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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
+ R9 y, V& l7 o( ], J _ - * z7 D4 {% C0 c& Y2 O
- # 队伍最大人数
& S% X$ R3 @, H) Q1 p8 m. k - MaxPartySize = 8, {5 d o0 B5 N/ \
- 6 m" y( j/ W, F" S1 P9 C" z
- # 出战人数
: @3 \1 N* H9 S2 A( v* \1 e8 w - MaxBattlerSize = 1
6 y) W) f( z( }2 {% p - 5 ]4 e+ u/ j) M8 z& O* O+ L
- # 换人语句" Y: }# T" R- K# |
- WordChangeBattler = "换人"
- T* e2 P- j' W
* Y9 B1 J/ H) F8 P- } _' h- # 换人时播放的动画( x6 H6 e) @; N s
- AnimationChangeBattler = 26. F0 M( _) K5 S" ]; a
2 V. Q0 {& }" g$ k" E- end
) l! `" j0 k) V( ]
6 x `$ K( X/ `! p9 N* l- class Game_BattleAction( ~0 j* T* Y/ N8 U
- attr_accessor :change_to_battler# o5 q8 r1 b# b! `8 x+ n6 a
- # 初始化$ Q7 f$ [. u+ z
- alias lbp_initialize initialize
2 n5 T9 p, e% F. F+ @ - def initialize
) @, Z' @1 p& g/ Y7 [# ^ - lbp_initialize
: X1 I2 I7 u, u d- t: |( y3 W2 s; j - @change_to_battler = 0
( j- C% \- ]) h& D5 ? q' y! M - end
3 J) Z( y$ F; [9 n7 O) H1 d - # 欲更换角色编号& U) L8 N- J9 \+ s) i, Z
- def set_change_battler) E! h1 o! I6 l' E: w$ x
- @kind = 3; ?; W; w7 j8 h1 X: x* {
- end ^. q6 N" {; l+ _8 N" E0 ~
- # 判断行动是否为更换角色 C# U) ]8 I5 Q" X0 O. ~& h' l
- def is_change_battler?
2 H; E( K- D7 K - return (@kind == 3)
" `. o0 }: i/ | - end
( B' E* ^+ d3 k - end7 j6 o# f2 K; U0 V
- 6 O# y/ O/ _6 {8 z$ [
- class Game_Party
$ y( d4 X) v3 r - include LimBattlePlug
7 Y' q8 s8 o9 ?/ A - attr_reader :actors2
5 a, Y( F1 {0 O' a6 O" h - alias lpb_initialize initialize& @6 \3 T% L' M9 S/ k" N
- def initialize6 b3 M; S) f) \- |7 \
- lpb_initialize
- q9 ^4 q h* C" A - @actors2 = []
: o# z6 c( B0 M6 P. k - end6 {. g) r$ `! ^" r( A
- # 角色加入
3 t% ], i; Y, a3 j - def add_actor(actor_id)
1 w; ?, X) w( J - actor = $game_actors[actor_id]7 b3 l! Q6 o0 A/ L) x( r5 e
- if @actors.size < MaxPartySize and not @actors.include?(actor) y4 }' E& c1 ~# H8 A$ e
- @actors.push(actor)
6 u2 }+ b/ Z4 r - $game_player.refresh
" D- _0 z! R- p X- R - end6 Y* K" P5 |3 Y+ b
- end
" l. J+ E! E3 r5 N7 A8 {9 H - # 设置战斗的角色 o6 Y7 i4 l! P4 [/ w0 S9 Y
- def set_actor_to_battle
P! R) \# z2 S6 _- g- f% y& h - @actors2 = []: r. f4 @- S3 V: }; f
- @actors.each do |actor|. j6 @5 z* r* r$ ]
- @actors2.push(actor)
/ |+ h: ?8 l! A - end
0 z9 c: z/ |0 o2 m: z. R - @actors = []
3 O% u$ q8 R2 O - @actors2.each do |actor|+ V s# Z9 Z& E3 P. m5 S. t
- @actors.push(actor)% L8 r7 E* I3 ]) `6 v, h
- break if @actors.size == MaxBattlerSize
3 _0 ?( |* J! B" m$ C - end
; e# S5 e# D1 [ - end* h: y/ o6 s' s* S- n p$ S
- # 还原战斗的角色
- a, B0 N6 `" o% P0 {/ i - def set_actor_to_normal% x4 {# C2 u; H6 N ~( T
- @actors = []: J. j* x. s1 R# u Q" i
- @actors2.each do |actor|+ w) C5 k. s4 G
- @actors.push(actor)
7 x e4 z7 M. P5 z4 u - end
8 Z; n7 u% a" S5 L$ s - end
6 S, `0 S4 I/ s9 X+ `* J! q/ |2 o1 @ - # 获取角色id数组/ x6 A8 P! W8 ~0 U, A+ f. u) e* @
- def get_actors_id
$ g; o2 g3 E! [* y# A+ f: l - id = []
- e- P$ D/ C+ c* ~ - @actors.each{|actor|id.push(actor.id)}
1 ^ }% E- z- w - return id+ w1 ^; g5 d% J3 ~ \
- end
0 t; y9 [) P, I2 f( s; c3 ~, }. S) w - # 获取角色id数组# T3 @6 o% q/ I9 J1 g: ?" h
- def get_actors2_id
5 H3 k8 A. i7 i8 E- A, L - id = []
- M3 p, ]. g- N+ }, L" i. U - @actors2.each{|actor|id.push(actor.id)}
/ n: d9 k( T. R5 t- J3 U - return id
0 B% ?5 D+ K8 z( b - end3 ~' u/ a9 f- z0 F, Q$ C
- # 兑换角色
* ~( x: X0 V* Z1 m - def change_actor(index,id)- ^0 O$ ]( D6 N
- @actors[index] = $game_actors[id]2 t( q. \/ j5 o" s% l' k5 @. g: u
- end7 p7 ^& }. i9 n& c6 d" {
- # 全灭判定5 I$ m o" d- `7 Y
- def all_dead?
