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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
( g1 p2 @! T( y1 d' c8 p - : I: N+ T- @' _3 X7 i
- # 队伍最大人数
' G7 j$ `5 R% q' n9 j: `% T5 @( S - MaxPartySize = 8
2 Q: @, y% V4 A/ @6 Y, Y7 |
; _/ e$ J0 P1 g* m- # 出战人数
' b% i/ b3 B0 A - MaxBattlerSize = 12 d; A# g$ I' y& x+ Y& K r/ X/ t2 `
$ z) h( [2 j O& K, |- # 换人语句' i5 u" W- r0 x1 d
- WordChangeBattler = "换人"2 A# P- B' u- e8 B
! l$ g2 h7 r3 a ]2 H! i) Y: j- # 换人时播放的动画5 E0 `- [9 D/ j8 q6 x7 C _, t
- AnimationChangeBattler = 26
6 m: j- W2 {8 U4 j
( t' d8 v! O9 m- end
6 `; M. W: s: x- N
# F+ Y6 F9 h: q9 e( W- class Game_BattleAction% U$ K. z9 \, Z2 P s
- attr_accessor :change_to_battler
7 d% N! u- Y! b2 ~+ `9 L% ]8 x& F$ ~" p - # 初始化
+ S5 W; n- ^, h9 I. T - alias lbp_initialize initialize
. L. L; r: s1 O8 g1 H, S! k* @ - def initialize
& {% I, {& s5 e; f( Q/ g - lbp_initialize# B0 P! A0 D: |4 _ @& P
- @change_to_battler = 00 B( ]1 O0 w2 ^7 f$ E, m, ?/ O' a+ W
- end) e$ U$ Y) X# Q/ ?
- # 欲更换角色编号5 C7 O$ p# \- g
- def set_change_battler+ @% r( Q6 C. |" N4 C
- @kind = 3
0 w; R+ V5 Q+ U% v+ ~ - end
+ v. O5 p+ u! v - # 判断行动是否为更换角色. z' L0 w8 ~+ [& ^& L, m
- def is_change_battler?
1 q- l W, \. I: ~. m0 m- a! y, i - return (@kind == 3)% @% E- S3 f: a
- end7 n0 a5 \0 N8 l4 n. k+ A1 s# [
- end
! ~/ z$ k3 ^( C6 P5 f, ^
% a9 x9 k$ P4 I1 m- class Game_Party
# c6 S8 I+ R- Q7 X - include LimBattlePlug
m- r T6 s9 F+ B9 h3 a) E' W - attr_reader :actors2 q% n" s* w" f& _/ z- W2 j0 g4 v
- alias lpb_initialize initialize
' a# D1 L+ t* v9 W h0 h - def initialize
& n: I) T7 R( E0 O; A' H - lpb_initialize
/ z9 u; z' t3 \6 S5 p/ O+ y% w8 S - @actors2 = []
: C4 Z0 i6 n" B' F - end
, L# m, }$ U; b$ n' w( J - # 角色加入' |: z% ~2 f. E
- def add_actor(actor_id)1 e J8 ~) B/ T6 l" d. m; Z" k! N' R
- actor = $game_actors[actor_id] a1 L. y2 P% h! f2 c
- if @actors.size < MaxPartySize and not @actors.include?(actor)
' O- B5 N# B* ^) {# Q - @actors.push(actor)
+ s$ t" H. s8 W- z6 ?! c* V - $game_player.refresh
! c6 Z" `/ c5 @0 o& ]$ q. A - end! \# a/ l/ X% i- s! p
- end( s; B' H4 j0 H% I) P% {& j
- # 设置战斗的角色
$ j% E8 a% y" L) w( o0 K$ w8 k0 B - def set_actor_to_battle
6 J. q2 [1 ^& x# H; y* Z9 m- ^ - @actors2 = []) ~8 X7 ^' i7 w b4 K& x8 b
- @actors.each do |actor|
# S+ I3 e' ^, O6 O2 c - @actors2.push(actor)) ?2 }; p, I9 a) Q
- end
" `7 V% N' m: o1 i( @( d6 x5 \ W- t! b - @actors = []
* D J: _6 ?, d$ ^ - @actors2.each do |actor|% { {8 o% D) p) O7 L
- @actors.push(actor), Y3 K5 C! K8 D$ P
- break if @actors.size == MaxBattlerSize) E0 j. ^) D1 \
- end
. L A+ f0 L; p - end) T% z4 ^, N- e; S" L: m. V# w* I$ A
- # 还原战斗的角色
+ }7 q& C0 Z/ a# n) |; e - def set_actor_to_normal
$ j. B1 r" \: b* V9 f k. ]. H( y - @actors = []+ |/ R/ I# `2 J" G
- @actors2.each do |actor|3 Y# E, k# |3 s* o
- @actors.push(actor)
* h6 O7 T2 H8 }/ _ P - end
& Y, v5 N, y7 R- ^+ W/ O' R3 u - end! O9 N* t7 w& l! Z, U& V
- # 获取角色id数组 l" h0 e& Y' R
- def get_actors_id2 `/ ]6 g9 a( S6 a9 D1 L
- id = []
3 P8 I5 d5 ^+ E8 u/ q - @actors.each{|actor|id.push(actor.id)}
$ w! Q3 B f: M5 b. ^. q2 | - return id3 I, ?+ K$ x4 ?* h( Z
- end. y4 Z0 o( t$ p2 k( ]+ t; r9 ?
