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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# A p3 {2 i6 I& H: F M! |7 C
- + F$ h* L! v3 I# G+ ~
- # 队伍最大人数: R- _" \& r* T$ K) M1 s) E
- MaxPartySize = 8/ Y) t$ f) M! U
6 [( K7 d0 s$ G- # 出战人数
. f3 n1 D! \: X - MaxBattlerSize = 1' V( t; @) G$ }+ w! h
. ^0 V0 X, s; Q7 A9 J3 k( v0 n- M- # 换人语句0 t- b, q2 l \, [( j5 g6 H
- WordChangeBattler = "换人"
9 Q1 h5 |$ H8 ~1 X P0 U: d9 o& N - 1 f+ e* P& S" A
- # 换人时播放的动画
9 m: `3 L/ b1 j d2 D - AnimationChangeBattler = 26- } T" v2 q. l9 T: E# E
& s. L. i* D" m! _+ _; |. x- end
6 o4 x6 E7 T1 w
3 u1 }0 q- H) s( m8 |" V- class Game_BattleAction2 e+ m' Y+ ~& O
- attr_accessor :change_to_battler
$ W, T o$ C/ N+ _3 B6 x - # 初始化
+ ?' J/ Q. x& v8 u% s; J - alias lbp_initialize initialize' z+ e3 {+ ^+ E1 B/ p0 ^; p& g
- def initialize
) A+ W8 R9 d2 D3 ^$ X' ] W - lbp_initialize
1 R. h, L" `+ R - @change_to_battler = 0
) e0 H" k& H+ W' ? - end; c2 }! m3 @6 m
- # 欲更换角色编号
f4 j/ `2 U4 Y+ Y# ?0 P - def set_change_battler
9 p) ~% ?2 e! A L$ l - @kind = 3
0 g: f, l2 p0 _1 B; f i+ P - end
3 h- @! c* x `1 q/ e; k( i& x2 m$ t - # 判断行动是否为更换角色
$ C( O. N, \/ O- |# }* L8 f7 i - def is_change_battler?$ a7 K/ E+ {# l! z' |
- return (@kind == 3)& M, B9 |# F2 m# y) b) z% Z
- end
) \+ N5 O. j, V2 ~2 K9 R# w - end6 h1 V& C" m' t: G+ c t6 W
- 8 B' G! j+ e) j, K
- class Game_Party; ~, m8 k" C) K6 M
- include LimBattlePlug
Z" ? @3 c) ?3 n6 c! }' L) w - attr_reader :actors2. S4 R: _, G* n4 K
- alias lpb_initialize initialize
* ?0 L6 E, r7 m# H* D) @: u- J: F - def initialize
- H) Q( \: ?4 x# g; C, I - lpb_initialize
. ?; }6 Y6 x8 ?! C1 d6 g, I5 T - @actors2 = []
6 }+ q8 q3 R m9 c) s) K - end
+ p1 p, m5 C+ A2 o; E' l - # 角色加入
, M0 L) B. U* i' t5 u" o - def add_actor(actor_id)
: J: F/ d6 V/ h. }5 F - actor = $game_actors[actor_id]5 R- I% j# A% L0 Q- T. U$ f
- if @actors.size < MaxPartySize and not @actors.include?(actor)
) h6 [2 a: |+ X) p - @actors.push(actor)0 k% ]: t. d* P
- $game_player.refresh
; [, A4 Z3 k. W) P8 ` - end9 h0 O# k6 i2 e0 b3 d- Y
- end
$ R4 M* V& a8 G0 r; s - # 设置战斗的角色; I# s& d9 I5 x# b1 A* X
- def set_actor_to_battle' v( x4 |$ S4 s @- C: j# Y
- @actors2 = []& t0 v0 T: m' M* W5 T
- @actors.each do |actor|2 p7 J7 c+ k( @7 i8 h7 Y A
- @actors2.push(actor)
* T8 J4 n$ S9 ^, V - end& d: U7 Z+ K1 r5 ~* C
- @actors = []
2 Z1 D1 N/ s" Q4 \8 Y# u* u - @actors2.each do |actor|
0 M0 H }0 w$ N# o - @actors.push(actor)* n5 {3 `6 R: l7 t" k- C
- break if @actors.size == MaxBattlerSize
# v0 R. c& ]; s - end% U* U. U0 T* f6 W
- end
+ K0 }+ ?0 n1 _: ` - # 还原战斗的角色
5 i1 `0 K8 R3 @. m- b6 y) X7 M - def set_actor_to_normal
2 v; t7 d- Y0 |$ k - @actors = []
3 @- y# h1 f1 u1 j9 P( L - @actors2.each do |actor|
4 z# K# F9 x( Q - @actors.push(actor)
5 Z( O. F0 K, c; ]9 `. K: \) w - end+ E/ N' M1 A1 F4 H
- end
" y4 K I$ m I( M - # 获取角色id数组! |) x8 C0 z; k
- def get_actors_id
3 l. b) c$ P' s- F" m+ L7 m - id = []# L& ?8 Z# a9 c% l
- @actors.each{|actor|id.push(actor.id)}5 L2 z9 u8 Q. z* M7 o w' W
- return id/ _5 Q9 s1 C1 b9 G/ D! H9 h
- end
: _9 s# i3 N+ r; L( r - # 获取角色id数组
1 d! ]4 k' ]# R. y/ j; q7 N: I - def get_actors2_id- [, I2 V6 L5 U. {( s
- id = []
- R2 q1 y F/ y% J8 q6 Y - @actors2.each{|actor|id.push(actor.id)}
# Q- [, X3 o5 u1 \" F - return id/ }: H# b+ z* ^
- end
6 D, e6 H. b" e z3 A% m0 D - # 兑换角色: `3 q; ?" `7 [4 \6 W U! p
- def change_actor(index,id)& T# B' ~5 s' t- `; Q
- @actors[index] = $game_actors[id]8 M9 N6 B0 B% G6 u$ |
- end
6 L! A0 o$ {) ~4 K o - # 全灭判定8 g" a/ t0 u6 f: M n
- def all_dead?
