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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
# t( I" L2 J1 c) o0 `; { - 5 [. [! R: c+ N) o: u& S7 ^
- # 队伍最大人数" p# z8 V- W6 U( [8 M
- MaxPartySize = 8
4 z$ C+ e: t6 Y- S
( _- b( p3 O5 c, M" V- # 出战人数
7 p0 P: R# y1 I8 B# n: {) y - MaxBattlerSize = 1* j# Z6 P/ d% W# S) r: o
- ' l+ [3 T; E* o0 \6 p/ l+ D
- # 换人语句
& l5 Z( V# H- w; L - WordChangeBattler = "换人"* J6 f8 H& p1 c# A- t! A
- F. C- L6 ~- }- # 换人时播放的动画
- P8 h. S* N. e" u# v" Q8 C - AnimationChangeBattler = 26! l& L6 t6 |1 w; T
. w$ E& F+ a: m- end
+ w8 b1 _: @) Q0 N9 J - # E; Z+ C. K6 p9 P8 U3 l- G7 U
- class Game_BattleAction
& ]$ f$ C! r8 J# W. W+ x - attr_accessor :change_to_battler
- p5 E% @1 D3 X+ f' l& A: r8 p - # 初始化
F, m/ Q+ q: b- @ v, O, R6 M - alias lbp_initialize initialize7 P0 F! B' T6 T8 I
- def initialize) u) K* ?6 b q: {1 h
- lbp_initialize
" E: A+ Y4 k) b& N6 M7 Y - @change_to_battler = 0
* p: i& ]5 }8 k& c( G - end
n' R2 A# c, K1 d - # 欲更换角色编号
- x5 r1 g4 J1 z. A* t W$ _# w) W - def set_change_battler) Q9 r% e; @6 S3 E l8 v- Y; t
- @kind = 33 q J; l. h0 V$ u) H1 r/ q
- end
1 ~ G) T# |! e) X* h& e* a - # 判断行动是否为更换角色! W8 a: B2 m: b2 {, P
- def is_change_battler?
7 I) a" R+ G$ Q - return (@kind == 3)' ^: C4 }) f1 _4 p N
- end
/ L" q: M: a' Y% U1 ]8 Z$ e4 n - end3 t& u- [3 e7 r4 ?. t, W2 y
: ~* L. I; m/ U7 n( ]1 G8 M- class Game_Party6 m0 c6 k+ x$ G- \ j! s
- include LimBattlePlug
7 k+ W- t2 c& ~ - attr_reader :actors2
s' a6 P4 G7 t3 Y! U0 s - alias lpb_initialize initialize
- N, B6 b2 S9 ]1 O% R7 e4 i - def initialize
) F7 j! r! `6 A) R ?; I - lpb_initialize
2 C8 t. j7 f6 O2 p% B - @actors2 = []
7 Y8 x7 c3 D4 O+ e$ p - end
# N6 o/ ^4 V$ k+ `3 _" Y - # 角色加入, D: B, j+ h0 [2 O% h
- def add_actor(actor_id)8 _6 y6 `, N% {% i s8 _
- actor = $game_actors[actor_id]6 a. h7 Y2 @0 C& s( u
- if @actors.size < MaxPartySize and not @actors.include?(actor)1 h6 y7 U K0 n
- @actors.push(actor)- Q7 I1 ^- _% @! G2 `! U
- $game_player.refresh
- c2 {7 V0 A0 I3 S! T - end0 h; e/ s+ l' {6 w: S* ]; h
- end
# ?+ B1 F, M2 L+ I1 \: @ - # 设置战斗的角色
! b% U* j6 Y, b! |4 ~4 H - def set_actor_to_battle, q! k# u# l' z2 V1 |3 Z" @
- @actors2 = []
8 Y1 N( z& J# E - @actors.each do |actor|1 P- n: ]$ ^# t0 I3 m, ^8 V! p
- @actors2.push(actor)
& C7 T: q, w+ M' D2 | - end
( C1 N1 s! S3 G8 B4 C - @actors = [] t; p V3 M) x7 z9 o0 t4 k
- @actors2.each do |actor|' |) {7 L. \6 h, _ G; ]9 `8 T
- @actors.push(actor)
( ]* |) a6 f' q6 D) x- \/ A7 ?9 G - break if @actors.size == MaxBattlerSize7 }; s S" Y/ \; J; ]
- end, G( ]9 ~8 d$ s4 K P `
- end4 x% u) D* g9 Q! J
- # 还原战斗的角色
( G& l1 B2 {: j6 g- Q* v6 R6 H - def set_actor_to_normal
) S3 }! ^" v9 x1 i$ A! ] - @actors = []+ _" _' P9 L, h5 S4 u- Q( I W: N
- @actors2.each do |actor|
% ~$ R1 D9 H/ V4 X. L! w ]# c$ @ L! F - @actors.push(actor)% Z0 @7 W) g8 I8 D! K" [
- end
4 f4 o. }2 r0 }) s9 [ - end
+ S' O# w0 a& A( D' c( I$ _ - # 获取角色id数组& T. x1 ?: o- k
- def get_actors_id
8 c7 V; u/ z3 d ?8 x" j; {" T0 b - id = []
) j( ^( x4 [1 a+ H8 K: r - @actors.each{|actor|id.push(actor.id)}