- # 获取角色id数组
4 E) I9 z* T, q7 _ t! Z - def get_actors2_id& O5 E& K# ^# [, l) s+ ?
- id = []' t$ M# X; N2 X/ b# _ G
- @actors2.each{|actor|id.push(actor.id)}! r, H. D8 S+ g# } N4 @/ R
- return id: t# H" k% o- E. J' l5 q0 A
- end
1 K2 m) r" N! X$ T- Q6 X - # 兑换角色2 Y7 Q c0 r. K! y3 V( W
- def change_actor(index,id)
3 @; Q7 T! x& G# G - @actors[index] = $game_actors[id]
& B- s9 @# a6 @# m7 e - end+ C4 X% K5 @1 g2 @3 I6 `5 E: n
- # 全灭判定( w R+ E- W; W: j7 L! t) Q
- def all_dead?
, ?6 Z( W5 `2 z# T" _ - # 同伴人数为 0 的情况下1 Q3 i+ I% Q% ^! `; H! |. D
- if $game_party.actors.size == 0) H! L. S9 `8 M* k: Y
- return false( T! ]: h7 ?4 E9 f d
- end0 d) g/ c s2 M% M% J
- # 同伴中无人 HP 在 0 以上
3 ^( B7 u1 Y2 \5 F( C - for actor in @actors23 i; g M2 x$ C0 x2 R. K
- if actor.hp > 0
! ^. F/ k4 J, t3 U& w h' H7 S - return false
! ~+ r+ u+ J, h' B0 T+ k3 g - end
, N& |. y# E9 y9 }2 J/ C - end
; L- V6 P6 h2 d9 r$ g3 h/ \, a - for actor in @actors
1 \2 K# u/ R% \- V - if actor.hp > 0! j5 }7 ] W. J# } A# P+ ?
- return false( N5 i) }# q& C) a' _
- end( l- c& \; G3 s- v
- end
/ c. b5 K1 H5 H9 b' Z% ~4 J: g - # 全灭
k( v o! r& m- ]2 ? o: D# s - return true
) l7 a' `. m1 t2 }- ^5 f. R - end+ B/ s: a5 _' c- | @
- # 其他角色
6 X/ W; H5 U0 I - def other_actors
/ o" m& ^( |- b6 _3 D7 E - actors = []
9 ~% p: ?8 Y: _% _( Z; ~ - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}1 Y3 D/ ?' A2 M3 E5 k
- return actors( g5 p/ C+ s0 P
- end, O/ `7 b3 ^" @2 l- Q9 K
- # 角色位置互换
2 O" x0 g" I* k+ @' {! c6 o - def change_actor_pos(id1,id2)
\: c) c" Z# B, H+ b" L - actor_id = []
' s& P `$ T, V - @actors.each do |actor|: J* M, v" }' Q: H
- actor_id.push(actor.id)7 ]6 U( U+ X$ P9 v7 [+ h
- end
3 ]: A4 h( ]' y4 c3 ^& F( Q - return if !actor_id.include?(id1) and !actor_id.include?(id2)) F+ O2 R+ j+ N! m3 g G) R
- id1_index = id2_index = -1. `4 h4 d1 O' t- j! N4 S6 B9 ]
- (0...actor_id.size).each do |i|+ s' `5 I2 x y; _, y
- if actor_id[i] == id14 d1 q' K- d8 O9 n* N% ?* d
- id1_index = i8 H; f0 v; |( f1 `' [! T
- elsif actor_id[i] == id2! P6 Y' A; }9 r( ]$ R
- id2_index = i
' m6 G) K- o; k3 a. y% t - end
1 Q4 H) O. W) I2 B2 k* X0 t U; C" | - end
! v. c9 e# G" M" E - temp_actor = @actors[id1_index] K' i% ]- \% I1 Z" X
- @actors[id1_index] = @actors[id2_index]
1 \& C& B; |# T3 r- T5 j! ]2 S - @actors[id2_index] = temp_actor/ D W2 {6 ? }* {# ~
- end% U) ~! Y$ s' v8 H5 x& {3 g
- end
3 N1 S* M) }& ^2 e! y - - o! Y# {( s! y" O+ g# K @
- class Window_Actor < Window_Selectable2 J, _. I2 H6 |3 y. k# ]6 _6 c
- # 初始化6 {1 k4 H: ^( d+ i1 e6 O
- def initialize/ D( |. d2 p. i7 ^: M$ d
- super(0,64,640,256)
% ]4 h+ D- a [& S, |' C - self.back_opacity = 160
5 m/ Q5 b, |, s - refresh
" a* | a. [( J - self.index = -1
$ d- p. T8 j1 m - self.active = false7 D \- l+ Q5 W
- end" E: H! Y- g4 R3 D
- # 刷新9 _ G% D( C4 v1 G4 y
- def refresh
! e+ @* u c2 G- \& z" \ - @item_max = $game_party.actors2.size' A. ^" Y" U& X
- @data = []' c. v' f/ W8 w$ @
