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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 LimBattlePlug3 s' g5 a) B7 o6 \2 H' e7 D
: n5 `2 X7 W$ M7 P# U5 J- # 队伍最大人数% |; b2 X! O: p
- MaxPartySize = 82 i1 t1 \& u) i$ P# O x
7 @( z& W( H8 @7 _- # 出战人数/ |$ S) |* Q" U
- MaxBattlerSize = 1) E5 q) f9 F6 a2 c% o$ k, l2 d6 t
& {; l+ y7 o: A- # 换人语句
6 y7 y- R1 h1 z3 G; z - WordChangeBattler = "换人"1 |- F+ j/ C) p2 Q! X; l
5 L) P& j$ a- L* q9 y- # 换人时播放的动画
- @. t4 B, b! U0 Y! E, R/ ?; T' b - AnimationChangeBattler = 26
) Z& C! @% A0 A* S! ?
" [/ W5 A+ S$ V; K, Q+ `- end9 @( x0 Y3 D8 X; @) B
6 G: {8 H7 r4 A# T- class Game_BattleAction v+ `+ E% l% t& |
- attr_accessor :change_to_battler- g4 \% q9 V3 @! M, _6 ^7 Z
- # 初始化1 T, K9 A$ h, c$ t
- alias lbp_initialize initialize: F8 s* f: v9 C) _. ?9 m, x' g+ S
- def initialize2 I. Z b: o, p1 J+ W; @
- lbp_initialize
. D% Z( K/ @0 ?' d( a2 F8 u - @change_to_battler = 0
; u8 g3 d7 W2 C, ^8 A1 r# R j - end8 v) b8 e0 G1 @; ?# X
- # 欲更换角色编号0 v% @2 r9 B+ _' e3 h* h3 u
- def set_change_battler. W, t6 X: [: T( o
- @kind = 3 ?. P) d6 {# ~
- end: d1 N) M2 H- F: n3 C" s' ?
- # 判断行动是否为更换角色" z1 h( M: P* _
- def is_change_battler?
3 M0 s% \' [/ B; H. \, u - return (@kind == 3)8 [( r6 m/ M" \$ R& Q2 ]1 O
- end
1 Y% X4 u2 w5 y4 I q" h- W! g' T - end5 C; h9 H" t2 t. m) V! N) k/ ~+ ]
- ! C" w' A* e2 H
- class Game_Party
8 S9 u* O3 ^0 N8 n& I6 q# A - include LimBattlePlug( c3 ?0 P$ H; {1 @) ]3 Y
- attr_reader :actors2
, O( d1 H1 i4 H. s - alias lpb_initialize initialize
! ^# Q8 R& K8 o" k. b3 t$ W - def initialize2 e M5 n8 |6 L5 P+ a e, \- F8 h
- lpb_initialize
& E) q, x- a/ X) B9 G! Z8 B0 y3 V' p - @actors2 = []* w$ L7 d, R3 T; j
- end
! Q% w" y( i7 P$ x - # 角色加入
4 M# T) ?& @6 E( g8 w$ o5 R - def add_actor(actor_id)( \' {9 n* Z8 F/ ]2 j
- actor = $game_actors[actor_id]$ c6 R. B" n- ]
- if @actors.size < MaxPartySize and not @actors.include?(actor)7 q# ]3 Z% m( U
- @actors.push(actor)7 {: T0 I" D6 l- ]
- $game_player.refresh
- i9 b& u, g$ h$ B K* G7 @ - end
2 s; ?! ]7 J' I4 D1 n8 m( q. a - end6 @5 S$ E/ U; ]/ A! Z/ K% r$ f
- # 设置战斗的角色; `' d" L$ l7 f% A0 F' M5 R; l6 S: w
- def set_actor_to_battle
+ E, R7 J+ @* y+ L9 x6 ^" m: E - @actors2 = []
- E) B8 [3 f9 M% v. |2 f* C - @actors.each do |actor|+ H/ J8 b* M# \% E! M
- @actors2.push(actor)
+ _) ]8 S+ _% E5 [- S7 f6 c0 I - end
) A2 W D* {; O/ a1 @+ S- t0 V2 R - @actors = []9 b7 Q Z) A3 [6 h
- @actors2.each do |actor|: }& P0 [+ `! d ^8 [
- @actors.push(actor)
5 v5 w3 b+ d" N! W - break if @actors.size == MaxBattlerSize* t* t6 h, s& a
- end. w# `3 `$ p2 Z
- end
o% b2 {6 l7 C1 O7 i8 w - # 还原战斗的角色
( W# H" f+ q+ H5 w( \; }. s! S - def set_actor_to_normal5 V: a% ~/ m4 |9 \" S1 m$ W2 d! Q
- @actors = []# T8 F U( m9 } Y: [6 S
- @actors2.each do |actor|
6 Y% z: G, t. o& N - @actors.push(actor); _" O# v! n5 `5 v8 i- p2 Z7 e
- end
* B: i$ c$ [. k9 g5 D - end! P. e7 ~1 k* ~1 I% e% h# i$ q
- # 获取角色id数组
[9 \% q+ w& G5 v) b' z, G - def get_actors_id
1 a2 J3 l( c% k7 _6 H8 @ - id = []
& u2 t! Z$ Q7 R# { - @actors.each{|actor|id.push(actor.id)}% q4 U/ c7 L% }* M- ~# @$ m, p. m- E
- return id& i+ z( `* l: |, |9 ^
- end
+ [+ p: E9 q( F1 q+ N - # 获取角色id数组1 h0 O7 U/ X* b( ^! [% L
- def get_actors2_id
* q& L" f. U% G) Z3 T2 B) m - id = []) }7 Q+ r( t ~; X
- @actors2.each{|actor|id.push(actor.id)}
3 _ M* \$ n% ?. b4 W - return id- t% `% e6 ?# M5 J' g9 k. C) I0 O
- end
( ^+ X+ Z' \ ~0 E& k - # 兑换角色; e6 O9 r s4 `: C6 ~" v5 i% E
- def change_actor(index,id)
' Q4 Q1 W4 G+ F) ~2 F e4 I' h0 E! W - @actors[index] = $game_actors[id]- Y- F* }& g M# `
- end' a% J1 o# J* f: y' W2 ~6 v
- # 全灭判定7 c v" X2 w* |! W1 o1 u! f
- def all_dead?
