| 赞 | 5 |
| VIP | 52 |
| 好人卡 | 19 |
| 积分 | 6 |
| 经验 | 4394 |
| 最后登录 | 2023-5-29 |
| 在线时间 | 961 小时 |
铃铃塔的守护者
- 梦石
- 0
- 星屑
- 626
- 在线时间
- 961 小时
- 注册时间
- 2010-10-24
- 帖子
- 2768

|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
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 }/ j* n8 s. N) q! V
0 }# z- T9 x4 [' O2 Z- # 队伍最大人数
1 h; H; X3 B1 }6 v- s+ r3 Z! v - MaxPartySize = 8
, {% P7 i: d& i; d* C
1 |+ X2 @+ X( l" N+ {7 j8 T( W- E- # 出战人数+ N! E0 f5 U- \& l
- MaxBattlerSize = 1
- u1 g- M0 Y1 N$ M - 8 X3 f. \& v& b0 D) O/ d f% W1 R& i
- # 换人语句
. b4 c& W9 {) w - WordChangeBattler = "换人"
, {8 u2 \/ W, i3 H6 i {; B - M* G/ w* E2 a* W i: F
- # 换人时播放的动画8 W) ]0 f, D2 P" ?
- AnimationChangeBattler = 26( _ {; H( \- p% E; h' L7 w
- ! u1 t5 U: b! A1 i- m9 h8 a
- end
" c5 i; K: R; ]2 c3 N6 [# u - - ~ ]( S3 {, r, u ^
- class Game_BattleAction F. Q8 R. K: W9 ?
- attr_accessor :change_to_battler# z/ p0 W& Z4 j6 n, z7 P
- # 初始化! E/ x# C y9 [9 p& y
- alias lbp_initialize initialize
6 L- h- j6 }" }- { - def initialize7 Z6 r$ i+ f! i1 X% T/ Q
- lbp_initialize5 M/ V' ~2 ?( I8 y, |
- @change_to_battler = 0
" a! y" a# R, { - end
) }* ]) J8 Z1 u5 p( @ - # 欲更换角色编号% v8 b8 `- ?% }8 k1 y/ `3 }
- def set_change_battler
7 @: A g* G5 E7 C ^2 _" e - @kind = 36 `; s, I, @: l9 P) @
- end
. c" y$ ]# K) B% L/ D3 h - # 判断行动是否为更换角色6 F* ]* w9 T- Z) H d! W+ f
- def is_change_battler?: G) T) ?9 i* Y/ b* a% W
- return (@kind == 3)) a0 Y, }$ z- }, F1 l6 J
- end
- Y7 }' g0 ?9 e$ |* x9 Y - end
" {1 ]: C' \, ?9 ^" j - $ {, [9 p7 Y/ m) |2 @0 g- t/ a3 H8 E
- class Game_Party
7 r+ W* z' Z7 ~ - include LimBattlePlug
6 O3 E" F* }# o& }) ]# |4 f - attr_reader :actors2
8 T( D: a+ O, K; `8 C - alias lpb_initialize initialize3 ?* f5 l( y) S8 c) K4 Q, g
- def initialize
5 ~: ~( E. x% z% ]7 \6 J - lpb_initialize$ L& X6 k1 q8 u. h, P9 D$ F: S: I
- @actors2 = []2 ]2 U+ ~/ H U% Z5 Y. |& f; G! G
- end
8 U" W8 z$ Y$ C m; j' z) X - # 角色加入
: g. m- Q- k8 K$ R4 _ - def add_actor(actor_id)
: T: Y; n: V3 d6 K - actor = $game_actors[actor_id]+ D' C" a- [) L& B% l& A
- if @actors.size < MaxPartySize and not @actors.include?(actor); k" Z2 y2 o l5 |: l
- @actors.push(actor)" }8 c( X }+ b6 y* @* f6 j1 J
- $game_player.refresh- r4 z& Z9 c5 p$ v" B: J+ T4 v+ h
- end
6 Q; c2 W" i' h% Y/ N% \- Q - end4 L% i7 P6 r2 F
- # 设置战斗的角色7 ?; ^* R0 k! s$ A5 z# D2 b+ b
- def set_actor_to_battle
8 l- X( q+ I: l - @actors2 = []
* i/ c0 G: _# N. ~ - @actors.each do |actor|
$ d- H" U" Z1 t, r4 O+ |; a9 n- W - @actors2.push(actor)8 D* }+ Q0 G0 a- Q+ m
- end& s; I( ^2 D% a
- @actors = []