- $game_party.actors.each do |actor|. ^4 _% ^: \0 S, T3 Q; V6 x; y; q/ I
- @data.push(actor)
& X8 z2 @7 D0 i5 H3 F7 D - end K l+ n/ Y( p* O% {/ n+ j2 p2 Z. I6 {
- $game_party.actors2.each do |actor|+ x' h L' ]& s; Y$ ~$ k# f/ O
- @data.push(actor) if [email protected]?(actor)
: {. j. H3 ^0 C - end h8 o$ H0 n( R' H
- if self.contents != nil
; n3 ^# \7 f$ n. S9 z - self.contents.clear
3 [0 v* T. J5 ] U - self.contents = nil
7 j. L8 e5 T4 P - end" [( \, U5 k6 B' v
- self.contents = Bitmap.new(608,@data.size*32)1 x5 V z \8 `; L+ u* G+ [; N6 r
- x = 4
( V2 w$ _5 A* K5 @1 p4 U) H - y = 0- v+ L+ P6 ]+ M) E- N. u/ z) {( Q
- @data.each do |actor|. v3 |' E' ] i! t
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
: [+ t6 o: o; O" i. W; y - rect = Rect.new(0,0,bitmap.width/4,31)
a' [! O& k, v0 A* ? U# x' z; ` - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
) v+ L S$ z$ ]1 g$ F/ }3 c - draw_actor_name(actor,x+36,y)
Q( r: Z0 m7 ? - draw_actor_state(actor,156,y)
5 S* G- w& o4 M2 y; d9 L& }8 o - draw_actor_hp(actor,x+256,y,96)
t. U0 V7 l, i1 U! J - draw_actor_sp(actor,x+376,y,96)
* X1 N0 R8 B6 c - if $game_party.actors.include?(actor)
! N4 _2 ^7 s$ `- R) S) @ - self.contents.font.color = text_color(6)
7 q, \. m8 J3 D/ @ R/ |: W+ U$ j - cword = "出战"
$ p' i3 l. `$ V5 X3 e z2 A+ N - else
$ C# f* ^3 G1 m" M# d6 S$ @% |' w& ^ - self.contents.font.color = text_color(0)
5 A/ g: ]$ j" z6 ? - cword = "待战"/ b9 P) x. o7 r- j0 E
- end$ f! B! P1 u; L, k; z
- self.contents.draw_text(x+496,y,60,32,cword)
4 Q! \1 N: ~ r/ _ - y += 321 K S" j4 A* }3 C
- end
( ~9 ~& V/ Q5 x/ T - end
Y/ I$ U+ N4 R, w/ ~ - # 获取当前角色编号
9 Q$ o7 v- L" C) z; _. J, @ - def actor_id
' g' r1 n8 k( D/ d4 B - return @data[self.index].id( R4 |: \. T, D3 _
- end8 Z0 V' a4 I7 u! I- y% x) Y
- # 刷新帮助" T) s* }" g+ B" s8 i% ?2 a+ j
- def update_help7 y/ _* e8 s5 C2 L
- @help_window.set_text(@data[self.index] == nil ?\
+ |' m }. D% k$ h - "" : @data[self.index].name)
6 f& L0 ~$ r- t+ M4 O - end* d' P" W: a5 G, b6 C# P- o
- end
3 g9 u. K) I: L3 R - ( J0 O! O5 M0 ~" E0 x' X
- class Scene_Battle, ?# J: U `4 V* x
- include LimBattlePlug) ?' Y% p4 d& w# b
- # 初始化/ i, m' q1 ]: K6 j& y$ t$ Q, ~ H. N
- def initialize; m, R5 F% [- Z0 K: A
- $game_party.set_actor_to_battle
4 V% |* W, `6 ]5 `1 H - end: G& O3 _, }* V. I
- # 主处理
3 Q: s4 a6 i4 d! F: m* F - def main
- {" u6 d! z" d: p8 x' X' q" { - # 初始化战斗用的各种暂时数据2 _2 F7 p6 Y0 t m
- $game_temp.in_battle = true9 S5 ^+ |& e5 E3 S
- $game_temp.battle_turn = 0
+ m9 J+ A3 [" e2 S5 a' l5 P - $game_temp.battle_event_flags.clear. B4 F! @" D: X0 @
- $game_temp.battle_abort = false
6 t* b) X# I' a8 b+ E( h - $game_temp.battle_main_phase = false/ P$ ]- u7 B; @: _, n0 `
- $game_temp.battleback_name = $game_map.battleback_name
! @1 ^; p4 i' Y - $game_temp.forcing_battler = nil
3 j2 }2 M: n( I) p& w1 i - # 初始化战斗用事件解释器
3 R6 j. H5 B. T/ d: g% |7 G/ J, P - $game_system.battle_interpreter.setup(nil, 0)0 _0 S, s( D8 |% l
- # 准备队伍# D! U J' M! L+ h- g* k; ?