0 A% {. U- o: W* P+ _0 c3 B. v6 E - # 同伴人数为 0 的情况下
1 }1 o! J( S; @7 F - if $game_party.actors.size == 0
1 s; @0 {$ s5 {! Z7 i! E - return false
# H2 x) Z q5 \ - end
# B+ x4 C; V& B& O6 Z, U, C - # 同伴中无人 HP 在 0 以上' q- |7 b- H* f N5 W; i; ~
- for actor in @actors2
9 t# u, w: o8 t: K" l% f - if actor.hp > 09 r( R* p' ]: V
- return false7 b. W3 R5 k+ e7 r, p; ^/ A
- end# i9 [7 j1 s7 y1 v8 C; \
- end" T# R' o% h6 j' m
- for actor in @actors
; p- b# P# Q" r$ P - if actor.hp > 0
3 m8 q) y7 o/ h$ G6 F; H - return false4 {9 }, P. y+ _' }
- end
2 j, @' |6 g0 t' e% a0 ~: q9 @+ t u) |1 ` - end
+ R( h, z7 W9 X; L5 m/ W$ F+ B - # 全灭
/ I4 w- m' k3 P& I# E! F& O1 R - return true& Z% I( u- y' t& l8 _3 G
- end* z) i5 t# @: _* C9 d# P. C
- # 其他角色
/ u( f& g [. _# q6 _ E6 o7 ^7 b& S - def other_actors1 O! T& u: f Y5 }( E
- actors = []
3 i _$ z$ V: q. [8 y5 o" c - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
* N1 }) {3 [/ U M: {) r6 p - return actors
; M6 u Y1 ]) c - end0 d" ~# K7 k0 M0 ^1 w
- # 角色位置互换: G- |) Z! k6 E G
- def change_actor_pos(id1,id2)- H6 K+ h% M) i( A
- actor_id = []3 G8 N2 `) l" B
- @actors.each do |actor|
% j9 k0 B. @7 T- S8 r) n - actor_id.push(actor.id)! _) y$ P" w" E2 C6 v
- end+ I0 S" `; v) Z- f# H* Y
- return if !actor_id.include?(id1) and !actor_id.include?(id2)" U n; ?8 |* C. I
- id1_index = id2_index = -1; h( \- @7 i) B
- (0...actor_id.size).each do |i|
3 H/ j" P7 Z/ b. l9 Z7 Y* {5 @0 P - if actor_id[i] == id1 ~4 F, [+ F* B7 f
- id1_index = i0 J b. ^! ^" I0 k; |
- elsif actor_id[i] == id2
+ }% Y3 Z; ^ m2 M4 O8 O - id2_index = i. ~5 I" R5 U- x ?- `
- end0 y: }3 [! B: B( b
- end# j$ x; x, a) |, k8 i
- temp_actor = @actors[id1_index]2 i' E0 Z M; i0 j' n/ V
- @actors[id1_index] = @actors[id2_index]+ }: \4 F# Q* C6 T% z
- @actors[id2_index] = temp_actor7 G# r2 P& f; X
- end
q2 P5 f0 c$ L - end
1 `, d( B3 ^* p4 [ D - - O9 r( \0 M0 w! t
- class Window_Actor < Window_Selectable# o- x6 ?5 i/ B* ^0 s" X
- # 初始化
4 z- Z/ J& M7 l& d' s% n - def initialize
% f' F) R q" c8 j - super(0,64,640,256) Q2 f2 w4 k D
- self.back_opacity = 1602 }/ f6 @ F! D' Y8 z( i
- refresh$ F( ` a% n* Y
- self.index = -1
; w9 Y3 P# L# j8 h) h8 S9 y - self.active = false4 }) Q- f- J( Q9 B4 X
- end5 |3 T, j, K. r; Q, b7 p
- # 刷新
+ A" A* f6 ^5 G$ }7 d' m7 s - def refresh M# O1 _ y2 u9 }6 x5 ]4 W
- @item_max = $game_party.actors2.size [% |' X# i; A
- @data = []
' x; ~5 u/ g( J% H" ~ - $game_party.actors.each do |actor|
, |8 i9 h! i k" a- e - @data.push(actor)
/ a$ ?: b2 f# |& D - end) X! I* O+ K5 B3 o% h4 b! U
- $game_party.actors2.each do |actor|
7 B7 H% }' p. x" J: A - @data.push(actor) if [email protected]?(actor); a8 }4 P! C: S) s1 e
- end+ y1 A5 E) {" q9 i; g s
- if self.contents != nil
4 I L; b4 q( D* Z* C - self.contents.clear
: W* [, p( c- S) k - self.contents = nil3 i# m8 J4 L! ^. q
- end
9 X! e& _- q# ~- @) j8 p - self.contents = Bitmap.new(608,@data.size*32)
}, `" G" x9 z3 g5 i% k9 r - x = 4
