_temp.forcing_battler = nil
- Q2 E2 I9 U& a, E; u U - # 公共事件 ID 有效的情况下" D! A! a' Z0 t' _
- if @common_event_id > 03 P [3 I9 K7 `. q; U' E
- # 设置事件
. L' `5 q W) z+ J - common_event = $data_common_events[@common_event_id]
v3 Y, e/ [3 V- Q; D - $game_system.battle_interpreter.setup(common_event.list, 0)
W0 B, c$ N# X; A- ` - end
( f# x: M, F( \2 d2 q) i- N% B - # 移至步骤 1
! U- ]; u7 X5 \4 o' q! _$ P# M - @phase4_step = 1" D6 d% |6 h# x; ~1 D1 o a
- end7 `( s; d# s; A8 ^
- end
, ~3 u1 N& i! ~+ Q. h. e( z - . `7 A2 ?$ Q5 S+ G: g0 w* b
- class Window_MenuStatus
3 L* ]+ Y% ?9 z: M" C5 P0 Z - def refresh
* x9 C+ z+ K# N3 V: X6 M0 W - self.contents.clear, y4 Y# v8 U1 n$ t6 ]
- @item_max = $game_party.actors.size
5 g6 j+ H+ u' w# b- b6 ~) u" T - for i in 0...$game_party.actors.size1 [3 Q; B( Z; z B: |
- x = 4
# J# N% X! J3 } - y = i * 32$ f5 J1 Y( C* m! |7 \
- actor = $game_party.actors[i]
7 ^5 \ r6 m" [6 \9 c* Z - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
5 Y7 G$ j9 s) O' j& [# T K3 [0 r - rect = Rect.new(0,0,bitmap.width/4,31) s, b" A( e3 G0 G8 C# c- p
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
) |0 g# s; Q( `) c! U - draw_actor_name(actor, x+36, y)
! k# H5 |) l/ `: j/ {, F - draw_actor_state(actor, x + 136,y)
3 \; M$ S, r% X# u+ n& D' w - draw_actor_hp(actor, x + 236, y,96)
& m2 F$ p, T9 J( Y - draw_actor_sp(actor, x + 336, y,96)! Q$ e8 e/ g7 X& b' R
- end
* L+ W5 {- i4 O6 @0 d - end
4 r( j1 b- ^" }" I6 t. f$ I# i$ h! } - def update_cursor_rect$ h, O" C: G3 I: f1 ]! l( j
- super
8 M4 {* M( k' d# k - end
) U8 J+ k4 J$ b* h - 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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