5 C$ _" u7 Y9 A; v p& t2 E - # 同伴人数为 0 的情况下+ a, [! Z' P( P- Z
- if $game_party.actors.size == 0& m7 ?5 K, B/ H1 }
- return false4 j+ w9 I. V! H) S. Y& `9 @ K
- end
* M+ \ s0 w" k1 o - # 同伴中无人 HP 在 0 以上
1 i& m2 d! q' | X$ S; T" y, G - for actor in @actors2
8 f/ l X; e2 j- E6 W2 v4 ]" U - if actor.hp > 0. n4 H, C l5 O$ B
- return false
7 H& n! X( x7 r0 Q Y) {' R - end
5 m0 A, {$ o" l - end* M. ~0 B# O, w3 L. X
- for actor in @actors: M' n' S9 q. Y' K/ C
- if actor.hp > 0
8 r6 d7 _& \3 P0 l! j0 U - return false
2 {* q3 l9 V7 { - end' D4 Y' w) G# F" i f
- end
- k) F0 ]. Y4 b2 w0 Y4 F - # 全灭
. R: R. G- ?8 w2 g/ e- d - return true) j3 R0 e, U8 w; G) L2 y8 ^
- end( c( Y. p$ N6 z; |
- # 其他角色& W7 k# L. |) G- Q0 E h4 d
- def other_actors
7 a+ J m$ o0 c0 V9 j3 g* H: }% y8 e0 h - actors = []
- A a- M; |0 {. F4 n4 b - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}+ k1 Z' @6 ^3 A& `( N* Y/ G
- return actors
' d+ Q$ C2 `! _, a, L: ~ - end+ N; G, X$ S/ x' Y8 m0 B9 G
- # 角色位置互换
( c3 _0 j- ~/ Y - def change_actor_pos(id1,id2)# d2 H: h/ R6 m4 `; E
- actor_id = []
( d+ I7 A/ F- @1 F - @actors.each do |actor|
+ q( t+ i. z$ l' ~( q - actor_id.push(actor.id)
- |5 t0 G: A/ s. W; Q, ] - end
& n+ r1 k, ]7 E: @# _4 Q - return if !actor_id.include?(id1) and !actor_id.include?(id2)3 K5 C a) ]$ k- K% m$ o" J
- id1_index = id2_index = -1
' f* H8 X: g9 x# M2 p - (0...actor_id.size).each do |i|
6 T- l7 [8 Z. {9 C - if actor_id[i] == id14 Y( M3 l; p0 K5 L+ r$ f6 Q" [
- id1_index = i/ Y% Q1 p8 C5 ?, ]9 w
- elsif actor_id[i] == id2
' \+ p& z( z, A7 g# ] K - id2_index = i
+ T6 o/ ~' \5 B$ A9 W" S% B - end
4 r1 k6 E/ z% `9 j% \2 g - end" Z4 R3 b( m/ x- c/ T
- temp_actor = @actors[id1_index]2 _! O3 _, W& n% f/ B9 f4 S; L
- @actors[id1_index] = @actors[id2_index]
& R, q( C5 Z2 }! D8 y2 E - @actors[id2_index] = temp_actor! ^0 R9 e% `# V. S8 _
- end- _. B: A H9 V3 C2 A
- end
! M9 M/ b" @( l' f$ T9 x% \3 o) p
! U/ Y7 e7 c) h3 f7 O, i- class Window_Actor < Window_Selectable
9 i, d R/ T( U9 ^; {+ j - # 初始化7 ~6 S; G! x g) P' M9 c0 S
- def initialize
( d, A5 G" t9 C - super(0,64,640,256)/ \2 @' l* T: V1 A7 U6 b
- self.back_opacity = 160% k/ P p5 P" t$ r
- refresh
0 d$ ^ k# d- R! U3 h: x# W' Z- e$ { - self.index = -1, f; ?4 }5 |# A' X) I( O8 i- e: U) w4 g+ x
- self.active = false
# q6 j& c. w% w G% } H. @" X - end1 m& m, |1 O9 v7 z/ U
- # 刷新, `" o1 b0 c6 P0 h/ D0 u% }
- def refresh- t4 E0 d5 L5 i; R7 i
- @item_max = $game_party.actors2.size5 D" Q3 f: z2 P* U2 u7 c
- @data = []8 w# z1 }0 x8 f) z, g
- $game_party.actors.each do |actor|
, [1 q1 E: P! V7 Y, x - @data.push(actor)+ `$ k C7 ?. ~% v( S6 q1 d8 c
- end
7 v/ b% Z! `, P) d5 K, w/ E% @ - $game_party.actors2.each do |actor|
3 R o" z) Y8 x/ I8 o - @data.push(actor) if [email protected]?(actor)
. [: s7 u" ?' _: t! {' o - end, N" v2 m0 p# ?5 Y7 k
- if self.contents != nil9 C( b. @- e, D# q8 v8 j
- self.contents.clear# W8 Y" t' g0 i3 J- E6 g( G
- self.contents = nil
* N: e% c: J# B! w2 e* V2 Q - end
s7 Y e, y* z' l% z7 Q5 S! C; S - self.contents = Bitmap.new(608,@data.size*32)