9 y" s& A' s& L0 z" v: t6 y - y = 04 Y& n M1 R0 k% ]) Q
- @data.each do |actor|
( o/ p5 `( ?( Q - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
8 I( l8 z! U8 R3 r9 ~# N - rect = Rect.new(0,0,bitmap.width/4,31)
) r, B+ q. h7 z5 ]& B9 ~ - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
j2 x0 V4 I* A - draw_actor_name(actor,x+36,y)5 t$ A' S5 Q# M# |6 g$ C. S# m
- draw_actor_state(actor,156,y)9 i3 c" p( ?) W' f
- draw_actor_hp(actor,x+256,y,96)
' }9 D& Y3 A6 q - draw_actor_sp(actor,x+376,y,96)
/ N' l4 L$ C+ F - if $game_party.actors.include?(actor)7 `, j2 C1 X( d! j3 l
- self.contents.font.color = text_color(6)
5 M* g# S! V3 S+ E - cword = "出战"
; g( E" Y" {$ `" {' g2 A - else( E P8 T9 p- Y
- self.contents.font.color = text_color(0)
9 C- N; Y; R J/ B" W% y5 Y - cword = "待战"
0 e. k. P! k4 y* W( q. g - end0 _4 I! \: _6 N" I( V6 S1 P& t
- self.contents.draw_text(x+496,y,60,32,cword)
( f* W' p/ f+ S! q8 }# v - y += 32
) T8 B1 r+ a4 [ - end9 \, e/ |% s& c3 @: B
- end
, W( y! N7 }: ^ - # 获取当前角色编号
" C1 U0 R" b- { [7 c* ~ - def actor_id4 C `9 g' j$ U
- return @data[self.index].id3 R1 n; l! s: b/ x! l c- |/ }7 [
- end$ m4 v b9 z( o+ ~, J/ N
- # 刷新帮助" y) f$ P( J, o4 L: t3 c5 N3 j
- def update_help
% `" f! Y; }& ^2 q3 v6 b - @help_window.set_text(@data[self.index] == nil ?\
$ _6 y8 d8 u" x! T. z - "" : @data[self.index].name)1 A# R1 i7 D9 C5 x) u
- end
. y, j' A S7 @9 f& J# L - end/ D6 N% O- }, o, [# a
+ J; {# S1 c/ G3 _6 }- class Scene_Battle( H) M! I6 G5 x# B: d
- include LimBattlePlug! Y0 ?; _: ^0 u, v# I8 @) b+ c2 u
- # 初始化% E2 q3 y$ ~. M+ L+ @
- def initialize
( A! P5 C4 ?$ q: o" W - $game_party.set_actor_to_battle; J" Z; `1 H7 L
- end4 x1 A# N2 r- G# H1 i6 g
- # 主处理
% |! E. j, P- g/ B) ]' ` - def main
# `) X: T- o% p+ z, e - # 初始化战斗用的各种暂时数据
9 d0 m$ S/ o3 A. _" n I; c l - $game_temp.in_battle = true" Y" o `) f, E" R
- $game_temp.battle_turn = 0
' s$ V; k) _9 y! }$ O$ R( W- x - $game_temp.battle_event_flags.clear
[8 e, m4 C! }; a | - $game_temp.battle_abort = false N f* `, \3 E5 S
- $game_temp.battle_main_phase = false Z1 A& S1 M" T5 e: A) ~; t
- $game_temp.battleback_name = $game_map.battleback_name
, t2 r1 H/ @3 d$ ^. _% K; B" L' I - $game_temp.forcing_battler = nil
$ e7 `9 |$ @, d( t - # 初始化战斗用事件解释器
+ J5 ^) q8 F3 u8 z - $game_system.battle_interpreter.setup(nil, 0)! ^: y1 G5 P+ N8 V
- # 准备队伍) h4 Y: T" [4 u$ b
- @troop_id = $game_temp.battle_troop_id
1 p- o3 r5 q- u- i* A3 w - $game_troop.setup(@troop_id)& f( K# r. F+ S4 r V5 n& ]9 h) s
- # 生成角色命令窗口' c0 p t" D& V' ]1 }
- s1 = $data_system.words.attack
) V# q4 K! |; W/ C' L5 Q - s2 = $data_system.words.skill
% |& ^/ z7 i: t7 |9 u* ?7 e - s3 = $data_system.words.guard
+ c0 ]% e E" E+ a I7 A - s4 = $data_system.words.item! w! |/ m, [( |2 ^/ d3 }) Y
- s5 = WordChangeBattler4 N# o) N n9 [9 K6 A
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])% n5 e: r4 ^2 ^! N$ d
- @actor_command_window.y = 128: y4 \- U) Q$ l9 H- ?