- @troop_id = $game_temp.battle_troop_id2 C) L( I! n. f0 b) k, D1 f
- $game_troop.setup(@troop_id)+ |$ l& {. R' D6 o; r7 S1 e
- # 生成角色命令窗口8 \( `7 J* K4 v" k4 V; x) ]& B/ t
- s1 = $data_system.words.attack/ h; p C4 d7 |' G% ]/ {2 L
- s2 = $data_system.words.skill
9 c4 s1 S8 o" { - s3 = $data_system.words.guard8 d; _0 y$ i# [$ Z+ j2 p0 x
- s4 = $data_system.words.item
9 R, P' X* d% S0 I4 J$ a - s5 = WordChangeBattler7 ^" ]( n# G; l% t7 R
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
h& ~% d2 N2 _, N' M - @actor_command_window.y = 128
* |* [7 p' d. m$ g b - @actor_command_window.back_opacity = 160- z6 p5 o3 X$ J- T* y# U
- @actor_command_window.active = false
0 R6 V: S7 m5 M# ^* h - @actor_command_window.visible = false
+ \7 n" K# b' o; o - # 生成其它窗口
" s& x. X0 f9 g5 x& x - @party_command_window = Window_PartyCommand.new
; B- I0 F) t# A9 z9 \1 M$ g8 H - @help_window = Window_Help.new
8 y& a4 T. q: T4 N3 ?7 W - @help_window.back_opacity = 1605 u' W1 z, [# k; ~, }- e9 k0 A/ H$ E
- @help_window.visible = false( y( C! U, [+ @1 {8 ]8 l
- @status_window = Window_BattleStatus.new
+ N! Y5 n! O, Y# g - @message_window = Window_Message.new
0 |8 i* t/ \9 [4 G: x! a+ j - # 生成活动块
5 W1 J+ Q9 j! e# I! v% ]" a - @spriteset = Spriteset_Battle.new
, ?5 z: C. [6 e2 M" y - # 初始化等待计数
- [( B2 E9 y0 e! s! M0 D - @wait_count = 06 ]! F9 L+ v |
- # 执行过渡% @$ Z5 A* H* t2 `& T3 N
- if $data_system.battle_transition == ""
7 z7 N; X. F/ S$ U- J$ d; P - Graphics.transition(20)
" H4 z4 T0 y# y$ z - else
9 Q8 Y4 J; [, E( e. l! w0 r# A - Graphics.transition(40, "Graphics/Transitions/" +! z# `! r/ X" O% v5 s+ i
- $data_system.battle_transition)
9 S% A* l$ f$ Q$ `% S - end% w: H1 g/ D1 {; B$ f1 I/ I: C
- # 开始自由战斗回合9 }% j6 P [" }2 k5 n+ d$ a& J
- start_phase1
I& @9 p3 X' { - # 主循环
7 ]8 a p0 o I7 M+ E; V - loop do9 Y2 F" B3 Q1 S* V7 S3 }4 B! k: h
- # 刷新游戏画面
) O9 i" ]2 g" j# ~, p5 r: J - Graphics.update) @* k4 b7 ?1 Z+ X; g& ^! `/ B
- # 刷新输入信息
; u! x+ ~% [" ^ - Input.update$ o' R& @$ S; i
- # 刷新画面
; b( A2 N2 p ?& t2 }. H - update
7 a8 a% |' F- I$ q2 o8 j% u - # 如果画面切换的话就中断循环2 h- p8 J$ z% `& X B) ]/ c' R
- if $scene != self
* @; r0 G. t& y2 o$ F - break
, v+ f1 U6 h- ^! J - end6 J& b/ w' {8 }2 ^
- end7 z' Q; }5 Q- M$ ^; L% u9 c
- # 刷新地图
1 U: p4 u8 z6 _/ n0 p - $game_map.refresh" K# i. h1 \6 E# e+ k
- # 准备过渡
* @* ^/ n0 k- D! P - Graphics.freeze4 a1 l' H" {! f; W
- # 释放窗口& t( B" w( k: q0 D2 j" F7 P; L
- @actor_command_window.dispose
7 f: u9 i/ I) d4 M - @party_command_window.dispose
3 q e0 e+ @! `& o, ~2 q! [, V - @help_window.dispose
a$ ?) a. H/ d0 j* B: k - @status_window.dispose
' e Q( m! G' j8 b# ?8 D& T0 Z - @message_window.dispose
8 {# f+ o* n$ E0 Z: h, O - if @skill_window != nil' _/ D; N$ W- n% K3 ?