3 ]! M, K- d9 t" \$ H8 ~ - return id
1 d5 h+ l( v$ B - end. y& g" z* M7 g, c1 p" O5 e
- # 获取角色id数组
+ ~/ K7 ~' a3 t8 p C0 T - def get_actors2_id% F/ U, e3 ~3 A% g
- id = []8 X2 E; Y- q0 V/ s, ]# g) b, V
- @actors2.each{|actor|id.push(actor.id)}6 ~- Q; K: n4 T, V$ ~" q
- return id
* c. n% |6 \; X* F2 {+ N - end
% l: b8 J \& m - # 兑换角色
+ ~0 q+ M q0 f7 e8 ]6 g( @( q2 b - def change_actor(index,id)
: P/ @8 T2 P& j - @actors[index] = $game_actors[id]; ^! z) L! X. w" O% U
- end
; f, T. j8 ?: e, ]& h+ r - # 全灭判定2 F3 D. K c; E0 Z) s
- def all_dead?3 f1 I( ^; K0 V% Y# h5 Q; |
- # 同伴人数为 0 的情况下0 j3 h4 [& U. n# A% y
- if $game_party.actors.size == 0& V2 E8 o. \7 s/ t6 G
- return false s4 I) ?- E- F* i' Q% B
- end. C; u: R) K2 M
- # 同伴中无人 HP 在 0 以上
2 m3 d9 r" S" e ` W - for actor in @actors2
7 c4 @+ z; r6 F7 c" a" _- j- Q+ C - if actor.hp > 0
/ F$ {# D0 @, `) V% z3 Y% x2 h - return false
4 q# m6 t( g$ f! q1 s - end& p& D W. I j
- end( }6 K5 l9 H( Q# S k/ s( Q$ l- [
- for actor in @actors
8 t' K+ a. k3 ~0 | - if actor.hp > 0
1 G* D y. i p2 y - return false& l8 B& y3 D. S: A% v$ J: p
- end
6 e% m2 a! t/ ] - end. W# ?$ }9 q6 R. _: t9 U! y
- # 全灭
6 N7 ?( @. x% s# w) G7 s - return true8 \7 `, z+ [- T7 U
- end' u; L0 [. F3 y3 p
- # 其他角色
5 q: R( p4 k4 B - def other_actors7 j9 n6 [, e) T @' o+ A
- actors = []9 z' |5 R, N$ |; x
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
: e$ m) z! a- f' f! b4 g9 z - return actors( \) Z) }5 x$ p4 |
- end2 ^1 T$ d( [8 P' p: a
- # 角色位置互换
* G' a/ \' S. z. \1 Z4 Z- ~# N! ^ - def change_actor_pos(id1,id2)
) c3 y# @/ U4 s! L - actor_id = []* K+ P9 o' B6 B. n7 z1 O
- @actors.each do |actor|
* ]& M$ i# F2 `+ Z7 W( A& V - actor_id.push(actor.id)
1 P2 w( X$ z+ ]* A. H - end
* p4 U& H! f( z$ _ - return if !actor_id.include?(id1) and !actor_id.include?(id2)
; F9 o3 T* T4 s8 K - id1_index = id2_index = -1, R. P; X9 t9 Q" F. r
- (0...actor_id.size).each do |i|
4 K3 _, \ d2 ]& {4 V. [- A$ X1 ] - if actor_id[i] == id12 ~- `( a' w% y+ P9 q7 P
- id1_index = i3 V5 N) e4 N n
- elsif actor_id[i] == id2' ]% c& E) r! L$ }9 P
- id2_index = i
K# R6 T( @$ C2 M/ U; F% g - end, v+ P; Y) W0 ^7 a, Y1 I3 o$ @* |
- end
6 ?6 @# ?8 Z4 m8 ]# \7 J: s - temp_actor = @actors[id1_index]. N {9 m6 {0 b/ p6 B" H7 a* A9 W
- @actors[id1_index] = @actors[id2_index]
2 m) ~6 l: X) Z - @actors[id2_index] = temp_actor
' ]) H3 S2 X, g; x5 p( } - end
! U% n6 M$ Y4 V: z' y - end
0 p5 w4 y, W* S& A6 A
, Y$ S" M( r! ]+ _! b4 F5 k- class Window_Actor < Window_Selectable
* ]9 W: S9 v' v; J* [1 g - # 初始化 y6 [0 L$ ^$ B: `! s/ `* s' R
- def initialize# b& `8 @2 O Z! D+ ]
- super(0,64,640,256): X7 q$ [1 I5 {* Y6 I
- self.back_opacity = 160
( ?% R5 m* Q5 b% I1 o - refresh
9 b% @' G9 Q% ~ u$ p, B/ S+ Y - self.index = -13 X. R# K v- E
- self.active = false0 m' k; r0 T3 Q T( y; d" T! Y
- end
7 o0 l, \1 O9 ~3 ^4 { - # 刷新
7 R+ _- e8 x0 s - def refresh# y, y) c" E: J8 C2 ?5 j
- @item_max = $game_party.actors2.size
6 a3 i# y# L! p" o: N - @data = []1 Q+ Y) W* E/ C- i) `6 w9 ^
- $game_party.actors.each do |actor|
/ I4 a2 X9 u, y! c- M) J, G - @data.push(actor)