$ P) l. U; v/ `' c. H - x = 4* M8 Q$ {9 G% B) O$ E# T* A
- y = 04 _! a9 O5 R6 D' K3 o
- @data.each do |actor|
/ k8 U R) U! N1 z* [: L* f+ s - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
9 _1 X/ t7 ^" t, F* A - rect = Rect.new(0,0,bitmap.width/4,31)! r9 C7 f' x$ G1 H; b% p
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
( m. ]( e4 P" d4 M [, Z I - draw_actor_name(actor,x+36,y)
; Q" [4 f0 u3 N; X) Z - draw_actor_state(actor,156,y)1 }6 d1 M5 T# j, q+ \# p
- draw_actor_hp(actor,x+256,y,96)6 x. y& r4 J! e
- draw_actor_sp(actor,x+376,y,96); E+ @4 H6 T8 b. p' S. `1 {2 R: L/ H
- if $game_party.actors.include?(actor)( p) K5 d6 o: |3 X& Z
- self.contents.font.color = text_color(6)' k* ]- t; k* `
- cword = "出战") ~) g; q! t* n- O; @5 o# x
- else/ V' ?8 x+ I9 w. B Y
- self.contents.font.color = text_color(0)
7 J1 E. R1 t/ x: { - cword = "待战"5 d' R$ Q( ^: W; U
- end) S9 r0 L7 t) b" ^; V
- self.contents.draw_text(x+496,y,60,32,cword)
$ i/ \! D! s; [) a: ~0 ? - y += 32$ x {6 ]3 ~ J% U# f
- end( F0 N2 j6 [' ]5 b. [
- end0 k' w1 C3 C; l) c2 u. i
- # 获取当前角色编号
0 h( r* `3 h2 y& g X, \4 ^ - def actor_id
( |& N* z. ^$ E) L- h0 b5 q - return @data[self.index].id7 D/ J( S/ z4 o& t0 r1 B: c
- end
6 a6 y/ h) f3 m0 l# E9 G - # 刷新帮助
$ \% o" z2 v, N/ K3 L& `# s - def update_help
3 K8 e5 A3 O/ d2 a9 S+ w - @help_window.set_text(@data[self.index] == nil ?\8 m0 ]9 _# V, r- a
- "" : @data[self.index].name)
# u1 Q& c, [+ B9 v* Q% K5 Y - end _, B1 G# Q* p; e( G
- end
; t6 \7 m5 }: ^$ M4 F7 h8 G3 B4 ? - ; p+ }8 H$ M' U6 L5 s% @8 J/ A
- class Scene_Battle- W) ?* ~0 D! g/ R& u
- include LimBattlePlug
' ?+ O: u5 A+ e/ v: `: N - # 初始化
" P! h5 |% E9 t( s7 n - def initialize$ e0 W& D) Q% Z/ |6 U8 ?+ r8 B5 f8 t
- $game_party.set_actor_to_battle) B8 O, V. Y4 c, r6 l
- end
! c3 C4 J! p! c! d0 Y. `. O - # 主处理
/ r) e- G+ q4 Z: w+ Y - def main! B( T& O. n- v4 }' Y4 x: G) l( w d
- # 初始化战斗用的各种暂时数据& M% y8 f% o- S! {& R
- $game_temp.in_battle = true: B( y, D+ B: h5 {
- $game_temp.battle_turn = 0) ]& V7 y6 \% o* V6 Q
- $game_temp.battle_event_flags.clear
, E+ Y4 a1 C B6 U - $game_temp.battle_abort = false% l. r9 A8 A6 n! s
- $game_temp.battle_main_phase = false
6 b) {3 H3 \4 f0 F: C* J! y - $game_temp.battleback_name = $game_map.battleback_name
7 v E( n5 ]+ G% ?- l# P v - $game_temp.forcing_battler = nil5 L2 _; l; z' a" Z+ y& S9 _
- # 初始化战斗用事件解释器
. J# E# H$ A- u* D$ Y - $game_system.battle_interpreter.setup(nil, 0)( S* h9 J' N: B& v0 E- G
- # 准备队伍6 i J4 w. J8 i* Y: v% L9 T; z
- @troop_id = $game_temp.battle_troop_id' K( W/ V% r( K! B' D6 T- |
- $game_troop.setup(@troop_id)
( A+ f4 a P" h/ F: ]- V- D+ ] - # 生成角色命令窗口# m& |- ?0 F6 y" n( b# h
- s1 = $data_system.words.attack
5 d5 m) r) h* m# U - s2 = $data_system.words.skill% W, a( U+ S. M. y
- s3 = $data_system.words.guard
. D6 r: I' f& c Y# q0 v1 j - s4 = $data_system.words.item# d! E- U d8 ~- O; I0 j
- s5 = WordChangeBattler
+ a+ p! ^$ t! p+ t$ _) K2 d - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
+ \6 l2 ^1 h- |# o - @actor_command_window.y = 1289 E" s6 V/ e% |/ t$ ~7 f' \