- @skill_window.dispose; T' E9 k4 ~; }( N
- end
* @7 x) K4 K/ C2 i: [5 P - if @item_window != nil) [% x2 j7 k+ `
- @item_window.dispose+ F8 p0 F* q: H) @8 Q" Z5 j! v- ?6 U
- end. r$ D, q6 N* B2 K) `" E+ v4 w) _ j
- if @actor_window != nil, h$ z! `% p# K3 C( _2 c
- @actor_window.dispose
5 ?, G) V" R1 y! A+ y1 Y - end
, E3 M& ?: b" l$ S, ?5 O) ], f - if @result_window != nil
& I9 W7 X6 F* \) j - @result_window.dispose9 i M# T/ k+ R. B& v4 f& o* s- Z
- end
- r5 C: S. m* ~, @% U# s G! M3 R - # 释放活动块6 a$ P2 s% e v. Q. v* S4 P
- @spriteset.dispose; ~5 J$ v% _$ Y5 F% Q, K9 X! n7 b
- # 标题画面切换中的情况
7 \0 @' t# q# |# M9 C - if $scene.is_a?(Scene_Title)
g; L5 A2 ]" B) g: L - # 淡入淡出画面- N: ~8 C- b+ T
- Graphics.transition
& j' B. H( |- | - Graphics.freeze
0 D0 V m G* t$ B - end6 p$ P$ i+ Q; L& F( e
- # 战斗测试或者游戏结束以外的画面切换中的情况
+ r4 Y4 y6 I7 _- h& z5 g3 o - if $BTEST and not $scene.is_a?(Scene_Gameover)" {' Z& y& [' s5 D( X( @" m0 G
- $scene = nil
0 b& Q9 K8 W& ] - end& G6 E1 C d5 l$ r+ W* U8 l( }
- end
! p# V* c8 p0 k) ]# l/ Y - # 战斗结束
) @# E* O- U: p" h g( d - alias lpb_battle_end battle_end
. G2 v9 o$ S8 G% N - def battle_end(n)2 \& i7 i1 e$ U$ Z
- lpb_battle_end(n)
2 a0 e; F& V3 }( t4 y - $game_party.set_actor_to_normal
/ D/ l. k( l" M8 w/ m3 E0 W% A- G - end9 I+ N* o7 H! I
- # 开始回合3- D! Z, a( g# X/ x) `
- alias lbp_start_phase3 start_phase3
: S; b5 C8 n7 q8 k& Q - def start_phase3$ _0 h' `; u: _) J, r
- @changed_battler_id = []; n/ q" k+ S( s, L
- lbp_start_phase3* k0 r% U+ i, H/ q4 s
- end
0 Z: P* H% A. j" @4 v* M+ o - # 刷新角色命令回合画面! a5 {: h% s/ d! g) H
- def update_phase3
) @/ g# ~% `) M" Q. P. e% c* ^" ~ - # 敌人光标有效的情况下9 z0 N# u' _4 p$ H3 X Z* w
- if @enemy_arrow != nil
0 Z4 A! ]; a2 _& j - update_phase3_enemy_select
. T% Z# q3 z1 e6 v# \# p" X - # 角色光标有效的情况下; E, }6 `# K v* R9 p% n
- elsif @actor_arrow != nil: m6 j6 `: U: y' _( R! k3 U; H
- update_phase3_actor_select# S" } w v) a) p2 _* ^
- # 特技窗口有效的情况下
! _; Z, K6 V4 S - elsif @skill_window != nil/ O) Q1 Z# i( q0 c h2 P8 T
- update_phase3_skill_select6 l9 G8 n* C7 U$ N# o: I2 W0 v' h
- # 物品窗口有效的情况下) F4 R' R E" i' i3 k
- elsif @item_window != nil) W# C* p. ?1 k8 j% _ U; C" X
- update_phase3_item_select
% G7 T1 A0 J1 N( h - elsif @actor_window != nil$ P+ `* v3 F1 v' d* _ j9 R
- update_phase3_battler_select
9 Y8 j% M/ `# ?' I+ O - # 角色指令窗口有效的情况下9 Z, y# ]0 S! G1 x/ V- L1 O k
- elsif @actor_command_window.active1 ~% R' ^8 J% F2 N
- update_phase3_basic_command$ N5 C. d' s* ?