3 a& r8 s0 n' N - # 同伴人数为 0 的情况下
P1 Y5 ~0 J0 g7 a" y - if $game_party.actors.size == 0
% s* ?" g) A+ d/ `7 ?; x) n/ S - return false
" c* I5 y2 V# L* C9 ^# S - end& K# z" P% n" m& @/ E4 H
- # 同伴中无人 HP 在 0 以上- s5 @3 Y3 I1 e5 v' h8 Q
- for actor in @actors24 V5 \& E" w" z d
- if actor.hp > 0
( W9 f8 l6 m' x9 U% V, ~ - return false; F2 [! X" n5 F) S
- end
& O1 Z- E2 a# s& L8 u - end/ C- }0 m3 M. a4 X! s9 s8 J9 J
- for actor in @actors
2 \; y1 B$ l6 a! W2 I - if actor.hp > 0
! m& e. O5 j8 w: ]1 }2 P5 {9 @ - return false
) X( m2 Y: T! `2 s+ I% ?# L - end
- i- F7 C2 c {- E - end, L+ N( a3 m+ T5 @0 u% n* S
- # 全灭
! ~* b0 }9 d. G6 i/ ]4 n6 W - return true
, f5 U2 _2 x8 j5 r" ? - end
T- M' d- C6 e0 G - # 其他角色# J( t! E2 q/ K( L$ |+ h# N5 n
- def other_actors
+ I! E4 e; P) j( f/ b - actors = []
" L+ z. L8 ?4 r - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}( J4 _! M& z c0 a2 j
- return actors! s/ Y/ Z y- Y. k: U+ c1 Q
- end ?- W! p! m y; f
- # 角色位置互换
% F7 g0 ^9 H" J% A - def change_actor_pos(id1,id2)+ W, S% r" l G% G" ]8 v% Y
- actor_id = []1 ]. z5 |+ j* F: Q9 \0 z
- @actors.each do |actor|
% U: w7 ^: ~* z. T4 I - actor_id.push(actor.id)8 |$ D0 R( ] d" p; U, H
- end
7 r4 W) a4 Y3 u/ J' U+ ~$ ^6 m - return if !actor_id.include?(id1) and !actor_id.include?(id2)$ n& h8 x+ k) m5 J8 V' l7 Z6 l
- id1_index = id2_index = -1: D$ Q: K `. {
- (0...actor_id.size).each do |i|! N9 W$ z6 E9 x! }; f* L
- if actor_id[i] == id12 z7 N% B; Y8 L; w1 L7 g2 V; `- o
- id1_index = i4 e) ]9 B7 h, i$ }1 _: Z
- elsif actor_id[i] == id2
' h6 c9 E& n- q3 L - id2_index = i
5 g' ?/ a# c* N' {( R& V; H4 i' v9 r - end( y; o2 I; K& l, J4 ~9 k. C7 r
- end
% d$ x' J+ C9 ] - temp_actor = @actors[id1_index]
' R8 A; j4 Y$ D" c - @actors[id1_index] = @actors[id2_index]
6 r8 v) Y% ]) X$ D, R - @actors[id2_index] = temp_actor
' p/ B9 f. C: ~! L$ S2 l4 } - end% } ^# W* R; |9 l+ N
- end! v1 Z2 v# p% X3 @6 i
- 5 a( ]8 n, `! K
- class Window_Actor < Window_Selectable* D7 o T/ {" y- H1 \1 M; n
- # 初始化" {+ a8 M: Y: a4 K0 n
- def initialize
% u) Q, S1 P/ n$ W0 m. ~0 X - super(0,64,640,256)
+ O: `' ?- \! c - self.back_opacity = 160: Q. t) `& y( s; }
- refresh
5 ~% b, n5 Q e8 i' R5 z, D - self.index = -1
% | X4 v6 n8 P$ _& z* }9 Y - self.active = false& \$ W( i& h y/ u
- end5 Z/ s6 N- f8 Q1 x% V( Q
- # 刷新5 ~2 m. V) r8 q7 Y% \
- def refresh' q5 T6 L- c6 |- P
- @item_max = $game_party.actors2.size
9 e* \, R8 P8 s! N/ b0 e1 T6 u - @data = []6 o3 L6 B0 \* c; Q9 s: u+ h
- $game_party.actors.each do |actor|
* k; D" L b& j) u - @data.push(actor)
4 ~& H* \2 L: d - end
: @+ z+ Y& N9 ]" k8 c/ U+ C; B - $game_party.actors2.each do |actor|
. O' w- J9 r" Y9 [3 D2 _3 V - @data.push(actor) if [email protected]?(actor)
/ c$ ~8 X% |* c3 G. I% s/ s - end
8 r+ ~2 `0 U/ @0 d, {# l - if self.contents != nil0 ?8 t; j# ?; L0 L8 m4 X
- self.contents.clear
( I; Y/ o0 W9 }' _8 A8 V: ?) y - self.contents = nil
2 S# v) v( P* g' S - end
; Y6 D$ O/ }( y8 \7 Z/ p - self.contents = Bitmap.new(608,@data.size*32)
* w% m- S2 G8 i5 q: } - x = 45 A ]/ `* g; z7 u2 f
- y = 0
, H2 \; F G2 a4 ~8 j$ p3 ]. l - @data.each do |actor|% I7 k1 E, E2 x0 Q8 z$ l