- @actor_command_window.back_opacity = 160& g4 C4 K4 J6 K; i
- @actor_command_window.active = false
+ J$ q7 S+ l% i! ]$ ?$ d - @actor_command_window.visible = false% o# D8 ~- q8 z/ X
- # 生成其它窗口
/ ]) `# t# g+ l9 m - @party_command_window = Window_PartyCommand.new
" h0 i m/ y6 v) A - @help_window = Window_Help.new
. U; ^# r0 [" k! o- @# W2 ` - @help_window.back_opacity = 160& y' `! Y E5 g# J8 i9 n; e5 E6 U8 q
- @help_window.visible = false
6 ^. t4 u" w7 D) ?' z+ \/ P5 E - @status_window = Window_BattleStatus.new+ I! v8 D' I0 X8 S) ^ |
- @message_window = Window_Message.new
# _) S# N; c/ }( E/ [: m( j4 Y - # 生成活动块) |- E. [- {. a, x2 m" v
- @spriteset = Spriteset_Battle.new+ K/ }3 s5 C4 r, ^2 Q/ ^# r6 V% ~+ b
- # 初始化等待计数
+ r# V- }& L S/ f$ O - @wait_count = 0
- R8 J! c9 M/ m9 c0 p" k3 ~. B - # 执行过渡( _' p9 i8 s" f2 f* C; v1 u. _8 G% f
- if $data_system.battle_transition == "", s# J4 Q: \1 _ q
- Graphics.transition(20)
! k3 B5 G, S) n, b: u - else/ W. ?) B( F3 z5 |
- Graphics.transition(40, "Graphics/Transitions/" +7 R& ~9 f4 Z; ~ y8 [: d- [
- $data_system.battle_transition)" P; f. p1 W; G5 n$ T# j7 i# w
- end: a8 D0 k8 W$ T# n6 g
- # 开始自由战斗回合
% I( x/ K7 U) M" B - start_phase1" ^* u1 i/ r/ D$ G$ c8 R; q5 T
- # 主循环3 E/ n! i) k! ~+ H
- loop do
- l: u4 T# ^) c* o* f1 } - # 刷新游戏画面0 K s1 F& M( u
- Graphics.update; _7 o+ S1 k* n0 X2 i+ m* c
- # 刷新输入信息
% w, ?2 b# R2 l$ e4 O3 J8 i! Y - Input.update [- T, r, \: q( [
- # 刷新画面
. @) B6 ]! }2 u8 f7 _ H7 M - update
4 c! w0 V7 m" G9 _# t9 s- @ - # 如果画面切换的话就中断循环
9 m; N. a3 o! M3 Q8 @ - if $scene != self9 s) [' `: I8 O! W1 r) }
- break
4 Z$ M3 q- P5 k3 H' { - end
) `2 q" \8 a& F* @ - end8 D6 `9 o$ I' L; u- ]5 C) p
- # 刷新地图
0 S- ~! E7 S$ F' g/ o" Q* j5 d - $game_map.refresh1 n) y8 l5 L0 d, n+ j0 U1 f2 A) P
- # 准备过渡
7 n* Z5 y% ~& e h* p - Graphics.freeze+ A$ n0 Z+ I% W' @9 @, ^* ]
- # 释放窗口2 O7 o% s2 a [
- @actor_command_window.dispose9 n* ^8 X- Q1 K% ~; i4 u N. ^) T
- @party_command_window.dispose
$ {9 s2 w- ~0 u - @help_window.dispose5 A( A; g3 [2 a' t G# ^' F* L( ~
- @status_window.dispose
0 r, G( S3 u q2 s7 ]8 l - @message_window.dispose7 |9 w9 s0 O; J6 w- m+ M
- if @skill_window != nil5 ]6 r1 S2 }9 V, K4 v l6 x
- @skill_window.dispose
( i2 R" M! j @8 T N9 V - end' T( w% d! s" X- Y
- if @item_window != nil7 |$ w' A- e2 i" G! o; R' V! w
- @item_window.dispose
) q+ F% v$ A$ O) v7 F/ d& \& `3 Q - end
- Y$ N+ Q& _# j7 n n - if @actor_window != nil; c* a/ m( X8 Q9 \* L
- @actor_window.dispose8 f6 E: O" c( s* A" v
- end
- {! P( G3 l/ }! r6 O - if @result_window != nil
- `& z: o$ v+ F9 o$ w3 A' u - @result_window.dispose: Z$ A, s' T8 t; y
- end1 g7 R% x+ ?' `& E
- # 释放活动块
8 W5 o& s) y7 @- k& d) q - @spriteset.dispose
0 \5 y4 ~6 u; L3 h5 J$ d, b' J - # 标题画面切换中的情况
3 W; o% c: P8 Y - if $scene.is_a?(Scene_Title)0 E. ? ?- _2 A [+ S1 A
- # 淡入淡出画面1 v$ N* D# _3 `8 a$ F5 `
- Graphics.transition
+ |# T6 A; u8 S; f8 E1 r - Graphics.freeze% D) \( X7 `0 @3 F2 y _
- end
5 x" L/ k E- A/ Y5 k, `, ]# \$ F$ f - # 战斗测试或者游戏结束以外的画面切换中的情况
' G: Y6 x( H5 w- H - if $BTEST and not $scene.is_a?(Scene_Gameover)0 \- ?8 B( N3 }0 Y! l- R* x6 J& r; I