- @actor_command_window.back_opacity = 160
7 Z: Q% S: H+ p L8 N2 a - @actor_command_window.active = false
. Y) {1 X; I& I. g6 H! z, j - @actor_command_window.visible = false
0 P6 B& X6 r+ ? - # 生成其它窗口
3 |2 B5 Q/ U8 L8 R+ _2 q4 F - @party_command_window = Window_PartyCommand.new# r% n( H6 b. d4 u* ?
- @help_window = Window_Help.new
) v% o& i7 m! B" e/ q+ f7 v - @help_window.back_opacity = 1602 a3 Q/ }2 h q* x) n0 c
- @help_window.visible = false
8 |9 ?2 l+ B, H, R* B - @status_window = Window_BattleStatus.new) `$ ?1 k# Y6 S9 ^, ~7 S2 k
- @message_window = Window_Message.new" K1 G2 D& A2 ~( J& l; A: r
- # 生成活动块/ X$ D. O4 ^: E: ^0 \
- @spriteset = Spriteset_Battle.new9 B+ E" F3 I/ ]2 Z7 ^
- # 初始化等待计数' A6 m/ S! r5 \/ b7 l* N
- @wait_count = 04 A3 c1 Y J9 c' g# {$ I" H
- # 执行过渡
4 |: S7 S F i& w - if $data_system.battle_transition == ""
; p9 t) q/ s8 b; ]6 o - Graphics.transition(20)
; }- H8 {, T4 \ - else- Q- b, T' c6 j6 e2 `3 R
- Graphics.transition(40, "Graphics/Transitions/" +
: V) H6 t: F: { - $data_system.battle_transition)
# ]5 ]: R p9 [. t6 c' c! w- ]7 I - end
" G% S% v8 [" g' U - # 开始自由战斗回合
4 T, G( L- L5 _: Q - start_phase1% J2 p2 R1 z+ x# B" z
- # 主循环9 c0 }. A3 C' i6 w; a
- loop do
& @1 P. a# ? T4 u' b9 [( U0 C - # 刷新游戏画面3 n0 \4 q. L- A+ J! C
- Graphics.update
/ A6 K& e( ?) c0 a - # 刷新输入信息# T1 Q% P* t# X% ^! r$ T1 M) x
- Input.update1 Y3 V- r% h; f E6 X
- # 刷新画面
4 E6 M" `. L; Z0 O. e6 u# W2 M% b - update4 K* d7 K9 ^3 K- ?7 p% C' Z
- # 如果画面切换的话就中断循环* T5 L% L. m- N; X$ H1 d. G6 p
- if $scene != self; x9 W& e2 }& B4 o7 f
- break
4 k9 d8 `/ w) w* d8 i: F3 m - end
( i6 l9 v, H5 x$ l, a - end# f: a$ r9 W! _1 d5 z+ k% m; f6 V
- # 刷新地图
! A6 N D* ]- @" \7 q- J- M* f, G% ` - $game_map.refresh9 i9 j( Z2 I! ?' D1 ]
- # 准备过渡! _4 k9 o K5 c: I8 s' w, q$ h
- Graphics.freeze4 R1 N! O. s4 i1 w
- # 释放窗口
. p: `* c, m; I$ _, J* ` - @actor_command_window.dispose
/ M: {( J/ ^+ d* b0 Z6 H, [ - @party_command_window.dispose
( D5 m3 y6 |; S - @help_window.dispose* d1 G' w2 X' n* w$ c% T! n ?' {
- @status_window.dispose' M% d& j" X# Y
- @message_window.dispose5 n7 Q2 B4 P. B& i
- if @skill_window != nil/ D( ^! K& Q, z9 m2 ^
- @skill_window.dispose
; i$ r) c4 e1 D9 P8 H2 ]1 F - end
5 K: I* X7 ?( L0 p" { - if @item_window != nil- d2 J, u9 V( X7 O2 S
- @item_window.dispose. \% ^0 X4 N: @ s- ^) w- {5 R
- end
- T9 ~: ^2 Y, J - if @actor_window != nil' o! D% d# G Z, e' k5 N" x% }
- @actor_window.dispose
1 b1 F( J- ^9 |4 q7 u# p - end2 [/ E1 p: g- G) [
- if @result_window != nil
& J8 K- `- g& u' b - @result_window.dispose
" \7 c+ U( \" B4 Y - end
, P2 K2 ]; q# `8 e - # 释放活动块
" J% @( S# }1 P, s- O- o( P4 E - @spriteset.dispose
! _5 R2 Q/ |9 b* ^ - # 标题画面切换中的情况2 o8 F- ?/ N) G( g% _% M- @
- if $scene.is_a?(Scene_Title); p. L9 [+ @/ m/ S
- # 淡入淡出画面& s- ?* T1 Y, K& f; {/ F' K4 s
- Graphics.transition; ~. l0 [0 h% s8 |3 V. ~0 G: X
- Graphics.freeze0 p* V" ?) g, T4 |$ X
- end& _! L: b% a5 e w: S/ a
- # 战斗测试或者游戏结束以外的画面切换中的情况