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
* J, G. Z8 O3 F& P - rect = Rect.new(0,0,bitmap.width/4,31)
9 F$ x7 Z$ d" V% R' ~ - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)" ~. E7 h" V& J% v! M
- draw_actor_name(actor,x+36,y)
- B9 {2 e7 h1 J+ p7 i& ? - draw_actor_state(actor,156,y)2 c) o# q! Q- c) n
- draw_actor_hp(actor,x+256,y,96)
3 o _+ e J( t; P, `5 s - draw_actor_sp(actor,x+376,y,96)# k) c1 K2 N# z1 N1 i, `9 ~
- if $game_party.actors.include?(actor)% u' v. X0 X9 ^6 q
- self.contents.font.color = text_color(6)9 p& i0 b% ]+ N$ I
- cword = "出战"
1 d6 Y2 @3 r2 b. M1 }# A/ n - else
% a+ A# k( `9 x - self.contents.font.color = text_color(0)# h7 X( V% s& L2 e0 m# |
- cword = "待战"8 k6 |, \2 _$ H/ ~
- end7 c6 R. H9 \. w& j1 {- C
- self.contents.draw_text(x+496,y,60,32,cword)7 T M8 }+ ]) U( _% o- E
- y += 32
i6 V& o7 A4 T/ {( h - end
( K3 B) E2 \3 u; ?" }# m$ W9 h - end1 n$ }4 @, Y# o5 L
- # 获取当前角色编号
% K7 O% Q1 G; Y) a! W4 J - def actor_id
' P2 \( v$ L5 K/ Q" P, z8 o8 ? - return @data[self.index].id
. V% Z9 _- O$ P+ }; q. U - end
$ n: K. G# ~; v# `4 B. r1 I - # 刷新帮助1 p6 g, _ U }' G/ Y8 D
- def update_help, u3 H; b6 F$ I |2 l k: }
- @help_window.set_text(@data[self.index] == nil ?\
& S/ e% g3 K! N( q; ^8 c7 P - "" : @data[self.index].name)
' j+ k) U/ e; n% `3 _) \* j2 e2 s - end
, c$ H7 K O; d; m - end
9 A/ |, \/ T7 M- h3 r
9 A; u. T) U V; V" f# j( ^# d- class Scene_Battle; U# _! Z; q8 n! Y* W. S. D( @* b
- include LimBattlePlug
1 Q U! O3 g4 e# Y4 Z* t) ?+ ` - # 初始化$ l/ c Y' ~- I) F1 E3 i
- def initialize
! o) B/ o- K8 m& z - $game_party.set_actor_to_battle
3 @1 `- V* V% F. w" c - end/ d3 V( t1 I) w: F: v# |
- # 主处理
) d0 K% |. T" M; V$ j( |; ? f* n4 U - def main. X% @0 M9 N! [
- # 初始化战斗用的各种暂时数据
: H' l4 n5 o, G* O. V# O - $game_temp.in_battle = true
* f& X( O9 L% v& z; ^ - $game_temp.battle_turn = 0
( w( C. v0 @* t6 o - $game_temp.battle_event_flags.clear
- h# N6 K0 S$ y8 _5 U/ L# n - $game_temp.battle_abort = false
- h# }; |- f: w5 H1 t - $game_temp.battle_main_phase = false
: ?% Y0 M9 N9 c/ |, e+ C - $game_temp.battleback_name = $game_map.battleback_name/ D3 V- P. n' c' d: s; N
- $game_temp.forcing_battler = nil
8 c$ F4 L5 t, R$ S* M - # 初始化战斗用事件解释器
7 X' Z; E- H- e1 e$ r - $game_system.battle_interpreter.setup(nil, 0)4 V9 `! i: p, c8 U6 [# i
- # 准备队伍
! p( ^1 F& b3 D2 s - @troop_id = $game_temp.battle_troop_id
" C4 u8 V; F7 j7 i3 ^# | - $game_troop.setup(@troop_id)
6 E) B+ o) S" o$ D - # 生成角色命令窗口
+ q0 t2 \4 x4 _! o* w3 ^9 I5 N - s1 = $data_system.words.attack h2 k6 U( r; Q
- s2 = $data_system.words.skill- F7 F! x5 A9 S X" N
- s3 = $data_system.words.guard
5 U M. G" Q1 P1 {( I - s4 = $data_system.words.item$ K; H* a' `& Z7 x7 [1 z, H
- s5 = WordChangeBattler+ k: L$ K( F; l$ @. s7 A, ~
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])0 d, H6 L# d; P
- @actor_command_window.y = 128
5 Y; @' L- v+ v+ P, ~ - @actor_command_window.back_opacity = 1601 H( v- J+ W& g2 v1 G7 s
- @actor_command_window.active = false$ z/ D. z% p( r# A Y6 w3 {
- @actor_command_window.visible = false
. Y* r) f# R; `1 O4 C - # 生成其它窗口) w! Z! A, Y& n
- @party_command_window = Window_PartyCommand.new! g" F) g' W! K$ u2 ?