) { a% V. k! ]6 P5 y8 A/ ^ - end
0 r" R) a z- c+ z9 W - $game_party.actors2.each do |actor|! I4 t* p* }" V2 _
- @data.push(actor) if [email protected]?(actor)
- o( L( M- G& l - end% n2 ~0 W W5 N& E
- if self.contents != nil* t1 W: Y# n9 {: u8 I+ D
- self.contents.clear3 _ i' s3 p% R0 w
- self.contents = nil& S5 ~( n7 ]" R" }+ ?# p9 \4 \( ^
- end# k' b4 C5 }/ o* E+ }+ ^7 n3 d! K
- self.contents = Bitmap.new(608,@data.size*32)
C) W: T) t. ] - x = 4
7 N; A; f1 \& t - y = 0; P$ z6 b( g: R5 c
- @data.each do |actor|
6 |5 ~9 k G7 K$ Z3 U& v - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
2 b2 y8 H- f* d) x9 q - rect = Rect.new(0,0,bitmap.width/4,31)7 {; E m9 p& x2 Y
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)6 I, k1 b4 ~! y
- draw_actor_name(actor,x+36,y)
- |3 [6 c0 ~: }! O- P - draw_actor_state(actor,156,y)
7 a2 N5 d# d8 V/ y, o1 U - draw_actor_hp(actor,x+256,y,96)
8 K4 N7 x0 N9 i' O2 A$ K! a$ P - draw_actor_sp(actor,x+376,y,96)1 H4 a9 u8 ^: z9 K7 S ?
- if $game_party.actors.include?(actor)
+ C' @5 n& i+ J. ^3 L - self.contents.font.color = text_color(6); ^: a& E' a! I$ f( a
- cword = "出战"& @" s8 B+ X8 P( Y
- else
) B) [" l3 W L! o/ t - self.contents.font.color = text_color(0)
" W$ {7 s/ Z! E8 G3 C - cword = "待战"
: ]. \' C6 o8 W7 g( t2 _0 R8 Y - end
9 w% \' t7 y9 n7 E& D& _4 S - self.contents.draw_text(x+496,y,60,32,cword)
0 y; h% n+ z9 d( z. R* q" L& r - y += 32
( m$ ]- j/ }/ l: _ - end
3 Q) k" K. l( A) s+ }* j - end, X; k& ?% Y% j$ M5 S& I
- # 获取当前角色编号- `( x& j# f% ]- z8 z0 _) p
- def actor_id
+ J( j7 m& O: \6 J - return @data[self.index].id
; D: ?* c3 ^1 f/ W) }0 C8 k - end" ~ E$ o2 O1 w3 g# S; D( a7 l
- # 刷新帮助' d' ]+ u7 _2 x) H& o! w* m+ g) V% L
- def update_help& Z' ~# j; g6 b/ P) n
- @help_window.set_text(@data[self.index] == nil ?\
) A- [3 Z7 r# D) i/ F. V - "" : @data[self.index].name)
! ^3 E8 v) q3 H& T& }# W$ j9 ? - end
4 e8 S, H5 @& g7 S& D: m8 l3 i - end& z7 B* j, M$ T' @) a5 c+ r
- 5 j/ Z B; c9 R8 Z- W# ~
- class Scene_Battle
. M% H6 ~/ d. C+ r; v8 t - include LimBattlePlug
, D" ?3 L9 r) A3 h - # 初始化9 c0 S- r* L# M3 R' D, P4 m
- def initialize
h- d1 m8 a6 M L - $game_party.set_actor_to_battle
) b) c0 L! k5 F/ A6 m3 r4 {: y - end
/ |: H3 x) \: Y2 U, G* \/ | - # 主处理
1 I r6 I7 j- ?, |" w- y, g - def main& g/ b3 l. k$ [# v; J; h }
- # 初始化战斗用的各种暂时数据# n' I6 l( o/ i; m/ j
- $game_temp.in_battle = true
+ `$ v( f# H; k+ F( W) k - $game_temp.battle_turn = 0
2 ~# e( J8 t% O% u3 j - $game_temp.battle_event_flags.clear. }8 y) C* w) z3 \! ?& J3 n d
- $game_temp.battle_abort = false
7 P# M( P- [# y( S - $game_temp.battle_main_phase = false
3 g* S+ C$ F- h8 v4 L! s# h; Y5 c - $game_temp.battleback_name = $game_map.battleback_name1 c: D. m6 ^. n& G2 o
- $game_temp.forcing_battler = nil
) |, J* v1 ~' F* n) g. Y+ T7 ] - # 初始化战斗用事件解释器
+ K1 f6 V; k# M: s" i: ^* B) K - $game_system.battle_interpreter.setup(nil, 0)# g/ y2 _; Z+ o0 L
- # 准备队伍
" L1 R0 G+ ?, q. d' Q5 s0 o) m - @troop_id = $game_temp.battle_troop_id' |* x$ h! I$ Y9 N# P' U
- $game_troop.setup(@troop_id)+ o9 E) k( Z! v
- # 生成角色命令窗口, ^" p" K9 T. n) l1 j$ f. j% V