- end
. e- e+ @! |7 Z' W. f" y9 i& s. C - end( o# }2 Q, |0 k" F
- # 角色基本命令, m( ^0 R+ Z9 |0 j5 z
- def update_phase3_basic_command, B7 I5 ?# b B2 m
- # 按下 B 键的情况下2 L" Q9 ^1 F9 r4 ~
- if Input.trigger?(Input::B)+ R7 O7 G1 [0 s( }5 @% E
- # 演奏取消 SE
' ^, V6 z6 T* G8 d$ F' Y - $game_system.se_play($data_system.cancel_se)$ x+ ?+ F+ x. L& D
- # 转向前一个角色的指令输入+ x: y+ n, D; F$ G
- phase3_prior_actor* Q; j7 l* r9 m0 w# ` m
- return0 z7 U6 r# h7 D" E9 U* A9 `
- end
. e' U4 y) v. L% ` - # 按下 C 键的情况下
) [& V7 h4 W, N7 D# O5 z6 s" I7 L6 [ - if Input.trigger?(Input::C)
i% s: M& g( o1 D5 `6 t7 q X - # 角色指令窗口光标位置分之- |% L9 a6 U( I, r( h8 I4 g
- case @actor_command_window.index
$ m9 `9 f" L8 q7 Z) ? - when 0 # 攻击- y* z% O8 c5 N
- # 演奏确定 SE
+ a" W% [, i3 a% { - $game_system.se_play($data_system.decision_se)* C) ~( k* q( u2 I6 P" K3 |( H2 r
- # 设置行动
/ Y& u% t& h4 ]! ~3 D3 q7 E - @active_battler.current_action.kind = 0+ x; q4 n0 s. Q( |
- @active_battler.current_action.basic = 07 B! X4 S" b2 K& S1 ]; R
- # 开始选择敌人
5 L# S- I4 X; L( D - start_enemy_select; r% R Y% ^& Z+ N6 ~7 J
- when 1 # 特技& @: I1 w( v# v) Y
- # 演奏确定 SE% m; p4 P3 G5 N: P! d+ t, V
- $game_system.se_play($data_system.decision_se)) N" i( W1 q6 e( Z
- # 设置行动% j3 B9 ]* }$ q
- @active_battler.current_action.kind = 1
. g0 }) L8 B8 u4 V1 e4 u6 P& G - # 开始选择特技
1 M2 X$ v5 o! N& C - start_skill_select
) L: E- ~7 U4 D$ S% g* Q ~! h - when 2 # 防御3 P3 i0 A; ?/ t: T5 J# L
- # 演奏确定 SE* X) {0 y8 i7 y9 E% c* l
- $game_system.se_play($data_system.decision_se)
4 o/ G) u$ V" E9 a! S - # 设置行动4 Z' y% _" `! w( m `
- @active_battler.current_action.kind = 0$ {2 Y0 u# n q5 @2 X' P4 ] X
- @active_battler.current_action.basic = 1
# j0 E8 \4 F' M - # 转向下一位角色的指令输入% I: n# v; s) ~; Z0 P& |+ v, U
- phase3_next_actor
& C+ r" o; G, [! e4 ?) i3 c - when 3 # 物品) a( Y' D4 y, R* }
- # 演奏确定 SE" B+ f% H0 T( r( t) V0 c2 ~- t! v
- $game_system.se_play($data_system.decision_se)
) A+ W% T+ _+ J7 l) K- J - # 设置行动& C8 V+ `( U* L) y+ Y. Q& Q
- @active_battler.current_action.kind = 20 l8 {$ B% h/ @% q" l
- # 开始选择物品
* H) ?+ }; t6 c - start_item_select- p7 c9 B9 s: s
- when 4 # 换人
8 y0 a4 c6 `# o4 P% d* n - $game_system.se_play($data_system.decision_se): {' ?% P2 ?' w( D
- @active_battler.current_action.set_change_battler
" r; E6 P5 @+ ?4 S& a2 n# O - start_battler_select7 }+ b4 t. S5 `$ O! _
- end$ o+ m$ Q5 Q( ?* F
- return p5 ^$ A% S q$ ]5 z3 F
- end. C/ \: ?8 y+ E' E' ^2 `
- end
4 G, D1 K4 |1 C4 `7 V0 u. ^5 ] - # 开始角色选择
4 J L" a" \; L8 t v7 c - def start_battler_select; A, d: W: }) U; Q
- @actor_window = Window_Actor.new1 w7 |! ?. U& |, P. k
- @actor_window.active = true' f. @2 F. t! h+ {
- @actor_window.index = 0
; x3 ?0 D) n. M7 K8 | - @actor_window.help_window = @help_window
2 T( g: {' e L4 O: `" O, @ - @actor_command_window.active = false, c7 L8 G( ]9 T3 Y
- @actor_command_window.visible = false6 X/ P4 V$ i |. S- D8 P
- end) b) ~8 Q, x" ?