- @help_window = Window_Help.new
( R, j) Q3 k9 [ - @help_window.back_opacity = 160
. M3 y5 K$ W8 c: ?# G - @help_window.visible = false
6 F! I/ ~& O, \) s9 | - @status_window = Window_BattleStatus.new
- d1 V! ?4 W0 H0 ` - @message_window = Window_Message.new
& v( h9 G) ~' b* |9 d$ ^: b - # 生成活动块
* u9 ]3 f/ r( c, Y" G - @spriteset = Spriteset_Battle.new
" W8 l7 \& O( F0 m g* l - # 初始化等待计数7 u4 M! S d6 B2 c/ I1 W3 @
- @wait_count = 0/ v `' f0 D& ^4 D0 D2 H) o2 \
- # 执行过渡
; q' Q# W6 x0 ]2 g - if $data_system.battle_transition == ""
5 ~2 W; v0 q$ M& r - Graphics.transition(20)
# Y2 t6 d* M- ` V" }. C% T - else" G( Z' P. f) S+ n+ i% _* f
- Graphics.transition(40, "Graphics/Transitions/" +: @; B) W& h; j% T( K" X
- $data_system.battle_transition)+ V3 V, c7 t1 _4 k6 e
- end
7 @; N9 }% Q3 \. h1 z( ~$ T( _ - # 开始自由战斗回合$ |1 i5 x6 f$ f8 A1 B% J6 A
- start_phase15 ]! E; ^2 R% O% t" e
- # 主循环/ O. B; i: S; Y. H' o
- loop do
+ ?7 t# V! E, X( S* q0 a - # 刷新游戏画面" o4 I9 @5 @% D8 B) W/ o3 L( U
- Graphics.update
; W/ J' X7 g# R! @( v - # 刷新输入信息$ \% M( x9 i( b2 |) k
- Input.update
1 f+ o8 q5 j* j: O- u2 r' T - # 刷新画面
1 ~/ \2 }3 c9 ]" E( o- r( m7 V - update& c" r4 x/ Y& d
- # 如果画面切换的话就中断循环" R: v6 ^: _0 C: X/ ~4 y
- if $scene != self
1 V2 s3 c1 l6 u3 \; R - break
9 s" I( C& W& U! q* ~2 @5 z/ p - end
! j% w2 z( h& n: X; ^* I - end
( Q; A0 D7 K" e2 f( Z- i - # 刷新地图# y4 `) w; B' u& \7 J
- $game_map.refresh
; o+ Y8 K: b+ ] - # 准备过渡
9 i1 H4 Q" G. V; i8 ] - Graphics.freeze
5 ]( c. M: ~$ ~1 v$ D1 C+ L - # 释放窗口
1 O/ c: @ b: \( n& F - @actor_command_window.dispose+ O: G5 `2 R+ H
- @party_command_window.dispose
* U8 ?% \/ R `6 m3 ]) ` - @help_window.dispose1 c, M8 h/ K i
- @status_window.dispose
7 ^! p4 {& ~0 v) U( O' { - @message_window.dispose
4 z! R& Z) w7 \" p - if @skill_window != nil
1 D. O1 u" I, I1 y- |) G - @skill_window.dispose [% c4 f4 j; c! y& \: C3 A# I; n1 g
- end9 Q# D* b" Z8 J$ b! N$ `9 U( c
- if @item_window != nil2 A0 K, d) ] r' h0 F& ^
- @item_window.dispose# A$ o8 w6 s: d( O8 @) Q
- end
+ I5 e6 V$ e# R- n" U. D - if @actor_window != nil @ [( G$ z8 [) ?( t
- @actor_window.dispose
# ]6 V1 { c! y - end" s% w& b' L7 H9 |6 I* I
- if @result_window != nil: U5 p* Y3 _9 j/ X
- @result_window.dispose! g# G2 n2 @1 i8 A p
- end: r- i) A6 g" k+ [
- # 释放活动块' W2 |' d9 Q3 L& L* O" e9 r
- @spriteset.dispose" J+ S2 ?, s6 D8 w7 W M/ o
- # 标题画面切换中的情况
1 A. ]9 @: N( S5 n2 S7 x0 O - if $scene.is_a?(Scene_Title)
% ~$ V1 p# K5 n; X8 o0 e6 e; Y - # 淡入淡出画面6 u" V3 a3 T3 g! ^& z
- Graphics.transition
9 n2 t# g' e' ~ - Graphics.freeze4 l, ]6 L$ U# l
- end6 W7 v/ m$ j; D# q" H/ L
- # 战斗测试或者游戏结束以外的画面切换中的情况" Y# ?( i, f2 d5 _( _. y! m9 v" D
- if $BTEST and not $scene.is_a?(Scene_Gameover)
" t# e: L0 s9 [& A - $scene = nil0 O2 W& y% @* F- J# z; f1 P3 n
- end
8 H. M) B8 W7 ~# Y5 V8 c2 ^ - end* h, ?; R% s; z/ T6 ~3 w/ ~