- s1 = $data_system.words.attack
& O& l+ P, ]$ y1 w1 ~ i) ~ - s2 = $data_system.words.skill$ j7 e% h* B% E q0 u0 P' ]/ v( |) P
- s3 = $data_system.words.guard
! B9 D' T0 w9 U) Y - s4 = $data_system.words.item
1 V( a: |' q$ G) L - s5 = WordChangeBattler6 ?' P- B7 O' b& n7 a3 o! Z- k) l1 z
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])+ P3 V! P8 K- p# ^" K0 C
- @actor_command_window.y = 128( t% G6 ]0 ~. w# H" l
- @actor_command_window.back_opacity = 160 J# y' M3 O9 P! n3 i$ N8 }
- @actor_command_window.active = false* [3 r1 J; N8 G
- @actor_command_window.visible = false
7 D' [6 \% W2 Y I6 t, p - # 生成其它窗口7 O% K8 e3 H! S: K6 X/ C: t% w6 Q
- @party_command_window = Window_PartyCommand.new
. _/ X6 {% S' O5 P4 D* N- l - @help_window = Window_Help.new T1 K1 _$ u7 r4 p
- @help_window.back_opacity = 160
& R* J: R8 y; R% e( m1 F& O$ k& D2 y - @help_window.visible = false
1 r3 r, v* i6 X% L; K - @status_window = Window_BattleStatus.new2 _1 S) c) e! ]6 ?( ^ N
- @message_window = Window_Message.new; @! J! T/ d. j
- # 生成活动块; y. V* w; g4 S7 Z5 L! Y
- @spriteset = Spriteset_Battle.new
- X8 V9 r, g0 O. D; s& ^, d - # 初始化等待计数/ r; I4 o9 s1 U1 d# {/ q9 ~% B) z+ M7 z
- @wait_count = 0
, H# D3 }2 q3 { X - # 执行过渡/ y% Q1 s- _4 X( V
- if $data_system.battle_transition == ""' i* T- g! e" w) V
- Graphics.transition(20)# {' a7 Q" R7 d. r8 y8 k& T
- else4 n' E2 g6 w9 ]; Q
- Graphics.transition(40, "Graphics/Transitions/" ++ E* }8 u3 x+ A8 E
- $data_system.battle_transition)
4 P8 D$ E8 A6 I& ^- w - end; I' J0 j, G6 C/ B$ J
- # 开始自由战斗回合
, K( N/ f3 _/ n( @ - start_phase1, i& W/ {) _; f: g% F' A9 n
- # 主循环
`# Q6 W: Y, o- l9 V* _ - loop do( x) y' { F! ^* C
- # 刷新游戏画面
; `3 K4 ]& e+ y7 B* ^ - Graphics.update& B; d. g8 d4 S$ }
- # 刷新输入信息. r4 J$ p& I% w$ _3 e
- Input.update
; k1 t, D. b; v2 h- {. b* {( f - # 刷新画面! l9 T7 `% D" m! r
- update
! F! v% B# P: R2 \# M - # 如果画面切换的话就中断循环
+ v, A1 G1 J8 ?, s1 ? - if $scene != self5 O& C. v. h) X* q( J
- break
: n# D$ W( O1 Z) l - end4 G' b6 S4 V+ o
- end
" [' X% A7 h, n - # 刷新地图( ^: Z+ C) u$ g- ]8 v3 M
- $game_map.refresh; W' X( J5 f6 c0 d y* f" _
- # 准备过渡! ^9 l3 n$ _- C {0 F3 ?1 ~
- Graphics.freeze2 p) x3 |6 W' I* Z v
- # 释放窗口' W1 y( H9 A9 h7 h
- @actor_command_window.dispose. k0 n+ {2 O$ o: T! O6 g( x# y6 r
- @party_command_window.dispose
2 h/ y" w b$ z( n - @help_window.dispose( @$ Q4 h1 x! [) }+ F$ R3 i' j
- @status_window.dispose* T9 g# D% [. Y2 m9 H
- @message_window.dispose" L3 N* `$ \( [8 T6 k9 @
- if @skill_window != nil
# q+ o: D6 h2 V, {5 f) L - @skill_window.dispose
' C" j( e7 f; V/ }" V. y8 d/ \ - end1 u" C9 Q: j2 B; C
- if @item_window != nil: O9 }7 ^' K$ w, b/ l
- @item_window.dispose" F4 o' @4 W& \6 g3 u! _
- end
5 e5 I6 ?9 F4 K - if @actor_window != nil
8 a1 A3 M% [8 D* g - @actor_window.dispose: N& `9 c5 `$ c0 ]+ R4 v4 K9 o
- end; ]. t1 H7 g: l* q" b3 O. [( Z
- if @result_window != nil' m3 ]9 { H2 `7 ^0 Z) p$ m
- @result_window.dispose$ i! I" x5 I+ V9 [. N- R
- end
7 |" J' P* }9 x2 y; V: q - # 释放活动块
( W% I0 @0 `. z - @spriteset.dispose& V4 ~8 e! v8 `5 T9 c, X; ^* a$ y) R$ ?