$ a0 w5 i6 c& m3 l# K$ [& O+ o, { - @actors2.each do |actor|
# N; V& W; `# o. X' X. u - @actors.push(actor) U4 C @7 \. y( \' P& j
- break if @actors.size == MaxBattlerSize
2 A0 ]& }7 Q1 v/ n2 {5 c - end
3 |" D. ]2 ?. t6 Y+ u; w - end
1 ~# W4 w7 N* }! u - # 还原战斗的角色+ w* B6 G U( |
- def set_actor_to_normal4 ]4 L+ R# Y5 C3 | R6 X
- @actors = []( A8 ~ D! q$ J& O; F
- @actors2.each do |actor|
+ F5 `: Z: J( }9 M - @actors.push(actor)
1 h( A( }* [+ I/ Q/ e - end/ K9 v% C/ l Z- f: M( u6 b
- end
( n4 k4 ?. q4 x# a - # 获取角色id数组& A; v" @6 @# B' E
- def get_actors_id
Z: ]' ?* z8 @; `, h - id = []6 w. Y% @9 Y6 i: V A" I
- @actors.each{|actor|id.push(actor.id)}% c( w* ~& [6 K3 p. P
- return id
2 Q6 h- Y7 e% c, `8 j - end8 `) G2 S8 f& l
- # 获取角色id数组
& C$ ?: a- e F P: x4 G' I3 p! L - def get_actors2_id) ?* {# t$ T g2 S: R8 g$ Z
- id = []
3 \1 F7 L$ }/ _3 r# L; F& Q$ \ - @actors2.each{|actor|id.push(actor.id)}
# b% X6 t" R A) r - return id
/ C) m9 f3 B# J9 B! |( f7 ~& _ - end
( D% F4 W. l1 j. r* U0 @ - # 兑换角色
( U3 S! T* [& E/ v: s - def change_actor(index,id)+ w: H9 Z' ]3 ~3 T) {
- @actors[index] = $game_actors[id]8 |% c8 V4 u G) V0 z2 z
- end
0 d5 G& {/ G! w - # 全灭判定
/ `' ~1 z9 I/ Y+ K - def all_dead?
1 m/ R; G2 S3 l' Q - # 同伴人数为 0 的情况下
7 n3 F+ |( t9 n' X. j6 G - if $game_party.actors.size == 0, F0 B. {6 Z( }; t
- return false
1 b U2 h9 m2 q- Z$ t - end
- s) o4 ^) z3 t' m1 t, x; o5 g - # 同伴中无人 HP 在 0 以上
& ^1 h" G0 p% \/ q% q, I7 B - for actor in @actors25 {, Q$ i S Q% }! _
- if actor.hp > 0
) H# G) @0 g1 q! ]6 x' i - return false: h8 O J/ |; G. g; B2 S
- end
5 M+ b: f6 ^/ b7 @! g! ]4 s - end
( c; q! Q/ ]4 i) A6 h2 [: S% e- ?0 q - for actor in @actors$ h' |( G8 J# p* \: F) |! K; K
- if actor.hp > 0. _8 @' C9 N$ c2 u4 f
- return false0 O: w( \3 H5 p% V
- end4 `6 {& S0 e: @5 r) ]( o/ c# v" X, }
- end
3 O* o% }: ^" v1 n' y3 Y1 K - # 全灭5 r5 j8 J( o9 F1 O) R
- return true2 o2 _9 I0 j) i i+ K
- end# b% H+ }8 U% R# v) P3 A% j, C
- # 其他角色! U3 V% J; x( U9 M
- def other_actors' s& f4 i% y y' m5 X( W3 e5 b0 V
- actors = []# t4 u6 s7 s2 S( u/ u8 J, o
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}$ c& @. q% Q3 y9 i( \' H: a1 ~; d
- return actors
r5 Y3 L" V+ ?9 }9 e - end* j" r- {$ w5 O4 G- v8 c
- # 角色位置互换
/ q$ c! X( |- ] - def change_actor_pos(id1,id2)
/ m* E$ z9 `0 ~ - actor_id = []$ i& ^ T9 Z' ^$ ?, v9 b
- @actors.each do |actor|2 c1 m, ~# g# [6 U" A: {( O, j1 M
- actor_id.push(actor.id)0 G: j6 H2 |/ d3 Z; Z2 t1 V
- end) z# D# T! a% [ l2 }) i
- return if !actor_id.include?(id1) and !actor_id.include?(id2)& P8 }; ^: E6 u9 ?