- $scene = nil
3 g2 ~+ [5 w% _7 g - end
3 ^, P. l; b) P2 Y' h - end! b6 _/ g7 m/ @$ v8 @$ o
- # 战斗结束
* Q' o1 r, B6 P! [ - alias lpb_battle_end battle_end
5 m2 i9 h {7 l1 [ y' K6 h - def battle_end(n)7 S6 U. Z: n4 H% S
- lpb_battle_end(n)0 B1 E+ v2 U: { r
- $game_party.set_actor_to_normal
$ }1 a9 \4 W z - end
/ w! i, K# Q( K8 P - # 开始回合3
2 n& b/ e& s. {, Z+ x* f - alias lbp_start_phase3 start_phase3" }. U. g5 l3 ~" ~
- def start_phase3/ S* t# n! e# {! `
- @changed_battler_id = []
0 h5 Z/ _( l6 F2 e0 }% b4 [$ @ - lbp_start_phase37 q' s; l* o' ], V: W
- end. U! t( ~% A7 c" O* v+ s% _# r1 e
- # 刷新角色命令回合画面
% ?, Y! f1 m( J" p- `" {; O5 F& ~ - def update_phase3
4 m$ \4 W& _2 t+ Y8 n/ X2 w3 o$ {# T d - # 敌人光标有效的情况下) C6 `, z2 S6 m
- if @enemy_arrow != nil
$ R2 m ^5 E3 x% } - update_phase3_enemy_select+ M$ T5 p6 q) B2 Q' R/ l
- # 角色光标有效的情况下5 K1 u6 d/ @* S P$ e* `' F
- elsif @actor_arrow != nil
7 z- R0 T/ r5 v' k6 Q% G; ^5 K - update_phase3_actor_select
# p! I) H D. i# R& t! w - # 特技窗口有效的情况下# G" S8 |" V: Q9 x* k
- elsif @skill_window != nil
* u4 M7 H, I2 @, n - update_phase3_skill_select
7 |7 p8 D0 x* @8 z - # 物品窗口有效的情况下
) n$ e9 x! l: [' U' H( F - elsif @item_window != nil- p+ h2 t! k! f- z
- update_phase3_item_select5 w2 h5 f' q5 c0 S7 }2 ?1 V( M' A* o* r
- elsif @actor_window != nil
/ Q: i. s, V& j- s0 w+ Z: @ - update_phase3_battler_select, a$ P9 w$ @1 v+ p
- # 角色指令窗口有效的情况下; D" Z# N! }6 u* ]
- elsif @actor_command_window.active5 h( R0 t- U/ W N1 W% ^. u
- update_phase3_basic_command5 ?4 k7 t. I/ h7 J
- end
3 _1 o) _: p$ E& B# z$ P% W - end
% P" V0 a" {: T- s8 r% u - # 角色基本命令5 E$ s( [" W# L3 Z* c& n0 ^, s& U
- def update_phase3_basic_command; k) i) o" a' Z& \; t! ^, G
- # 按下 B 键的情况下* s2 C- z9 {8 s3 h3 Q \ j7 e L
- if Input.trigger?(Input::B)# |" R; @6 A6 d, g8 h& ?5 ?4 V
- # 演奏取消 SE
; j/ I: w6 P0 p1 C/ [ - $game_system.se_play($data_system.cancel_se)! o1 U8 o" G* a' @: r F
- # 转向前一个角色的指令输入1 L7 F8 T5 |, G( w0 N. I# Y& v
- phase3_prior_actor
6 ?7 B# Y5 K+ W3 V - return
6 x X: H8 C0 M/ h: E; Q( o# x - end
4 U! U1 n# D4 u- ~" H! z - # 按下 C 键的情况下
/ n0 {) h& `- f6 p' S. @8 k7 |- W( U - if Input.trigger?(Input::C)/ y# z9 ?, X4 t) C% h' w# Z6 d
- # 角色指令窗口光标位置分之7 Y* V+ ]! ?1 I/ s. `) o+ T) B6 |
- case @actor_command_window.index0 u! u; d5 i! n& Y% g6 J0 M
- when 0 # 攻击
- ^+ Q" m) x! ^- c e; F5 u - # 演奏确定 SE
# C: h: R8 Q M - $game_system.se_play($data_system.decision_se), ^5 N7 O& C6 Q8 m; {
- # 设置行动
; x, I4 V+ N2 A# I% l2 o - @active_battler.current_action.kind = 0* X, a7 Y' H7 N( K0 R' J
- @active_battler.current_action.basic = 0
1 G2 X- o, E) I - # 开始选择敌人
, j* m6 L, v+ p- K/ V - start_enemy_select; o2 U w- d9 ?& D
- when 1 # 特技; B) X, y3 e- g- L
- # 演奏确定 SE
# p( u. l/ w' O7 e; R5 ] - $game_system.se_play($data_system.decision_se)
0 H! j! v3 e( V' ^ - # 设置行动
. V+ [$ p% V. Q% B1 A - @active_battler.current_action.kind = 1) b3 j! O! q: r0 `1 A5 @+ @7 f
- # 开始选择特技
9 s; u4 Q# e/ C) | - start_skill_select7 l. A! Q* W- @1 F8 p
- when 2 # 防御
9 W, I0 [) [2 L- W2 ^ - # 演奏确定 SE