- # 标题画面切换中的情况! a! p. P) E3 l2 V& B: @7 [
- if $scene.is_a?(Scene_Title): Z$ t9 N' Y! J2 }
- # 淡入淡出画面
" P* W3 N7 V+ R$ g7 D - Graphics.transition4 T4 e) L% }8 g) r6 n1 T2 v+ f6 N! l- D
- Graphics.freeze
! y# Y S. ~: |3 z; |4 ?$ E+ E0 A - end
) w3 K! h7 w. \9 m: m - # 战斗测试或者游戏结束以外的画面切换中的情况
- w! i# N# i3 B, Q - if $BTEST and not $scene.is_a?(Scene_Gameover)) k/ ~3 c5 X& T7 n9 d+ B. r7 ^/ g
- $scene = nil
6 z: A; H3 m5 j1 i: E. C* c - end
C! @- D* s8 s - end. w$ Z, J+ T/ Y$ X
- # 战斗结束7 e- B- ?* [" W
- alias lpb_battle_end battle_end
3 V) q, q G* v- r& v. F - def battle_end(n)( u1 p4 A8 N0 G, G5 O
- lpb_battle_end(n)/ S& P6 t' s/ J3 [+ }* a" J
- $game_party.set_actor_to_normal
: N H' E0 `. p: ^) S, D - end/ W2 U$ Z( F( [
- # 开始回合3' Q- @$ `1 h7 Z D
- alias lbp_start_phase3 start_phase3
2 h/ F1 J% c, r - def start_phase3
7 i/ s% j. n: E% h8 b' x+ O - @changed_battler_id = []
4 ~7 G7 H- B: e* H - lbp_start_phase3
v: g. ~0 C o - end8 A2 L1 o8 i/ |# m( y
- # 刷新角色命令回合画面
- K4 X3 h S1 Y; }& `# W7 E - def update_phase3# @/ h. k+ d/ I I, ]" \
- # 敌人光标有效的情况下
& _( h6 }- P5 r: }$ r4 E a0 l9 K - if @enemy_arrow != nil& L, p2 H2 B: p+ O5 d+ ~
- update_phase3_enemy_select
0 N; z: P; l/ ?# A- j& S - # 角色光标有效的情况下
* f z1 d; Z( f9 |* c3 Q; E! ` - elsif @actor_arrow != nil. E% B$ U/ i" v
- update_phase3_actor_select5 z3 |4 ]! T1 U4 a6 S/ G
- # 特技窗口有效的情况下
! M; u2 G+ E Z5 a2 N2 ? - elsif @skill_window != nil; C0 j6 d1 ^" W3 |# J" l
- update_phase3_skill_select. a) Y& q* H1 a
- # 物品窗口有效的情况下
3 Q9 L1 d& @) s - elsif @item_window != nil3 _5 R- p6 y8 |8 ]* z0 f, |- e
- update_phase3_item_select4 f. i0 r) P9 A
- elsif @actor_window != nil
3 P6 y Q# w& R8 X! L - update_phase3_battler_select
]$ k# C* u2 Z4 R# X - # 角色指令窗口有效的情况下
g! N# b3 j! X) k" A2 C - elsif @actor_command_window.active
v! W& Q0 @" ~ - update_phase3_basic_command+ t' H+ }# M7 h9 c
- end
. S1 I% @# h. q1 R* a( a( r - end
: v& H. l, c: b" t1 f - # 角色基本命令 g2 o9 {- J; l
- def update_phase3_basic_command- S+ } L& |9 f0 A9 q
- # 按下 B 键的情况下
9 ]7 _0 r+ d2 ] - if Input.trigger?(Input::B)
1 t" M+ `/ @- o- ^! D9 ^# x - # 演奏取消 SE
2 b: O F+ S8 t; S8 u ]3 K% d - $game_system.se_play($data_system.cancel_se)
; ^/ I& m8 K% z% f* { - # 转向前一个角色的指令输入7 Z8 b* M) r+ I
- phase3_prior_actor# M: z# u( p# L7 z
- return
* K# |! j' n5 i1 G. a0 v4 F) D - end; j# G$ J- n# d# L) m
- # 按下 C 键的情况下
& P( d& _ P$ z2 B# Y1 C - if Input.trigger?(Input::C)
1 N/ T( @0 o/ T1 }& L - # 角色指令窗口光标位置分之
- {. }" z: |- N - case @actor_command_window.index1 E9 [' q1 y- m7 G2 n1 z5 q; K
- when 0 # 攻击" B) n5 F/ \* n, J) j5 _* F* ~ Y
- # 演奏确定 SE
7 x& T: v$ b, c/ o) ^/ A - $game_system.se_play($data_system.decision_se)
2 A) G7 S6 E& P - # 设置行动
8 d3 E+ ?1 X }0 @, p - @active_battler.current_action.kind = 07 G9 q5 O+ ]3 ^. E5 N0 B
- @active_battler.current_action.basic = 0
9 d& \, m9 h# Q1 D& N5 J - # 开始选择敌人( N% _ Y+ j1 U8 _1 M! M
- start_enemy_select2 e' N* A# Y8 }, l
- when 1 # 特技, y, r0 q5 W- B7 S
- # 演奏确定 SE# r% c! S( ^) t8 [; N2 \# i. e
- $game_system.se_play($data_system.decision_se)
+ m: p2 W$ E/ ^1 I5 F: J. M' q - # 设置行动
, [; m5 V3 |" q6 _ - @active_battler.current_action.kind = 1+ }9 Y X" w1 x7 \
- # 开始选择特技
; I: @: f; Q8 Z; j - start_skill_select
9 W+ F% E! a7 `2 l - when 2 # 防御
( n( t. {5 K1 Y" y. ]; Y1 X+ K - # 演奏确定 SE: i/ u% w9 g( D1 J! j