- id1_index = id2_index = -1
3 R, X, U1 S/ K! p7 L - (0...actor_id.size).each do |i|
& }! Z1 i3 _8 f2 }7 R) r% v - if actor_id[i] == id1
+ |( F8 o ]2 H* |8 ? - id1_index = i
+ h0 k' i5 x6 H - elsif actor_id[i] == id27 _. [1 F: H& T# z' P' e4 ~
- id2_index = i" r! z% ?& c( O4 n# J) h
- end5 }9 T3 u, U1 Z8 ^
- end7 g3 |$ s' q- Y4 N8 ~: v/ O% h
- temp_actor = @actors[id1_index]
( G* X. z. a8 S% @6 | - @actors[id1_index] = @actors[id2_index]
. X5 K! o9 T" m- f3 \ - @actors[id2_index] = temp_actor
$ Q, V3 `7 L( @& _ - end
. ~; D* a$ M- e/ g- D - end
/ b. ?2 G. o8 U# V7 [# z- a4 ]6 s - 9 q; c+ P- y' o: C8 N
- class Window_Actor < Window_Selectable
6 E# w/ b, S* M- C3 H - # 初始化
4 L9 A& e) n i0 y$ n& d) K# H - def initialize
1 R/ A! Q1 H4 S; q% Q - super(0,64,640,256)
# ?- m& l# ^1 S1 k6 X - self.back_opacity = 160
! H# @) o3 E/ L7 W; z) F1 R - refresh/ L$ A, n% {; ]) P+ H: S! i
- self.index = -1
# ]; ^. \& f+ O# }- [ - self.active = false
7 O% f4 J; J4 @/ d, `, x - end6 F7 s* d+ ?) [' P: Q7 H' e: D0 ]+ p
- # 刷新
! M5 x/ W! k0 Z H* p! k - def refresh
2 h8 l9 y) F8 l; B6 {" S: h% L - @item_max = $game_party.actors2.size
% c7 v3 l: x7 v4 c& U - @data = []
0 m6 ?7 V' |- U) l - $game_party.actors.each do |actor|
8 I8 P& K* A. G4 z9 J7 ?/ L - @data.push(actor)
X6 @# \0 G# W- a L' V9 }, a3 S - end
! p/ ]$ Y, Y6 Q& S - $game_party.actors2.each do |actor|* a3 z. u0 `7 i7 T* J- v* Q8 Y$ C- Q
- @data.push(actor) if [email protected]?(actor)- F% W$ T" o5 T. w, u
- end
; g$ m, B. [+ B% j! c" Z7 a! ? - if self.contents != nil
6 n% @& E0 ~9 D - self.contents.clear# y; S/ H. |+ @, ~
- self.contents = nil
% c' p4 U" {( U# k7 p; F - end4 t4 y6 x7 G$ f1 o8 \% ]# I
- self.contents = Bitmap.new(608,@data.size*32)
5 u5 c! `. z3 k2 M L& q - x = 4
$ k! p, D0 ?! J7 \8 L ?4 p - y = 0
9 S+ R2 w; Y( T$ W8 v. W - @data.each do |actor|% r# H* @& B7 _$ u3 U7 C; p
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue): n3 q6 N# R5 V- P" I: T3 x
- rect = Rect.new(0,0,bitmap.width/4,31)
, \4 s7 K- d$ _. T- h. r - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
$ O. { J; {& N0 B4 ?. S1 D/ C. R - draw_actor_name(actor,x+36,y), b3 r4 A$ E% M/ A
- draw_actor_state(actor,156,y): L- ?' A8 U$ Q, L0 P
- draw_actor_hp(actor,x+256,y,96)6 l9 s7 P5 P; p' \; i7 o* {8 R4 P
- draw_actor_sp(actor,x+376,y,96)
9 \, c/ D* B" e. ~4 k- A - if $game_party.actors.include?(actor)% T) _% {# x6 u: ?