- # 结束角色选择) q5 i0 `2 u. \7 p9 [
- def end_battler_select
7 ~1 j, B; P. F0 n! Q4 i - @actor_window.dispose
, U' H+ \- u0 f# m* T8 l - @actor_window = nil% I0 I7 s( r0 C3 x6 w0 u
- @help_window.visible = false
3 Y3 i+ ^" V1 ~ - @actor_command_window.active = true
: z% d5 o$ C' ? - @actor_command_window.visible = true
2 s- X! p3 q6 m6 ~2 m* i/ i" e! Y* C - end
5 c8 L6 [0 U* }. l9 q g - # 刷新角色选择
( H* w F7 K# e, e3 z3 @" s; V - def update_phase3_battler_select
0 ^& o0 |* E1 r7 e; |) x) g/ A - @actor_window.visible = true
/ z3 `( g' g6 ?; h7 c4 d - @actor_window.update' U$ {% d# K/ J
- if Input.trigger?(Input::B)
3 L- x8 }: W: o6 [" l - $game_system.se_play($data_system.cancel_se)5 Z1 P/ ~3 t. I- u' m- h
- end_battler_select
2 ^2 ? \4 ]9 O - return% u4 V$ ^2 {: f& R& d. u7 W# D
- end# y1 u/ C- x8 _9 h& P
- if Input.trigger?(Input::C)$ k9 E9 ^+ e. s% z( M$ V
- actor_id = @actor_window.actor_id z' N0 h/ ~3 j$ z
- if $game_party.get_actors_id.include?(actor_id) or2 F) i* S; B2 f* H; V
- $game_actors[actor_id].dead? or ! C- p3 G- o/ O$ R- H: V- l6 X
- @changed_battler_id.include?(actor_id)2 m K/ X' g! i+ q
- $game_system.se_play($data_system.buzzer_se)* |9 V4 I o$ w& J9 B1 W. t; `
- return
4 N' p8 j9 d- r- v/ ] - end9 F/ U$ Q" j* w* g) T0 L
- $game_system.se_play($data_system.decision_se)2 S. ?% H. [ Q! m3 s2 o" H
- @active_battler.current_action.change_to_battler = actor_id
4 |: m5 y @, K$ r( c - @changed_battler_id.push(actor_id)
. s, D* b1 n3 g7 y! m - end_battler_select
. e$ G# r6 c$ l* U# |( y - phase3_next_actor6 p; M" y& u; E s9 \' }5 H1 b
- return
% M! q3 P+ J( j! \- h3 V - end
( Y& E3 D2 z" ^! F; s" Q - end8 [& ?: }7 {* C' K( S
- # 行动方动画
* J$ W0 U5 X6 D5 X i - def update_phase4_step3
$ ?: y; _8 ^5 e6 Q5 s' ]4 @ - if @active_battler.current_action.is_change_battler?6 X( E" r9 h5 E
- @animation1_id = AnimationChangeBattler. ^7 q7 g2 N' |' n G% P/ M% m+ _1 z
- @target_battlers = []& T# v! x* h$ C C* _0 M: i
- end8 C& _' w; c5 _7 j5 m; b5 [
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
! A- b3 u. x" a& K8 w3 f% d. } - if @animation1_id == 04 W$ N7 t0 g7 p9 q/ Z
- @active_battler.white_flash = true& x( A+ q$ x: w1 i( F1 c: Q
- else
. A% [! H2 f$ F/ Q - @active_battler.animation_id = @animation1_id
4 N" N9 n! \$ v& P - @active_battler.animation_hit = true
* }; B% `' e, S" o) d6 P - end
. F5 B! e& v, y9 ~ - # 移至步骤 4
; ]# ?( b# q0 @ c! E3 _5 a& P- q& H - @phase4_step = 4
9 M* S' S% l2 E6 z6 u/ Z/ W - end
5 d7 T0 ]0 G4 d+ ?/ Q - # 对象方动画
0 {; P* A+ f7 ?! [ - def update_phase4_step4
" |( G6 P5 ]: K6 @# c% \1 M - if @active_battler.current_action.is_change_battler?3 ]3 p5 X/ K! { s3 J2 y, Y
- actor1_id = @active_battler.current_action.change_to_battler
( {& V7 f* u. Z* K$ o9 x - actor2_id = @active_battler.id
1 W! y3 H9 {( z' L' X4 n - (0...$game_party.actors.size).each do |i|. P" g6 Z: J2 j* A
- if $game_party.actors[i].id == actor2_id
% D+ w$ H2 @/ [4 y& P2 N( P5 | - $game_party.change_actor(i,actor1_id)
# l, x' Z/ E. F6 N - @active_battler = $game_actors[actor1_id]- S9 i& Z7 A5 s* w* E W; J$ D$ I
- @status_window.refresh8 e6 A1 K F( Z( u
- end
; i% M+ s! K5 F2 R7 v( d - end9 [6 A" a2 x z$ e8 p
- end5 j5 c2 [3 g5 M; T% X. y( i
- # 对像方动画
3 T) O& ]5 q% \' ~$ ^) K$ v# c - for target in @target_battlers" z8 z- o% B8 k" W6 L( K
- target.animation_id = @animation2_id2 d4 n* F! ^+ u4 {' d
- target.animation_hit = (target.damage != "Miss"); d) A) J0 M' M
- end
" h! Q. p8 D1 [+ q& h& u, S$ P4 J - # 限制动画长度、最低 8 帧
) ^3 e& E7 N! t$ F1 a) V0 ^5 q - @wait_count = 8
2 H7 o0 ^7 e1 Z - # 移至步骤 5
& o( C, _$ S% ^- f5 G+ `, o, V: B# Q - @phase4_step = 5* n4 B0 X$ u" ]. R+ X
- end4 |3 W9 N0 q6 @" t6 @* r1 l8 P