M2 N3 Y3 b0 e" X& |) w* @ - if $BTEST and not $scene.is_a?(Scene_Gameover): L4 l: S0 ?% Q6 w% {" n( k
- $scene = nil
/ q3 o# u$ p' M$ z$ S/ w9 C A k - end. S0 Q" R# e" W2 g% e- X# u
- end. h$ R7 t& [) r5 f4 T
- # 战斗结束
9 X2 m9 L' ]* f) i - alias lpb_battle_end battle_end
5 b1 G1 I2 U1 ]9 ^$ q: E9 \ - def battle_end(n)
& q2 v, D4 @2 X- a- \7 Z6 i5 R. L - lpb_battle_end(n)
( ^: ]& |6 W# c - $game_party.set_actor_to_normal
7 O% P- D3 ?2 |7 |6 Z4 O; a" C2 D& k4 R - end! D; l k+ w0 j8 i( M$ P, l& e5 H
- # 开始回合3) W/ i! }' d6 J: I4 E) H8 r
- alias lbp_start_phase3 start_phase32 L1 D. d$ Y' }8 F2 V" h
- def start_phase3
5 Z& d4 Z* c# C9 i1 |1 t4 A - @changed_battler_id = []% j# Q! K& H6 P# S3 B
- lbp_start_phase35 i# Y, p% B s+ y# b. X
- end) H! M) b& p: I9 W7 |. \' ^: H* h
- # 刷新角色命令回合画面, f8 ~5 a* _1 z/ n3 u- r
- def update_phase39 _. C6 C3 W2 C) z; o- U
- # 敌人光标有效的情况下
+ _; l h5 E9 |7 D Y s( b, B" g - if @enemy_arrow != nil' I/ U$ H {5 J' H9 k% ?0 I6 M8 X
- update_phase3_enemy_select! Q4 ^! ~* _4 t% G$ [) i1 x5 G- W$ u( R
- # 角色光标有效的情况下# z7 N' b1 ?5 h# Z" d
- elsif @actor_arrow != nil w/ t5 ~ s& X% u! z$ e3 E0 I& H
- update_phase3_actor_select# s0 `$ Q# p0 T* Q
- # 特技窗口有效的情况下; K8 E4 O" J3 a* Z
- elsif @skill_window != nil
' s1 ]8 j$ f1 B- X6 U - update_phase3_skill_select( [$ N) S9 a9 c0 @1 Z0 Q
- # 物品窗口有效的情况下
/ v& U; {- S! F - elsif @item_window != nil/ m) }& Q4 L- [! z
- update_phase3_item_select
1 j* \# V8 c9 G0 c+ D# W - elsif @actor_window != nil5 J: d0 e8 X, Y4 K" V0 ?
- update_phase3_battler_select
0 h8 o. N1 o1 n: v9 W - # 角色指令窗口有效的情况下
- m4 n0 }: H8 Q* U( y9 V( e - elsif @actor_command_window.active
! M# E. N3 v; @" }9 ^ - update_phase3_basic_command
: L& v+ M( w+ H+ M9 n- H - end- _, j/ v+ X& G3 d" E' q( l
- end9 |! \' A) u+ @. `" R2 J; S/ |
- # 角色基本命令
$ e9 J1 y6 O7 Q0 g: r, Q+ l$ Y5 x; | - def update_phase3_basic_command7 k1 O; M/ @. B' R4 O/ E$ W+ |
- # 按下 B 键的情况下% V* I# e, c1 {+ d' z% w2 i
- if Input.trigger?(Input::B) ^) |+ z3 W- M/ G/ e- S. ^
- # 演奏取消 SE+ K s- E. O' V" f9 f1 l# U
- $game_system.se_play($data_system.cancel_se)7 c6 w6 u# S: a; o# S& {
- # 转向前一个角色的指令输入
) |. U/ E; W( l! U& [+ ^ - phase3_prior_actor
& c8 f! `- w* R$ d f0 h" ~ - return6 ^" p1 X; q4 d& ?: {( B
- end
8 ]6 l% C$ Z; j: ^9 i1 K - # 按下 C 键的情况下
5 S, {5 C9 i& _- Z; I% S( g& W8 d; e - if Input.trigger?(Input::C)
- `! @3 n2 N% j% l/ M$ p - # 角色指令窗口光标位置分之9 n. I: E! {2 p4 A+ z
- case @actor_command_window.index
, U% _0 g! s3 j& I) l" R - when 0 # 攻击
8 [, \4 \2 @; w - # 演奏确定 SE
: i+ L8 y' z9 ^# S - $game_system.se_play($data_system.decision_se)* V7 v& e' a3 {, `$ _
- # 设置行动
: T+ z7 ^& O6 d- a8 ~ - @active_battler.current_action.kind = 0( M0 U) k; y0 A* g X$ k
- @active_battler.current_action.basic = 00 O7 }- Y$ w L7 b9 d S" X
- # 开始选择敌人
8 \9 x& q) w9 i' X* O9 e - start_enemy_select6 m! S8 D0 A* f* j0 c0 w9 O
- when 1 # 特技
, |) o2 i7 G2 f* K7 Y8 G3 T - # 演奏确定 SE j1 [1 p. t& t1 a) z6 _. H$ p. B4 q
- $game_system.se_play($data_system.decision_se)' S2 O" _# Q* I: O! D
- # 设置行动/ k9 ^7 J4 y ?