- # 战斗结束+ t4 q* S4 i/ }, Q$ K
- alias lpb_battle_end battle_end% A: T1 Y, N) c5 ?* v
- def battle_end(n)
! p) h" L9 C3 q0 {/ |8 o, @5 |( e - lpb_battle_end(n)
7 w2 o9 ^, ]: o8 y8 I$ l* y; B6 f - $game_party.set_actor_to_normal% t1 G' P' L% D& X" d
- end
( D5 p: J) c, e% ~5 R8 D - # 开始回合34 S1 a$ E8 h) Y9 T% `8 @) v
- alias lbp_start_phase3 start_phase3& s/ a3 u& |- N! S& |" W4 k
- def start_phase3; S" h/ D! X5 u9 u9 g# w
- @changed_battler_id = []
: J/ j+ `' U$ m' U; } - lbp_start_phase3- c8 K! f" S+ A9 i/ `3 d
- end0 k# V' y1 P& ^! }4 u) A
- # 刷新角色命令回合画面2 a% e2 N& l% s- `
- def update_phase32 w2 }3 u3 n8 X+ {$ n1 V( X' K
- # 敌人光标有效的情况下* O! E& d) V6 l" J* k; f7 J
- if @enemy_arrow != nil
+ I' x2 S/ M8 z1 u0 R - update_phase3_enemy_select
$ y; b- `- @7 i) }/ \3 s" p/ g2 M; ~* o - # 角色光标有效的情况下
! h5 I, M: e4 S- u; V- D6 [ - elsif @actor_arrow != nil
# ]9 r5 i8 q3 R' d: N7 L; f - update_phase3_actor_select
' M# G+ U1 I1 W' X: a- D. w( U - # 特技窗口有效的情况下$ t9 T9 l `2 }9 V" g% F
- elsif @skill_window != nil
4 w4 y- c& h- b Z - update_phase3_skill_select
/ s( B+ W4 X; l0 B; N - # 物品窗口有效的情况下
, Z0 ]6 u8 I+ D, l% O( q - elsif @item_window != nil5 a9 l+ q! N |) X' \
- update_phase3_item_select
9 W" R/ N2 V. P/ w! j" { - elsif @actor_window != nil
0 S7 J2 m) u4 c( y. O6 W - update_phase3_battler_select
3 \# {1 c: w) R$ u5 z* j Z - # 角色指令窗口有效的情况下
- }0 o# D% U, q) O - elsif @actor_command_window.active
$ R4 j" e+ G1 g! J3 |7 w - update_phase3_basic_command# W0 J6 u" U8 r0 T# m" A2 r+ n9 Z* B: b
- end
0 U3 r- I( A# x5 J - end! W5 z5 y3 u& C6 ^$ Q* V- p3 y
- # 角色基本命令. u$ B4 G( w* _
- def update_phase3_basic_command! q( o r# n+ P5 j9 E1 m- m# r& }
- # 按下 B 键的情况下
9 [( o4 n! k c/ t$ B - if Input.trigger?(Input::B)
5 K/ [- l+ j5 q. b+ a0 v - # 演奏取消 SE
$ y( Y4 c9 T I! m$ I - $game_system.se_play($data_system.cancel_se)
) O. M; ?/ p) G d0 V( a - # 转向前一个角色的指令输入
) K" [( U P7 ?# Q' V x - phase3_prior_actor( p& x+ \0 {3 q4 C C3 Q
- return0 g0 ^0 m" v9 t( }. ]: @% l
- end
7 L* C3 N" R4 ]5 i/ a - # 按下 C 键的情况下
# {' r; \# i' y2 l - if Input.trigger?(Input::C)" t) l7 f: w3 z! f* [
- # 角色指令窗口光标位置分之
. K8 F, b" c* M& { - case @actor_command_window.index
; q/ ]( E8 [, G7 h% [. C5 b9 F - when 0 # 攻击
# r6 ^! g1 `1 x' @0 L1 R" f% ~3 U - # 演奏确定 SE/ Z H& M3 ~+ w, A: p8 N& I4 o
- $game_system.se_play($data_system.decision_se)4 M U! w: a1 |3 n* ?' q/ k7 L2 L
- # 设置行动
% N t, Y. u7 E% J4 t4 A- Q - @active_battler.current_action.kind = 0' l6 f) a9 D* {$ h% \1 d: I. M
- @active_battler.current_action.basic = 0
) [2 |& p5 c% w+ s5 ?. X - # 开始选择敌人
3 y9 u- K- K; |) u9 Y' | - start_enemy_select% Y( k! \, J4 v1 N7 k2 B6 f5 B0 K
- when 1 # 特技
" p6 G) c7 p2 h+ u+ C# B* ? - # 演奏确定 SE
4 T) F5 k2 n0 i8 H; u" }: h - $game_system.se_play($data_system.decision_se)
. |9 _- ^; | [% t - # 设置行动
$ \; `/ P4 ?* h. k3 \$ U - @active_battler.current_action.kind = 1& \1 Q5 y$ Y# K* @