- $game_system.se_play($data_system.decision_se)! e/ u- y" y- }4 u0 ^/ X& D) H
- # 设置行动
, o: X7 ]' i; {2 I, u! ] - @active_battler.current_action.kind = 0
+ a0 j8 A( J# j- A' u: V. d - @active_battler.current_action.basic = 1
/ J* a M ]" a( v - # 转向下一位角色的指令输入
" @( t7 s8 t3 m, ? - phase3_next_actor
- \ X7 ~# P" ?& p) U+ T- v& I - when 3 # 物品+ b0 \# j$ f' D" _; ?3 y
- # 演奏确定 SE
1 |/ R9 f; r! K6 {/ I5 h. m - $game_system.se_play($data_system.decision_se)/ r" i4 E6 N, \1 H1 T1 U
- # 设置行动4 O# p. [0 X" \2 P' H
- @active_battler.current_action.kind = 2; c7 V1 u* v) p) w7 H
- # 开始选择物品. A$ L3 c- m, Q8 E# ]
- start_item_select9 C/ v7 a* b* N3 R8 ]: t
- when 4 # 换人
_* M6 w' n% C$ G2 N - $game_system.se_play($data_system.decision_se)
) g0 \( l/ l) r' V3 @ j - @active_battler.current_action.set_change_battler
3 N0 v% z1 e( | {3 F - start_battler_select: Z% k/ S4 R; p# Y
- end' e0 h- M; W7 v! G+ g# `
- return9 q- v$ Q2 J7 M9 S3 M
- end- L. B# ~( |. w0 M# c. T
- end
1 p; I$ a+ T0 k4 b - # 开始角色选择
8 ? [6 y) Y2 Y+ A) n - def start_battler_select0 b N* u: u1 s8 o6 Y: Z% p" e
- @actor_window = Window_Actor.new% a! S# f- ^0 b9 t
- @actor_window.active = true
4 ~- f( b( @1 S) ` - @actor_window.index = 00 l+ n% }0 k9 {8 X1 R
- @actor_window.help_window = @help_window, D3 q* _- y: V5 I" _
- @actor_command_window.active = false
# s8 r8 \' _* G- y6 _* L' z3 a - @actor_command_window.visible = false
: s( U$ ]4 t6 q7 K* G7 s$ R - end8 U! F, [$ y* I2 K c" b
- # 结束角色选择1 V1 i0 I5 W/ I5 i
- def end_battler_select; R* d% F# v1 n' J0 U0 E, L' r
- @actor_window.dispose
4 ?5 F: |! X" W: O - @actor_window = nil
9 B' ?/ R3 T* x2 {7 d' u - @help_window.visible = false
5 w9 |( X0 D& V- M* s/ H' ~$ u0 e - @actor_command_window.active = true
8 ^4 d& X# _0 C - @actor_command_window.visible = true8 Z5 a# L* f* J; K f, i# N
- end2 E3 L+ k! s y7 o
- # 刷新角色选择9 Z* i# R9 r3 b4 p
- def update_phase3_battler_select- N3 J* J2 O1 f1 w5 Q9 |: L& t7 o! K
- @actor_window.visible = true- m( ?& K9 y2 w, x: G3 L, h
- @actor_window.update
( h8 P' T' c; I- r3 e. {7 W; m, l - if Input.trigger?(Input::B)
; c: o7 R x3 [" O( I" t& |) }$ e - $game_system.se_play($data_system.cancel_se)
& T6 E# U# ?& X. p ~; b$ p* P - end_battler_select
" K+ G1 M) o1 s; g* Y* Z; X3 t- h# X - return
) U {2 I2 J( i( g - end# \* T0 Y) l# o2 i$ u- h+ T
- if Input.trigger?(Input::C)) G" Y+ {- j4 l% P0 N# S9 {
- actor_id = @actor_window.actor_id0 |1 f3 \' g, a8 {
- if $game_party.get_actors_id.include?(actor_id) or7 r2 A4 d; z. p) s* D! E
- $game_actors[actor_id].dead? or
9 [% T- h: Y7 ~# ] - @changed_battler_id.include?(actor_id)4 M) s6 ?! I/ p1 w! p, A$ H
- $game_system.se_play($data_system.buzzer_se)
$ c6 q1 |- b7 U0 t! j& c+ C - return. w2 m+ N C8 s2 _
- end
' t' _/ t* `1 S* t: r' U H+ i: p6 A - $game_system.se_play($data_system.decision_se)# y; F' d \4 {( k/ L( r1 k
- @active_battler.current_action.change_to_battler = actor_id
% q& _3 }, a! z! y `( P - @changed_battler_id.push(actor_id)$ T; q! X6 K7 z
- end_battler_select. |) e0 L! f Z5 S
- phase3_next_actor/ t F8 f$ Q) S: \& U3 Y
- return7 I# G9 C- K! l; s
- end1 Q7 `" F, v5 r( I# Z/ f$ s0 L
- end0 f- ?! X. n, Z' I9 Y
- # 行动方动画
0 {1 ]' n" |* _ L+ o$ A1 B' h - def update_phase4_step3
p4 N' j$ y' @- H2 b - if @active_battler.current_action.is_change_battler?