, A; z2 e1 Z4 ^( M' a* k" `- h - $game_system.se_play($data_system.decision_se)) i4 C' i: @! h% X; L9 z8 C1 b
- # 设置行动0 [ y0 }3 v" I6 J: o" j
- @active_battler.current_action.kind = 00 t- i( J i0 p/ o
- @active_battler.current_action.basic = 1
0 K% C4 _8 q3 D7 P - # 转向下一位角色的指令输入' _% D% m! T3 I6 F5 m6 ^* ?9 l
- phase3_next_actor) O; d& S4 K/ N2 }
- when 3 # 物品
2 W! k4 ~' Z$ r- a2 S9 j$ I7 {- g - # 演奏确定 SE+ u( U5 _% Z7 Q9 b! v$ A
- $game_system.se_play($data_system.decision_se)
, U2 B6 S' @1 Y4 Y7 k0 |5 \# } - # 设置行动
" s `: _5 E N+ N! \! w8 s - @active_battler.current_action.kind = 29 |9 A( Y8 r' c! k
- # 开始选择物品
+ J' i5 P/ V3 r; n- S9 Y - start_item_select
3 K8 n+ U$ o, c6 M! ]2 I - when 4 # 换人( R" m) O0 b0 {& s ~( {
- $game_system.se_play($data_system.decision_se)& e! [* z( @. a7 r0 ]: \) G E% `% W+ P) M s
- @active_battler.current_action.set_change_battler
; m" s# l/ r) R; s, x T. X4 w# Y/ r - start_battler_select
. w7 E7 z4 u- ~ ^ - end
+ {$ C* m! [+ m. G3 T - return+ ?1 J9 i( s6 m+ s6 g8 H
- end# F$ Q S7 Z4 V R/ L' Y# m- P
- end$ Y7 y9 L$ b2 k% ~ U. {
- # 开始角色选择
# o2 g. w. X1 _0 A, ~ ^" h" } - def start_battler_select
. F# j# }9 N8 Q - @actor_window = Window_Actor.new
. Q$ ?5 n8 k; U: j - @actor_window.active = true" P3 H3 d1 E' q) e4 d* r
- @actor_window.index = 0: E3 e3 }# ^% ]+ j* I
- @actor_window.help_window = @help_window
. Z K; e0 |7 ^& J6 y0 ~. F! \* p - @actor_command_window.active = false9 T8 m: ?0 S N- y* v
- @actor_command_window.visible = false: Y' W7 U0 \% v
- end
`+ f9 d; Z) b0 u) @ - # 结束角色选择
+ y8 g- e- t2 c" C1 v E, u - def end_battler_select4 t8 G) x! [% X- i; @2 P$ x
- @actor_window.dispose1 A- Q3 d( s0 \7 r1 O( W
- @actor_window = nil( D3 T2 Z+ K; `; X# f
- @help_window.visible = false
3 {0 [& \% x) g" N - @actor_command_window.active = true
. Q/ H8 B3 {% B" m - @actor_command_window.visible = true; J% N6 g8 s8 `) S7 r$ Z
- end
Z0 K# P" T( o n7 Y - # 刷新角色选择
' q6 E; d% e4 P - def update_phase3_battler_select- u& Q- b- U0 U: k% D
- @actor_window.visible = true
5 E7 _" X- T1 o8 S5 A7 w, p2 R - @actor_window.update
$ y" h! Y1 G/ M - if Input.trigger?(Input::B)
! s1 d, x: E+ H3 O' i5 q& h - $game_system.se_play($data_system.cancel_se)
4 t+ t: O; J& K6 | - end_battler_select# [8 [: |8 B5 L2 A5 r- T/ W: P
- return
2 E+ e$ B3 V0 Y+ @ - end) y E5 \! N6 C
- if Input.trigger?(Input::C)
& C9 x: Z0 P0 g' M. h- w - actor_id = @actor_window.actor_id% m* H+ U0 M! h
- if $game_party.get_actors_id.include?(actor_id) or
; q9 q2 q, \: D) @9 y6 P, L0 A3 n - $game_actors[actor_id].dead? or " G9 t" V6 b! Z2 F
- @changed_battler_id.include?(actor_id)4 P+ k8 ~/ h9 ~$ B
- $game_system.se_play($data_system.buzzer_se)
" v: P* z; A3 u - return
& S( g# k. N, t. x* Q - end
* O% S3 V7 M; M2 ] - $game_system.se_play($data_system.decision_se); R/ J0 E. K; Q7 ]
- @active_battler.current_action.change_to_battler = actor_id
" N7 e7 q# i, z. i - @changed_battler_id.push(actor_id)
1 e; u7 P: V6 c# k; s, i& Q3 n - end_battler_select- t3 C5 }9 o4 F, b" V2 M
- phase3_next_actor" }, X1 @7 z/ O
- return