- # 开始选择特技
5 r: d9 k; J, B; @& E; @- ?3 { - start_skill_select
! X* l" \9 U/ D' U1 ]" J9 T - when 2 # 防御, n- Q) Z& ~4 [/ k) K5 P% u
- # 演奏确定 SE+ I$ Q2 p. ~/ ?" D7 F9 K1 l
- $game_system.se_play($data_system.decision_se)- J. E+ v: z- V2 C
- # 设置行动
% i. g4 ]3 }7 W D - @active_battler.current_action.kind = 0
! G! [, @" T; s# ]6 h. H7 |4 ]+ A - @active_battler.current_action.basic = 1
2 o: T, U3 ~( q% A0 e5 X& J5 @ - # 转向下一位角色的指令输入
( F7 C% L6 F3 ]6 @3 G% v - phase3_next_actor3 b: E* K2 }+ D$ G' j1 Z. r
- when 3 # 物品
1 H+ |" D$ H) ? - # 演奏确定 SE
( x! y' Y( u9 x* X# Z - $game_system.se_play($data_system.decision_se)
& X$ q( b0 w" q6 `: H - # 设置行动$ A2 i, ?1 D$ B
- @active_battler.current_action.kind = 2
$ [0 D, q, k+ I2 \ - # 开始选择物品2 I* B, V+ _& \) k: i
- start_item_select+ S7 A2 Y/ e/ y
- when 4 # 换人 d7 S7 U9 v& F2 z# ?
- $game_system.se_play($data_system.decision_se)& F8 ?% \0 o; V8 {# K
- @active_battler.current_action.set_change_battler
6 a1 j" h1 A# M3 H6 Y' r8 G - start_battler_select
$ S1 _/ _" V+ ^( E" W3 w - end2 v- ~, \1 b2 ]' @2 \
- return, E. p# h1 c3 T! Y8 c. e8 F
- end( ]- T5 A" D- J3 T; m" |7 H8 q0 `
- end5 o1 R5 }1 c, Y9 t8 J; q- `& e
- # 开始角色选择$ y3 e1 |" C0 O# N) z) E
- def start_battler_select& b" d3 l! I8 W8 w2 c
- @actor_window = Window_Actor.new
, H& h4 f; C+ c- J - @actor_window.active = true
. P) L7 {* u+ ?+ r% E) v. l - @actor_window.index = 0
* z# U5 L7 o! A6 C6 c8 y' ^! U6 _ - @actor_window.help_window = @help_window
/ b& r- N( f/ `( J9 Q- j - @actor_command_window.active = false# b8 ^4 l2 R8 A' u! }0 ] B
- @actor_command_window.visible = false
9 D2 e* Y: B) A- `: o- C, \8 t - end/ o% Z( ^+ e0 l: g7 Y5 y; d
- # 结束角色选择+ E2 [7 y: E0 W5 m# y1 B* z
- def end_battler_select
: I- M- E) I. V" {5 q# V& C5 D - @actor_window.dispose
, t K- `8 X2 W& z* G! |8 e - @actor_window = nil
+ o: {$ F: y5 s1 k5 u0 }6 g7 h - @help_window.visible = false
' q& Q N/ C! P/ @& h - @actor_command_window.active = true- R: i0 A3 Y+ \
- @actor_command_window.visible = true) {4 U# ~2 [ K8 h& p* v3 q1 o
- end
' g: @; z5 V, A* v - # 刷新角色选择; v' x" d3 v3 Z l2 Y
- def update_phase3_battler_select9 v. K2 h. C& A, R) o2 e( {; d
- @actor_window.visible = true
2 F2 v7 a, u" S$ z - @actor_window.update
6 O- p% E4 J# Y ?) C - if Input.trigger?(Input::B). F: X. l- L+ H0 v" s
- $game_system.se_play($data_system.cancel_se)
1 y, J. `' O. B, }" j1 J - end_battler_select
* s4 n% j) ~& J& L; V - return
2 J( ^9 m( @6 G! R - end
' d. P9 @+ p6 B% u' S6 V - if Input.trigger?(Input::C)
* v+ I7 k K' j' Y( { - actor_id = @actor_window.actor_id7 I9 v( U* ^. O* g
- if $game_party.get_actors_id.include?(actor_id) or
4 P3 N( e% r5 C" ~) b& T+ o. p - $game_actors[actor_id].dead? or
3 Y# ?7 Q3 O6 y% k# c' U9 e" b - @changed_battler_id.include?(actor_id)
3 h: {& g" r! K4 x7 ^ - $game_system.se_play($data_system.buzzer_se)