- self.contents.font.color = text_color(6)) h; G! r8 ~. L& B1 k+ S6 Q5 B# e- ~- F* x2 o
- cword = "出战"
- H5 S$ }8 q' |, ] - else D7 i% S. f3 i1 g; d
- self.contents.font.color = text_color(0)2 H( z# O. }* l1 a
- cword = "待战"
0 ~3 r# B- X8 M0 V3 F0 X - end, b& B( o4 W t4 n5 R6 |6 v: i
- self.contents.draw_text(x+496,y,60,32,cword)
/ g+ L% D! [) m! k( A - y += 32
$ S7 ?: T; a- G - end
5 F# y5 U% c" I, S - end' H+ S4 p( {; T7 i- u
- # 获取当前角色编号
' V- f1 J' I5 [( V - def actor_id
; Q' W( Y8 }7 P) e/ k - return @data[self.index].id
8 r2 Z+ u- b& [) a1 ]& M - end
! c9 Z" q3 G4 }9 p2 S: g5 K3 T: R* W$ w - # 刷新帮助) h* ?0 M9 {- m; B
- def update_help
, t2 c/ U. Y0 _$ `/ t7 `6 Y1 n( d - @help_window.set_text(@data[self.index] == nil ?\
! E' Y3 J1 i2 W& Q; X* j8 { - "" : @data[self.index].name)3 k( k9 f) h. u
- end
# d6 D& ^# p( g - end
' F% J6 I4 O, t5 b: I% ^2 t- S
& V7 e+ l( o! g) d: j# W( W+ z- class Scene_Battle
0 {5 x o5 {& F - include LimBattlePlug
* o2 u$ p N% @; D: ?( a5 G - # 初始化
! s. _4 |! ^4 Y( d3 _( q8 q$ Z - def initialize# J- |+ H1 ]2 x/ w5 j3 e
- $game_party.set_actor_to_battle
6 [; R' U8 C+ Q - end7 b0 E: n! D+ k2 h0 `& v
- # 主处理5 s$ D/ }. Q3 \2 i/ |3 P% j
- def main
. P" D M& E; i. h% B - # 初始化战斗用的各种暂时数据 R2 \4 R$ L# c
- $game_temp.in_battle = true3 L' Y$ y, _- F: s: n, \& Y3 r
- $game_temp.battle_turn = 07 S& o; o% Z: {# y1 }
- $game_temp.battle_event_flags.clear
0 N8 ^' d1 r" v [/ i, e - $game_temp.battle_abort = false
& x+ h( r! u+ ?2 N5 s2 Q - $game_temp.battle_main_phase = false" L! O# y( S3 }+ O, ^9 P
- $game_temp.battleback_name = $game_map.battleback_name6 P3 |0 e* O8 B0 Z
- $game_temp.forcing_battler = nil+ ~8 T/ T9 h+ d) Z) U
- # 初始化战斗用事件解释器
6 ~: o% X# T# c4 V. u - $game_system.battle_interpreter.setup(nil, 0)
7 S8 V) X: K5 z* u# @: e - # 准备队伍, \8 v e0 p+ R5 O5 O( G
- @troop_id = $game_temp.battle_troop_id l. {+ f: B& {2 A0 `. j, L: b
- $game_troop.setup(@troop_id)
3 Q' x5 H+ u! [' c - # 生成角色命令窗口' g2 b! P' S4 x# |
- s1 = $data_system.words.attack
) M, r1 _, X! L# k* V# ` - s2 = $data_system.words.skill
x$ b: C! @; q1 w: b - s3 = $data_system.words.guard
) T! |$ d) s5 ]6 @ }! Z i9 W - s4 = $data_system.words.item' J0 A' @) O0 A4 l/ u B9 P
- s5 = WordChangeBattler% o: x3 v+ M) B( J) e9 n
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
. _4 k6 C a" l: l, w5 h2 w - @actor_command_window.y = 128
6 P7 j3 W9 K5 N! } q& q - @actor_command_window.back_opacity = 160- m0 l2 n9 R! u
- @actor_command_window.active = false
* n% j7 N* \- n6 n - @actor_command_window.visible = false" B( m5 l& V1 v [" D
- # 生成其它窗口
) d# s! {8 a6 q1 n- B1 d2 ? - @party_command_window = Window_PartyCommand.new8 Q! q0 q4 W8 E5 d. m
- @help_window = Window_Help.new
% @$ Y9 S* O( ^8 F* z2 L& x - @help_window.back_opacity = 160
+ Y& p3 Y6 y) V& \ - @help_window.visible = false
2 m4 d- x# _' e9 q - @status_window = Window_BattleStatus.new