8 ~0 f, N+ M# ^! c& J8 C - @animation1_id = AnimationChangeBattler8 j9 U7 F6 ~" W$ p0 f9 `5 C
- @target_battlers = []
$ ~2 A7 B) @% U# W3 K - end6 j8 f- m+ e( b6 c. z
- # 行动方动画 (ID 为 0 的情况下是白色闪烁). @9 _0 B! H' R
- if @animation1_id == 0
& U( f) _$ j; R- U- E - @active_battler.white_flash = true, V8 N. m9 r0 e: u0 N
- else
& V9 R! @% P5 q/ u0 S$ G2 J - @active_battler.animation_id = @animation1_id6 S2 [1 c) t g" ?
- @active_battler.animation_hit = true
# z. L" w& d; U% Z3 t, C7 u - end
0 @6 ], y1 y+ \1 | j1 w7 b - # 移至步骤 4& o* P) E7 H F# J* y
- @phase4_step = 4
2 {8 }$ P) I9 g4 m1 q9 R2 w9 G ?7 ]0 \ - end, D; }3 T8 O) Q3 Z, Q0 S. A* u
- # 对象方动画
. T7 m* L2 ^0 _! X5 n. M) I - def update_phase4_step4
; g4 G; L! b3 L: Y# }1 n - if @active_battler.current_action.is_change_battler?! u; v( ^0 o- b( z
- actor1_id = @active_battler.current_action.change_to_battler
- s) }! _, b. i z+ q n/ t0 H3 R3 H - actor2_id = @active_battler.id# f( B7 q P& Z: V. Y5 J m; S
- (0...$game_party.actors.size).each do |i|
8 ?7 Y) }0 _. V1 t+ t* \ - if $game_party.actors[i].id == actor2_id; P9 P8 E F- {# U, S
- $game_party.change_actor(i,actor1_id)4 B8 R8 T% U# T. W) ]& j
- @active_battler = $game_actors[actor1_id]
; A9 B3 m; ?& j& O% e - @status_window.refresh
" E3 H6 G! ~8 p; |5 t7 ? - end
+ o; g0 i. ?3 z5 |9 ?9 n - end
) g" v. w, y r! i - end
L+ N, |1 O: [ h+ \! W! R" V - # 对像方动画3 U, W1 R; D5 y& ~
- for target in @target_battlers
- {& b, n4 |8 s1 G - target.animation_id = @animation2_id1 l; o7 A1 R) y6 u0 x# u$ I
- target.animation_hit = (target.damage != "Miss")# m3 d* V& I }4 p1 j! g
- end
& ~1 q K( ~2 I+ _ - # 限制动画长度、最低 8 帧
" D6 y0 d7 \) u; t0 z( i; u8 Y - @wait_count = 8- P" j* N8 M( D3 ^2 H2 {) l
- # 移至步骤 50 v' i& o4 a+ @
- @phase4_step = 5$ S: r4 U( p( ?5 ^! E/ }
- end
* W/ V; `. T$ ^& [6 j - # 公共事件
3 m1 q- i8 s& v4 k+ L7 W - def update_phase4_step6
& ?9 l1 t5 p( D: y0 d( Q - @target_battlers.each do |target|* T7 | Y2 n: ?; I" w
- if target.is_a?(Game_Actor) and target.dead? and
6 J/ X) X, Q3 p [ - !$game_party.other_actors.all?{|actor|actor.dead?}
6 F H7 a$ a% \9 z/ P' M! i - @actor_window = Window_Actor.new
- X5 j0 n5 J1 a, Y. ]- o - @actor_window.index = 02 t8 G/ G% m" L( T- t7 X
- @actor_window.active = true
% G) F. n8 O3 I1 y8 Q9 J/ [4 l+ P3 I' O - @actor_window.help_window = @help_window1 v3 {( v% P: J1 {: h% V
- actor_id = -1
6 h3 K! Q; U- C2 }# M/ u) o2 o - loop do
" |5 m1 Y8 j' o( x8 H - Graphics.update! S2 ~0 s6 Z+ ?. d7 S7 U/ y
- Input.update
9 X! y' y" ]+ K8 \2 \( M5 i: ~ - @actor_window.update
% X) O A7 O- p: d3 u8 v) U# b k. a - if Input.trigger?(Input::C), x* }( f% p1 `" _
- actor = $game_actors[@actor_window.actor_id]' H* L V3 y4 g+ M. a
- if actor.dead? or0 T; W# X$ c9 S8 n- r. E% `