5 \7 D. x, F8 G: i _$ l5 G9 Y - end
& w# Y3 r! `) s! K5 ` - end7 [) L6 T& E2 s3 c& F
- # 行动方动画' y; v6 X4 J0 n ^0 h( n; C
- def update_phase4_step3: C9 C2 L* v2 n8 z( i7 M0 i
- if @active_battler.current_action.is_change_battler?
9 L. w/ }6 A* h5 D) q0 q - @animation1_id = AnimationChangeBattler
* Z% u% W: V3 h7 c0 ^ - @target_battlers = [], n& ^/ c- d7 q8 v' Q" [
- end
7 S) B* F/ w3 c# m9 S6 ]. E - # 行动方动画 (ID 为 0 的情况下是白色闪烁)+ {7 X* q& a- }- w2 z3 V
- if @animation1_id == 0
: P5 o( o; ]7 q# b4 ^: j3 J8 k$ H - @active_battler.white_flash = true
f0 t1 A: I; B+ k, T1 i* H - else h! L5 z$ D; {5 [3 N
- @active_battler.animation_id = @animation1_id' z, e! b" l! Q6 @4 X3 y& V
- @active_battler.animation_hit = true
/ y4 J( U1 m+ ^4 d+ { - end3 u" @. w) O/ b' g. s" u
- # 移至步骤 4
. d7 d. @8 s. n6 y - @phase4_step = 4: P# J. G) q# A
- end
0 ~$ t" `' n n - # 对象方动画
R2 t) j5 v) j6 W - def update_phase4_step4
" b; a8 @$ k, E4 G$ w% a - if @active_battler.current_action.is_change_battler?" r4 a+ L* P. n) d
- actor1_id = @active_battler.current_action.change_to_battler. d+ U o: t, o4 K! s
- actor2_id = @active_battler.id
2 p$ |" A8 U: [. R2 R - (0...$game_party.actors.size).each do |i|
/ j9 t6 o8 Z' J9 a - if $game_party.actors[i].id == actor2_id6 {8 s ]0 ^' j6 D' U
- $game_party.change_actor(i,actor1_id)
2 N) K6 d5 D, u8 U* e( n - @active_battler = $game_actors[actor1_id]+ y# ^: r% u; i1 Y
- @status_window.refresh/ Q1 p* B: ?- I
- end: h* T$ q. u, V1 S
- end& x( ]+ R' o0 x. n
- end; @0 o1 p" {: I, w( d2 M
- # 对像方动画
0 U6 [$ s* S( E+ z8 M3 z" d! R/ | - for target in @target_battlers) o: T# B4 P2 e H [
- target.animation_id = @animation2_id/ N' P- |/ r" ]" y {8 [4 |) ]
- target.animation_hit = (target.damage != "Miss")
: j4 a' r4 s+ k6 }0 a+ U - end
8 b# S1 y( S: O5 S- ~7 d - # 限制动画长度、最低 8 帧4 H' z9 `% z8 Z! h- \1 N. F" b4 N
- @wait_count = 8* H+ A0 j) D5 Q1 z/ E0 {
- # 移至步骤 5
9 @6 G. c& y0 M% o' V - @phase4_step = 5
# ^, K! B) N+ } \ - end) }0 W& } k* {
- # 公共事件
, E+ M3 [2 V {. D2 O! h - def update_phase4_step6' s* h6 q% K7 i+ K% U
- @target_battlers.each do |target|8 Y4 [& j1 [$ T! q# l
- if target.is_a?(Game_Actor) and target.dead? and
/ E7 [0 V. z+ R/ l! V - !$game_party.other_actors.all?{|actor|actor.dead?}
- m1 {% M# o9 j' e - @actor_window = Window_Actor.new
% I( W6 I' x3 N! F - @actor_window.index = 0
2 x! w8 ^" l* W' Q9 ]# O - @actor_window.active = true
( J. X% B+ y: q0 h- O3 i - @actor_window.help_window = @help_window4 y ~* C4 Y' X1 ?+ p" R. \
- actor_id = -1
0 Y, l* C7 F2 L }4 C - loop do
8 C; U5 F7 |3 g. E6 Y - Graphics.update
/ F/ f; k! G( A: E1 ^5 \9 ]8 m7 I - Input.update
* `2 y& k4 \ I& y w. o2 Q& d - @actor_window.update, t5 D" b0 G3 ]5 H
- if Input.trigger?(Input::C)% }( ?: p0 \8 t9 M V, r7 Y
- actor = $game_actors[@actor_window.actor_id]
1 n% a- Q- F' {' m: h3 \3 b - if actor.dead? or( T: b: k& G4 q3 X6 p7 P
- (@changed_battler_id.include?(actor.id) and
* e7 D' n; u* s( u2 b; ^! R - target.current_action.change_to_battler != actor.id) or
1 _6 t, Z d& C* |, O9 { - $game_party.actors.include?(actor)