. e1 n) o9 z" {- d: a' ?) N - return
1 y! a& ]) y/ {3 ^# r1 r P1 K - end
7 n1 v' x# G) R! }0 D5 b8 g - $game_system.se_play($data_system.decision_se)
7 }5 F" v% F' _: l" i! C - @active_battler.current_action.change_to_battler = actor_id
3 R) E9 r$ v, W* S, D2 B - @changed_battler_id.push(actor_id)
4 @2 E3 Y4 _" r4 t+ X( E - end_battler_select
6 f7 ?& Y( R. E# ?4 a - phase3_next_actor& ]/ J+ G- k5 z/ O% M9 _2 g2 {0 d
- return5 v8 }+ A, ^* {% e
- end
! B. X; m# D; f' v9 ? - end, v# l5 A3 u; H, E. G+ {. d
- # 行动方动画
4 L, v( b& ~* o6 C0 [7 Q6 c - def update_phase4_step3& G+ A* B s2 V6 v9 l4 c5 L5 Y- X, q
- if @active_battler.current_action.is_change_battler?0 w, @2 }- g0 c7 P# Q
- @animation1_id = AnimationChangeBattler( s$ \3 \" X0 W7 }- o. P* b/ e7 K J
- @target_battlers = []6 n( e' r9 j7 n. O2 J/ ^
- end
: @1 ]& n- M2 I/ E - # 行动方动画 (ID 为 0 的情况下是白色闪烁)- B! P1 J& \! f* v4 L
- if @animation1_id == 0% n" P |1 b" e# E3 V( b
- @active_battler.white_flash = true
: J0 K( v; Q; b r - else
* B9 H$ m0 c4 ^# C/ N% \ - @active_battler.animation_id = @animation1_id
& M; [/ B7 D; R6 Y - @active_battler.animation_hit = true
6 k, Q; H4 O$ W& ^) t - end- j/ Y, z! `5 C. u
- # 移至步骤 4
% [: d/ \1 e d. l - @phase4_step = 4 C: J4 F& C- ~$ Z& e( s0 G8 [( _6 h
- end+ d4 a* G& y1 d+ E* \3 S9 L# Q. l
- # 对象方动画
/ F% ]+ B: X/ y6 X% H# ^# l" G - def update_phase4_step4: W8 w P, z# M0 _. c7 C
- if @active_battler.current_action.is_change_battler?/ o+ u$ F% P" ? R4 o" M
- actor1_id = @active_battler.current_action.change_to_battler
" [2 C, q! E* o6 [# z5 l - actor2_id = @active_battler.id0 t2 |4 N7 e+ j& k) O3 f( E+ N
- (0...$game_party.actors.size).each do |i|
, I+ l. \. ]2 R# A. \( p. J - if $game_party.actors[i].id == actor2_id
5 H8 b! F7 J$ f+ |1 N0 G - $game_party.change_actor(i,actor1_id)) A3 Z. ^/ Q0 R. n; n: G+ t
- @active_battler = $game_actors[actor1_id]) n/ @. n% m1 s1 I
- @status_window.refresh
. K4 O$ G* B: G6 n9 q' ~; F - end2 o, |+ o/ s6 g' C/ B6 Q
- end
9 m7 Q8 u" _4 m0 L2 E' G3 q2 \ - end
0 L# I8 l. b3 c: p - # 对像方动画
. r! Z, C( R6 `) Q; _ - for target in @target_battlers3 S9 ^3 _* \2 Z
- target.animation_id = @animation2_id
6 T [: i' z" N5 \' s - target.animation_hit = (target.damage != "Miss")
& Q7 S8 w Y7 F; W" t6 h3 b - end3 n- h7 R% L+ u# ~
- # 限制动画长度、最低 8 帧5 [" n: A1 m* @8 e1 ?
- @wait_count = 8
6 C; j% a5 W. r/ k! d; {+ R. ~ - # 移至步骤 5( k- f7 i ]% B; U3 k- ?& g" |9 ]
- @phase4_step = 5 B8 W! I/ H" t' `; H Q6 @ L# F
- end
( u0 ]7 S5 o: }8 l - # 公共事件3 v5 M$ V/ \9 O7 H! N6 s
- def update_phase4_step6
( m, K& D+ l) V; J0 x( P! _ - @target_battlers.each do |target|
, Q7 G$ J/ I9 \. o! o. _) S - if target.is_a?(Game_Actor) and target.dead? and U, m% `- t$ C- d8 {! L
- !$game_party.other_actors.all?{|actor|actor.dead?}" i: h" ~+ Z9 |
- @actor_window = Window_Actor.new. t) V, J- H1 ^/ o' k$ ?