- (@changed_battler_id.include?(actor.id) and : d% z W- H9 Y
- target.current_action.change_to_battler != actor.id) or
9 {1 x. ?, o6 u1 ~& R) m4 ^ - $game_party.actors.include?(actor)
# n/ h, W, q- Q. {/ B - $game_system.se_play($data_system.buzzer_se)
- W" Y0 f8 o' d* ]% f$ r' e& _ - else2 \6 N' s$ w! T- v8 z9 Y$ R' V. ]
- actor_id = actor.id
4 r k7 ^7 W$ M* }! _ - end
! }9 n3 o5 w7 a* j; {7 n% X1 n - end
9 D# i& x# u9 G' Y6 Y& _. e$ G$ B - break if actor_id >= 0; ^" r: u( @3 ?, I, F- ^$ S
- end
" @6 j5 A/ Z9 k; | _5 V m: }/ Z - @actor_window.visible = false# J0 d9 Y9 V! o; n, `6 ?2 P' Z
- @actor_window.dispose
* T: w" ^8 |' [: s% p - @actor_window = nil8 o) e4 ]7 y2 k! T1 K) b8 M
- @help_window.visible = false7 J- M+ }6 z: J3 A7 _% a. d
- (0...$game_party.actors.size).each do |i|9 ^6 [7 m' ^6 ~* _& f- |: T
- if $game_party.actors[i].id == target.id t9 _& Y8 ]! Q+ v
- $game_party.change_actor(i,actor_id)
& x5 W. f+ u# I- ]# g - @status_window.refresh; w }% { M4 ^6 R
- end& J2 p9 u. \: K" ~% p/ j5 r
- end
1 X7 V; g2 Y8 O8 f8 f) ^ - end: b% y) T# [$ @
- end
6 z. G5 m. k2 F7 R+ I - # 清除强制行动对像的战斗者: X* n+ c$ x1 d9 J+ c
- $game_temp.forcing_battler = nil1 {& |* k6 q& ]1 Y2 P- [7 I* b# X
- # 公共事件 ID 有效的情况下
5 G6 E- c; G. l - if @common_event_id > 0
4 @0 R% n) j* } - # 设置事件5 d: A5 i/ T# F2 O D8 |
- common_event = $data_common_events[@common_event_id] k5 p* [3 }# ^& q8 s6 {
- $game_system.battle_interpreter.setup(common_event.list, 0)+ M* ^) J+ q, ], D, v
- end- y' j: m' @5 o2 m5 o* @
- # 移至步骤 1
1 y& z4 S+ j6 a- F - @phase4_step = 10 s }; l% L* T/ E
- end- G& ]. N. @3 W+ p, H2 W# k' A1 `0 K
- end
4 M, ^0 }. {! \# j* j
0 C! c" l. U3 F2 s) U2 R* |; L# l( _, C- class Window_MenuStatus
0 r* N6 z4 K8 y' q. K. O5 D - def refresh
0 |; w6 N% n, [" x - self.contents.clear
! l; s+ q; x- j# j - @item_max = $game_party.actors.size
8 E. q `4 \1 n3 K - for i in 0...$game_party.actors.size
: B* I6 [$ L' ~- T - x = 4- x1 w! J" J, v3 X
- y = i * 321 A2 W u* m$ k) i; B
- actor = $game_party.actors[i] M, h1 W7 z0 K: ?1 p$ h4 x
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
! r. ~# O) A. V2 U - rect = Rect.new(0,0,bitmap.width/4,31)
4 M) B6 m$ G8 j - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
+ |- W" A" I. G5 P2 e5 y, ] - draw_actor_name(actor, x+36, y)9 T1 K5 t& v3 a0 h- ?2 K! O; G
- draw_actor_state(actor, x + 136,y)- M0 t: h/ u [' z% f( a
- draw_actor_hp(actor, x + 236, y,96)/ @, n( A0 W% _6 F; ]6 y- ]
- draw_actor_sp(actor, x + 336, y,96): p' ~% l9 @$ F* C, k- J: _
- end
m/ D' W& L3 n2 m* D& G - end3 ?7 @3 r- h- _* {& V
- def update_cursor_rect* ~. _3 H! M4 R/ O, K: _
- super
& g. z- p- n+ G" O' C. ` - end
* U" r6 v1 W, W! n+ k - 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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