- # 公共事件
2 m1 G* l$ g( S: n/ c: y7 B% F4 R - def update_phase4_step6! B2 Q) n& |0 d0 M( I
- @target_battlers.each do |target|, q5 W8 }7 m6 u" w/ {9 l) O, `
- if target.is_a?(Game_Actor) and target.dead? and2 \8 Y- x$ g) U5 w- j6 [, L$ z
- !$game_party.other_actors.all?{|actor|actor.dead?}
! `$ b4 P+ h3 x+ b - @actor_window = Window_Actor.new
7 _3 U: E T" x5 ?2 K. {% U9 W - @actor_window.index = 01 J# T) e" B% F9 j# g5 z8 L% s
- @actor_window.active = true
, W5 r% u# V! S) j$ N' I8 o& G: c( S# y - @actor_window.help_window = @help_window
6 A0 S+ _5 a4 N. q - actor_id = -13 a; i' ^) ^& t4 I2 l
- loop do# e9 V( a( k5 s* r0 y
- Graphics.update/ P/ O( i$ s7 |. M L0 A
- Input.update
2 h" _5 X& M# Q! n* K - @actor_window.update+ O y; E7 H4 k2 ~3 Z. c6 N7 P
- if Input.trigger?(Input::C)
& m3 L. y, R8 w* D; y* P3 K - actor = $game_actors[@actor_window.actor_id]
0 P0 |: e: Y& {2 H! e5 r0 ] T - if actor.dead? or- ]/ P6 q( G1 y7 n" f. f
- (@changed_battler_id.include?(actor.id) and * W6 A8 f" v+ \! n6 a' D
- target.current_action.change_to_battler != actor.id) or* G0 ?/ x4 C: Y) R$ K, O, |3 F
- $game_party.actors.include?(actor)
4 p% p2 E, A" S: v9 g) \, b) s0 X - $game_system.se_play($data_system.buzzer_se)
* d: x# @) K z2 s& W - else
0 f; L5 l6 P5 \2 c" x - actor_id = actor.id
1 I5 H _3 ?5 l; Z. s( X - end
" E z, h# _: Q - end1 i9 `7 D- N! S9 I: G
- break if actor_id >= 0
$ `0 |3 n" a5 [. D - end
+ u# A& d% i/ {; `, D - @actor_window.visible = false
: X7 X% h5 q+ J: f - @actor_window.dispose
7 L8 h' t1 i { - @actor_window = nil. z; t- b2 l! u# x
- @help_window.visible = false
7 m1 L7 b+ H8 L7 \1 W - (0...$game_party.actors.size).each do |i|# V/ T& {* z7 l6 }) t
- if $game_party.actors[i].id == target.id
* c- e0 e- P# ~ - $game_party.change_actor(i,actor_id)9 F+ s6 p& N# y
- @status_window.refresh
8 L: h c" R% r8 W- g - end
7 U4 n; v" V3 ~/ U - end2 M: G1 L ^: u- {$ e
- end( _* d0 d: U! n7 o) M
- end: F/ Z1 x7 K1 u- S# q
- # 清除强制行动对像的战斗者+ B' J1 s7 Y4 E
- $game_temp.forcing_battler = nil
% K4 M* r3 ^2 Q0 \% _; z& y - # 公共事件 ID 有效的情况下 ]: r8 L* [1 \2 v; d
- if @common_event_id > 0
& K. E/ ~, |) o/ K# |$ \3 ` - # 设置事件: i& m& x6 A% h6 K. z9 u7 h* |
- common_event = $data_common_events[@common_event_id]
}$ g k8 c; j- W9 Y# y* O - $game_system.battle_interpreter.setup(common_event.list, 0)1 B. r% r5 Q. Y8 Y( n3 S
- end
& i9 b( d! J, ]: E8 f1 L3 M8 [ - # 移至步骤 12 P& r! P0 q4 i. W! v* s! n' J( m
- @phase4_step = 1/ t8 b" F( Y0 ^7 w
- end. f N$ Z, y8 A- P( h, @" K
- end
3 ^& ], i- t7 E6 q* j( Y# C
7 v5 D4 q1 V1 S! \4 K6 j0 I" k- class Window_MenuStatus, f! p0 _6 g. U9 t; F M8 J
- def refresh6 U/ s- b9 t8 C) f+ w" F: U
- self.contents.clear
" |" x" e D8 O0 L - @item_max = $game_party.actors.size) p4 `8 k! Z, E6 g/ b E
- for i in 0...$game_party.actors.size/ O- |1 b! ^0 k8 x8 j3 b
- x = 4, H C( Y h* N8 P
- y = i * 32
8 E$ W1 g& J) N - actor = $game_party.actors[i]. y; d I3 c# t
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
% N. w, h7 n: l4 C" q - rect = Rect.new(0,0,bitmap.width/4,31) S7 M3 k! _; s$ _
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)9 d6 T! E: E6 I6 F# U
- draw_actor_name(actor, x+36, y)
9 o# T5 N2 v' k9 E1 g - draw_actor_state(actor, x + 136,y)) r, v3 v/ f+ O5 F0 y) [
- draw_actor_hp(actor, x + 236, y,96)2 m( ]" h4 g& u3 T: n& N8 M
- draw_actor_sp(actor, x + 336, y,96)
2 k* V: E9 r# k/ ^3 l/ C c1 b - end
3 A, J1 c3 A4 q, S& H( H - end% U r) C5 @1 R; B' K
- def update_cursor_rect3 R/ n$ b5 _1 h5 E8 v
- super0 @; N8 |7 y1 g: j% G; K
- end& h+ E, b% k3 n0 O3 e& b
- 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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