- @actor_window.index = 0: E3 {5 J* k8 L7 o3 x8 J7 M
- @actor_window.active = true5 f+ y& O* `2 c; N# T
- @actor_window.help_window = @help_window% J X: h7 y% X) z+ n
- actor_id = -1' `$ s4 Y! d% Z, e6 ]
- loop do. l F/ z; ~9 ~) i
- Graphics.update
! Q. w( j0 o2 P9 ` - Input.update
% Q3 P' t( `/ ]5 r - @actor_window.update0 |+ v1 \( h3 P& q. C. J, p
- if Input.trigger?(Input::C)
! o6 p( D3 V2 g5 P/ E; Y- r' k - actor = $game_actors[@actor_window.actor_id]' X6 S& x! Z& a
- if actor.dead? or
* _- ~- v I, O" Q9 ] q( o - (@changed_battler_id.include?(actor.id) and & t, X& g3 S0 u
- target.current_action.change_to_battler != actor.id) or
& K" T' F) y+ g% C' r# y - $game_party.actors.include?(actor)
/ s' e- w- e# c0 Y$ Y. u. a+ } - $game_system.se_play($data_system.buzzer_se)3 u4 ]$ B3 M- ]- U0 h4 d X
- else
2 e7 u/ P8 Z4 q" C4 t6 R - actor_id = actor.id1 c/ m/ l3 ?% \# y" {* s+ `2 g0 Y2 X+ R
- end g) E4 L: x( A# W4 T. T; C @
- end* c" N% R7 S! h
- break if actor_id >= 04 q5 d! T* C, k4 a
- end: q9 L% ?2 ?5 i/ G
- @actor_window.visible = false m" l/ l! ~' a/ E) {% v" P
- @actor_window.dispose
7 [1 {' z M+ W3 J: S - @actor_window = nil
" Y: F) D( s- r/ h: a/ v - @help_window.visible = false
9 j* M8 |6 X: e) o. Q, ` t3 x - (0...$game_party.actors.size).each do |i|. J& s" m3 P' C+ S
- if $game_party.actors[i].id == target.id0 H' |0 J8 c) W, p* [$ w: T, f, Z2 `
- $game_party.change_actor(i,actor_id)
! {& h0 ?5 U8 Z0 o - @status_window.refresh
3 [" x: a1 F; F. X! ]8 {! z$ n - end
7 k3 j' [; i% V: [1 e; f, C: v9 p - end
7 H+ Y! s1 ?8 g - end! s. X% T; E1 W7 x; W1 ~2 D% m
- end
% X+ X; l0 z+ f3 H - # 清除强制行动对像的战斗者
1 [' c. s( Q9 B+ u9 `0 T- D5 x8 w - $game_temp.forcing_battler = nil; y. n, o5 a2 C" Y& N' L
- # 公共事件 ID 有效的情况下# C5 d1 o# K: M3 m2 v. f# R- S
- if @common_event_id > 0. I3 H6 [' e7 D6 T; O- ~- y
- # 设置事件: q: _ z/ n! t9 l) f, V& [& r
- common_event = $data_common_events[@common_event_id]
; v+ o! B; g9 N( f - $game_system.battle_interpreter.setup(common_event.list, 0)
. C, H f" e5 A4 {9 N1 p' u - end
- F5 I; L9 D1 ?5 r - # 移至步骤 1
) R& M' }0 y( q! ]6 K9 H9 B - @phase4_step = 1
8 I- u" m6 }8 G9 u, m+ _- n" {- z - end# w& _# t0 K1 k* l: l
- end
, u; y. c L5 |" J J* J0 ^
( P2 }; W! l4 Y8 P+ o' m" i- class Window_MenuStatus
2 A* g, s, R2 {9 e. ~7 w - def refresh
, |( i) l: ~0 W1 \2 w3 @0 c# b6 a - self.contents.clear
8 _) c% }" z" E# h5 S8 D - @item_max = $game_party.actors.size, d' `* T9 C3 j8 Z& a
- for i in 0...$game_party.actors.size: Z( z- f9 v7 h
- x = 4, x+ g7 ]; D0 f; a( A' F
- y = i * 32
6 J% O# M4 P/ U! ~, F - actor = $game_party.actors[i]; `3 [: h4 H$ z6 W
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
# h7 \/ u- ~* ]& X7 C - rect = Rect.new(0,0,bitmap.width/4,31)' I" X# l* a, }
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
7 N% P+ d/ M5 b, k; p, \' ~ M - draw_actor_name(actor, x+36, y)
5 h$ W% a) y. Q( [: Z- j( R7 S - draw_actor_state(actor, x + 136,y)1 b2 D+ u" R4 I. x; G Q4 m; ^
- draw_actor_hp(actor, x + 236, y,96)2 l$ l7 }. E5 F7 d1 u# |5 E l/ r
- draw_actor_sp(actor, x + 336, y,96)
3 a g3 ]1 u/ @$ u5 H1 m/ O - end
$ v' Z; m5 {- V s - end4 C R' S6 G9 X0 e; B+ R4 {+ y* U
- def update_cursor_rect
$ d& q4 j" ~9 ?( j) Y1 z - super
0 w7 v( {2 D {& y/ A4 r- J - end
1 C" R; p- _8 d( s/ v" U7 Z' _ x - 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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