- @active_battler.current_action.kind = 10 N4 `# T. O2 j5 T7 p" {1 v
- # 开始选择特技
1 t$ u1 R5 ?6 V. e1 u! l - start_skill_select- l- X5 Q/ t9 i9 f" O
- when 2 # 防御
9 o7 H0 |: ^; ?/ _. W - # 演奏确定 SE2 ~3 L5 `# K4 t+ L* t" Z
- $game_system.se_play($data_system.decision_se)7 V& f( x2 m6 `, U
- # 设置行动
0 t: }# T0 [! ? - @active_battler.current_action.kind = 0
+ B2 w& t$ J+ F) K) D+ M9 b0 L - @active_battler.current_action.basic = 1
1 l$ A% r ^: G! h$ X - # 转向下一位角色的指令输入
. r2 W1 o+ J1 x4 t% U( A6 V - phase3_next_actor
) p# @" D5 G. j8 D5 L @ - when 3 # 物品+ a. i1 Y4 o- \. n
- # 演奏确定 SE3 i0 c; S8 r( A
- $game_system.se_play($data_system.decision_se)0 G3 f3 d1 t! R: ~2 u/ L2 K: b; T/ ]
- # 设置行动
: ^- _& _* A0 J/ E, o - @active_battler.current_action.kind = 2
. A2 w$ G& \3 j; q - # 开始选择物品
2 W: z1 J7 @& V* z$ q' Z: G - start_item_select9 f1 z$ }: ~$ S
- when 4 # 换人
5 U$ z' K( f. O) k7 B - $game_system.se_play($data_system.decision_se)
3 ` n6 N% L: V& b1 X - @active_battler.current_action.set_change_battler
+ k7 a' _, X+ K+ m/ r5 ~$ ` - start_battler_select5 W" {) ?4 D- u- U, Z
- end4 b$ W$ C! m1 [( k' F8 W
- return
7 e! }* z i. W# ?, ^8 A7 B4 K - end
V% |8 O' [, D5 t6 Q - end) W4 }: t/ B1 |, q, ^
- # 开始角色选择" D; }, ~% N+ v# o
- def start_battler_select
7 u- r4 s( o# Q) i - @actor_window = Window_Actor.new
/ {. Q2 }7 p) d& Y - @actor_window.active = true
5 @) Q' N7 E6 K9 K, z; S - @actor_window.index = 0
" D/ Z) f) v( W) ?* q! S - @actor_window.help_window = @help_window: u$ O2 d2 I7 q) L9 r% z
- @actor_command_window.active = false) w5 C. w/ d& n) b! o
- @actor_command_window.visible = false
( O* ]" I/ e1 N* b - end3 w8 {% ?! P1 i' C( P+ \* z2 S
- # 结束角色选择
) L. w/ i; D- P. m, _ O - def end_battler_select
) E0 i7 @0 c- }; o0 q - @actor_window.dispose: s1 P2 \2 I* d+ Y" F
- @actor_window = nil. A; M1 \+ C/ K
- @help_window.visible = false( ^, E$ s% n4 F; g- G
- @actor_command_window.active = true
' r% l) ?, F# Z z3 W. c. P' a - @actor_command_window.visible = true
7 e: u, ?$ O: F, d7 l - end
6 _% V$ h" A y) N4 V4 P* {( G - # 刷新角色选择
t5 _" v" }7 @0 P) l - def update_phase3_battler_select
7 l/ k e& c! V: N4 h - @actor_window.visible = true
" z+ k+ u B) m- m y+ B6 A - @actor_window.update. y+ L4 f" W" C* T4 b; V
- if Input.trigger?(Input::B)
$ M. _- f' ?$ K: Z8 y9 ?$ `3 U4 H - $game_system.se_play($data_system.cancel_se)
* e! f5 f @! [5 J - end_battler_select* c! c( d B ?4 d! J# Q- N9 v# I
- return
, k8 L7 H, q s9 l - end. F& X8 Y, Q, z% N8 G; o
- if Input.trigger?(Input::C)
% K, }( n" ?8 f) [ D% O - actor_id = @actor_window.actor_id: M# M, b L1 z4 s) Q9 V% y1 |& w5 Y
- if $game_party.get_actors_id.include?(actor_id) or
$ a! d4 I% u! V8 w - $game_actors[actor_id].dead? or
& y4 u; v0 n3 ^5 ~8 y - @changed_battler_id.include?(actor_id), A9 R1 c7 G, M1 p+ K2 x/ M
- $game_system.se_play($data_system.buzzer_se)9 Z9 N+ x: t' q$ t5 T' B0 V
- return
& E$ j' ~. `) v9 w3 _- n# w - end
- ?8 H1 g* I4 \ - $game_system.se_play($data_system.decision_se)
6 q# s5 I8 V$ u - @active_battler.current_action.change_to_battler = actor_id7 z7 o3 l* E% h% v
- @changed_battler_id.push(actor_id)
" L$ _2 j+ Z* J2 `3 u6 L p - end_battler_select l$ f, ^" I2 }1 E# {( j
- phase3_next_actor
$ j4 V9 ]5 a; z( H0 g, \ - return- @! R$ l1 {* }* T' O4 G% q
- end
6 ?- ?4 o D9 d - end8 i2 o; B- a, \* g( D! b
- # 行动方动画
0 ] H( ^8 T6 y# S4 { - def update_phase4_step3
/ C+ ^3 Q. p, `5 t - if @active_battler.current_action.is_change_battler?