0 P5 X& n3 B0 K$ P9 H2 C - $game_system.se_play($data_system.buzzer_se)+ }/ l7 w! a6 W5 o9 ?
- else. C6 O9 Z! A/ Y) @; x `1 e p% z3 _
- actor_id = actor.id( K- M7 Q* u# O. U; ^
- end
+ ^: }. h6 l7 O- J3 ~ - end! S) C+ p) w1 E
- break if actor_id >= 0
' v8 g2 k8 N) W. F3 R, t+ n: g( K - end4 ~# B. _ a, a+ ^! W& m. B7 M
- @actor_window.visible = false
5 |% z: N! s8 y - @actor_window.dispose7 h: e9 o B2 c2 z0 c
- @actor_window = nil
( }+ ^' E i/ v" s - @help_window.visible = false8 c+ _4 Y( G8 @2 m6 }- [
- (0...$game_party.actors.size).each do |i|- t3 f! {: S& v- c+ a5 B& z
- if $game_party.actors[i].id == target.id
6 U& F- P, m" | - $game_party.change_actor(i,actor_id)) I/ ~& t& _- y. T
- @status_window.refresh
0 L7 I4 @, j& v; |% G1 G' p - end% `% q2 B- U8 M0 H
- end" K- H3 `: P- B( l5 H
- end y4 K- f% |0 C5 S! k" S$ D
- end
5 v: Y+ n' f7 C4 d9 X8 K" ] ] - # 清除强制行动对像的战斗者
+ \1 `/ u3 @4 ? U9 L7 p - $game_temp.forcing_battler = nil
Q. K" }5 N8 b# O - # 公共事件 ID 有效的情况下$ ?% C0 r8 r& I# j; v) p' W
- if @common_event_id > 01 Q. v0 _0 U1 d
- # 设置事件
$ O6 x" P {" p2 ^4 B0 x/ J - common_event = $data_common_events[@common_event_id], `+ @3 }, T* n* Y( o0 D6 m
- $game_system.battle_interpreter.setup(common_event.list, 0)6 z, ]& G U. w! W! U# ~1 t& c+ T
- end: ?5 m3 P5 |- O2 [0 V+ c
- # 移至步骤 1
' W7 _ ]& H; r0 ? - @phase4_step = 14 n! X0 o, Q# I' D: ^2 B, Z7 O
- end
5 f, D8 w# _( O$ l - end( f: P/ X. d% m5 V$ U1 [
- % e. d, T; w( c9 y1 U' v& ~9 @
- class Window_MenuStatus
& P* L7 ^% c8 M$ ?9 w5 W - def refresh
3 C" {1 z, o* F3 s+ u" Y# M - self.contents.clear
N N" Y q# E) p# U- s9 ]) d# c - @item_max = $game_party.actors.size
5 M# M5 L0 J3 m$ b B& M' ? - for i in 0...$game_party.actors.size1 \7 k+ G1 ~0 i$ j- U) ?+ o6 c
- x = 4
- A" y9 G& k, @9 ]$ K" M( F. c( ~, m - y = i * 32
8 g( ]% G4 H% J h+ V& x - actor = $game_party.actors[i]
5 H$ \" w( Q; w# i* f - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)" c [ } |) k/ r
- rect = Rect.new(0,0,bitmap.width/4,31): ^- q9 v, G& ?; ~( p8 Y) o; S+ j
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)1 W* d& Y7 C3 N: Z" c- s8 p, t+ R
- draw_actor_name(actor, x+36, y)6 p7 b3 M2 v, e* h* ~
- draw_actor_state(actor, x + 136,y)
9 O% b, c6 [- m - draw_actor_hp(actor, x + 236, y,96). R9 u5 T! v$ T
- draw_actor_sp(actor, x + 336, y,96)
p$ ^) a4 D/ \7 y' W - end L2 U3 y. l5 M3 Q% u1 F9 J8 }( j
- end
2 C4 D7 _3 v' [" L+ I. S( F6 o - def update_cursor_rect/ C, }/ ^1 |# v+ z6 s
- super
+ H) {. L7 ~% a0 H4 B% q - end
. ^: U5 a/ C$ m7 t) C( |3 E% v - end
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