: f. z. I, `1 o( L! Q - @animation1_id = AnimationChangeBattler
' g% @( d+ F3 p1 l0 w - @target_battlers = []
2 J; c5 E b$ y! l* E3 j+ [ - end
z0 W' S4 f! r& O9 K4 ?7 L - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
% X. q/ i. M2 J R - if @animation1_id == 0
; _" k0 i$ R9 i5 o/ g, N' L/ v - @active_battler.white_flash = true$ E0 C/ {: b' t, q u* e
- else6 J: A v& O2 z; K4 a
- @active_battler.animation_id = @animation1_id3 {6 q7 U( p8 e6 ?7 K, k
- @active_battler.animation_hit = true2 U9 n6 N7 ^5 a" ~& b
- end! {+ J5 M W' G( K* S* {! y0 Z/ C, P
- # 移至步骤 4
; S" S' S! B- Q/ @$ u - @phase4_step = 43 M* D6 T$ s$ J! Z0 n. J7 f0 V% u; w
- end' u6 ?2 l7 D; o( o- r
- # 对象方动画$ g4 R! C x+ C' x4 i3 S: h" S
- def update_phase4_step4
' v F1 J" l- w9 ^& {4 t. C - if @active_battler.current_action.is_change_battler?
8 }" Z) T" H/ [ - actor1_id = @active_battler.current_action.change_to_battler
1 A( y0 G Q8 f h - actor2_id = @active_battler.id2 q$ y4 E, I0 S! L- G! j& s
- (0...$game_party.actors.size).each do |i|
, r& F2 D H$ Z. g - if $game_party.actors[i].id == actor2_id
( T \" ?/ |9 a3 I" f - $game_party.change_actor(i,actor1_id)
7 j. T- O( Q# C7 v# R( Y$ X - @active_battler = $game_actors[actor1_id]
1 k# R( V3 p! C; H% U - @status_window.refresh
3 f- j. q3 q. e8 u - end0 ]6 q" @; k' l% ~, J9 A
- end
( w5 a" N9 N0 c9 L% R - end
! g1 T U1 {* G8 T0 R; i$ v - # 对像方动画
: f- M# a) @! C! {2 q4 g: f7 @ - for target in @target_battlers$ k1 Y o* i0 V2 W$ T! y3 {" }) h
- target.animation_id = @animation2_id
0 ~2 s) `& Q% q# c/ L, P - target.animation_hit = (target.damage != "Miss")
2 X7 C+ ~. v* y7 r - end2 X$ w/ b- w+ P& K2 x' F7 m
- # 限制动画长度、最低 8 帧
" p# w' {! H. ^, Y - @wait_count = 8
6 H) T/ [ D' l' W T9 V - # 移至步骤 5& j( v' X& b# o
- @phase4_step = 5
4 |, p! m+ D. l2 s; P5 r - end7 p$ P: u' ~. D" b" J6 a
- # 公共事件) g) m5 u+ ^( _0 m; x0 H
- def update_phase4_step6
4 }* G( f# e$ z+ a/ P% m - @target_battlers.each do |target|0 ]* K& ] i j6 {! U- J8 z, K3 g
- if target.is_a?(Game_Actor) and target.dead? and) a, Y- E+ [4 D+ ^
- !$game_party.other_actors.all?{|actor|actor.dead?}0 f: c# j, m0 d5 i1 E
- @actor_window = Window_Actor.new5 m' p4 m( g$ q& o! ^6 L b _
- @actor_window.index = 0
, C) G* U. k2 ^7 e' c" T - @actor_window.active = true b9 l+ u- Q! u' T1 H* K. |& j1 ?* l
- @actor_window.help_window = @help_window( y! ?+ ?' c/ U! z& G; ^
- actor_id = -1
7 H( g6 _" o) t& k ~! r9 s$ U - loop do' f9 ^ J/ n8 [- k; E
- Graphics.update5 [1 Z5 i! c+ X" {3 L* \2 F: w& c
- Input.update
5 O, F5 E' r: @. h - @actor_window.update
/ G x! }& J1 S$ C2 H5 S }3 | - if Input.trigger?(Input::C)& P1 X: M. |$ l0 f. J
- actor = $game_actors[@actor_window.actor_id]: x- A- D3 W& ~/ l" `
- if actor.dead? or
$ k: L6 J( k, d - (@changed_battler_id.include?(actor.id) and
, P; b8 C6 H, C6 s - target.current_action.change_to_battler != actor.id) or6 U! G3 R/ p- `; e- l
- $game_party.actors.include?(actor)
0 g+ T. k% M6 t3 |- j3 ` - $game_system.se_play($data_system.buzzer_se)' k3 ~- y( f9 P. h3 o
- else$ N% K* [8 P: J
- actor_id = actor.id
* c" m9 N. V I; }- _8 X8 z- f- V - end
# s3 J* S7 d y - end
0 U' z( D8 X% r; q3 s5 [; p+ f. q9 I - break if actor_id >= 0
! T$ H" l+ j9 m% P# g - end
0 z2 X- P) G8 @6 z8 {( o: m( G - @actor_window.visible = false) h$ i! |' C* X, _
- @actor_window.dispose# d3 h+ U9 N% N. J3 k# ?) d
- @actor_window = nil3 o* \- n3 `; h4 Z
- @help_window.visible = false q. Q; ^8 a8 D; C
- (0...$game_party.actors.size).each do |i|" h0 o& h2 W- H/ U; A
- if $game_party.actors[i].id == target.id
$ h) t7 M( G% S/ Z7 O - $game_party.change_actor(i,actor_id)
3 {$ Y, q5 ]8 e4 {5 c8 x - @status_window.refresh( k+ `: @$ y f4 E& G
- end. o6 Q8 q2 ]. R" ^( d, ]+ n
- end! D4 k& x0 m4 |* s! r' X* M
- end
% D0 S1 l5 H/ I - end( V8 [/ X* T9 m; z l; l
- # 清除强制行动对像的战斗者7 _" P; x3 h) J% L* K9 W
- $game_temp.forcing_battler = nil. A: p$ _ u' C5 q+ K* s& T2 m7 s- o
- # 公共事件 ID 有效的情况下
" q2 y$ T& p& x, T - if @common_event_id > 0' j% K' F5 w& |( i8 F% i) ^
- # 设置事件6 Z, C1 n- A( v" w) n+ a" ]/ h: f, T
- common_event = $data_common_events[@common_event_id]
( n, I4 L3 o+ k& n7 l% T7 t - $game_system.battle_interpreter.setup(common_event.list, 0)
% n0 m2 X V3 U( x. b# [9 I8 G - end
p0 k4 }' M \ l" B - # 移至步骤 1
2 o' f! w9 ]% {; ` - @phase4_step = 1( j+ K5 c% y1 U) i% e# |; x* J/ B
- end! L/ `5 A; \# z, _
- end7 S! X! \- N% K& N3 `4 G9 H% ~
- : z% \. l" S8 p- t: V0 t
- class Window_MenuStatus% R* ?: i4 ^- @2 g! j+ O
- def refresh5 C) C4 X5 ~; w. m2 ?
- self.contents.clear$ s' {. R5 p w7 U8 i
- @item_max = $game_party.actors.size, ^* ~: l% P/ _7 C3 W0 s% L& R2 ]
- for i in 0...$game_party.actors.size
% f0 |: s. \9 u9 @$ v2 S: I: { - x = 4* q A9 I3 L6 h M# _$ \+ o! I
- y = i * 32& c( v4 {. I3 Y
- actor = $game_party.actors[i]
0 U" U: I6 N3 \5 F - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)* _- v, c/ P( ? Z# K4 R
- rect = Rect.new(0,0,bitmap.width/4,31)9 `/ {+ B3 N( l
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)) e6 ]# z# s6 ~3 O6 C
- draw_actor_name(actor, x+36, y)
7 z+ d: @9 K& l' r% B8 T9 w: n - draw_actor_state(actor, x + 136,y)' Y+ i! X6 ~* j6 a; ]
- draw_actor_hp(actor, x + 236, y,96), h ~# A7 ^+ ]+ y( F# ~
- draw_actor_sp(actor, x + 336, y,96)
6 C9 `% t4 a! Y# `& L( g - end
" g& h8 F8 L" c+ U; D( A; K b6 ^ - end7 B; @5 |7 Z9 b r/ I. S i1 t
- def update_cursor_rect
) L2 z# }2 u% g2 u. y# m* d - super, q8 o; l; i/ m! J/ O
- end
! E g: W W8 o5 B v- _ - 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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