* Q) S' p0 ~7 T$ [8 o+ y. p2 T" O- \ - @message_window = Window_Message.new
6 D2 @( j' u5 ?& }3 v' U8 [ - # 生成活动块2 E" \5 t- Z) T9 I* P
- @spriteset = Spriteset_Battle.new
6 q1 L" g5 ^+ U" | - # 初始化等待计数& v' I+ S% Z3 M
- @wait_count = 01 u6 m; D* e, M: g
- # 执行过渡
6 j4 Y3 r# L* r" F; D% H - if $data_system.battle_transition == ""4 X- [3 _( H9 x+ Z; b5 V
- Graphics.transition(20) |- `1 v! J3 F/ E' B2 [2 o
- else
) c. K% O V9 L" T( I - Graphics.transition(40, "Graphics/Transitions/" +
$ F1 K9 s( O0 z/ b8 }5 o* i+ z - $data_system.battle_transition)
; z5 f$ T( G z8 {+ @ - end/ T: |* M3 q; \9 p* R2 w
- # 开始自由战斗回合
$ a" c3 ]1 i6 h/ l: W/ Q6 _ - start_phase1: X- P5 r( W( R% R2 }% x0 T& b
- # 主循环( F! R7 Y% G% M5 i C6 i2 h3 g
- loop do2 \! r1 X2 ? U6 W! y
- # 刷新游戏画面8 K1 |1 |/ x) b; e9 n0 C+ D: Z
- Graphics.update0 s/ X6 Z1 ^& I. C& T
- # 刷新输入信息$ j1 ~5 |6 N) C% v9 J
- Input.update2 b6 W* y* n4 O2 X7 e5 u) c
- # 刷新画面: V# c6 R' W; \& |4 y( D% W
- update
% p- h7 x0 R0 P# o - # 如果画面切换的话就中断循环. f, p& U! N. }" B) A3 A) f
- if $scene != self8 P0 E/ d7 V H# L' }; Z% I
- break
( U. ?! O# G# C5 r' a, E: { - end
- B2 b& ^1 z' C- l5 Z2 D6 Q+ l - end5 B8 ~ O# b" @8 L: U
- # 刷新地图9 K+ c3 B1 J9 M9 @# k) Z: t7 q) }
- $game_map.refresh
7 N5 O, ^4 L# F7 ?+ D1 Y - # 准备过渡' s7 f3 k3 g2 k; E, P4 ^
- Graphics.freeze
/ U( O2 r. e- b( A) \* z5 m7 q" w - # 释放窗口
, m2 a5 P: Q: u8 y- {7 J - @actor_command_window.dispose
$ ^/ q; B: ]0 z8 s - @party_command_window.dispose# e @) G# j. y8 ? @3 x- E0 _
- @help_window.dispose
9 Q( |% g0 G4 w# ]2 j6 X% \ - @status_window.dispose
/ ]/ F* t5 s. k1 e) ^ - @message_window.dispose
9 |9 E8 o- y9 A+ s - if @skill_window != nil# d$ j8 H7 _/ f, G5 J& I: L
- @skill_window.dispose
# O7 D/ R! X7 O* }) V - end
# \/ a8 B; D7 R( G! v. j - if @item_window != nil& G) x" s6 r0 t4 @8 o
- @item_window.dispose
1 {6 V! e9 z ^% n0 e- v! D - end
" `, v+ q# C* ]& e+ O - if @actor_window != nil
( J5 \+ w" y( R" K6 u - @actor_window.dispose
& J; x' k( B& N c D) _ - end
% x, \) P! R0 P" |1 j - if @result_window != nil) I& Y' b% n1 w0 W: m; S; B3 z7 t1 c
- @result_window.dispose
! X% Q7 M+ L+ P# w2 h8 N6 m- x$ b - end* Y9 J5 u, R. z+ m; e# o. I9 a; S$ J) @
- # 释放活动块
- G6 W" k/ e% C5 V" X" {0 v - @spriteset.dispose
- W" u; U5 R& N" K/ I, N/ n - # 标题画面切换中的情况# t ]3 j6 p/ k3 t, s9 Q2 D l# J3 g
- if $scene.is_a?(Scene_Title)
}& @; r F, S9 S- A! ` - # 淡入淡出画面* ]8 R' g. d* n# C
- Graphics.transition
9 p4 n2 X# t, c$ y& L- D* H - Graphics.freeze
; ~" u8 a; T1 E0 j+ }# N; y - end a" ~8 c" M; T5 d$ v+ i- y2 v
- # 战斗测试或者游戏结束以外的画面切换中的情况
G% O" F4 k% m5 u7 w* z7 }9 B - if $BTEST and not $scene.is_a?(Scene_Gameover)
: O6 {5 u, a- R( t% b; ^ - $scene = nil" ]- r5 m' H) E; I: [' `! i
- end$ @; \( b2 ]6 G* F$ F% h( ?- ]- p" Z
- end
- u, M, h6 j3 s - # 战斗结束
4 f/ a! y/ Y. Y9 w. c* W - alias lpb_battle_end battle_end: B: w3 T6 `. m1 [0 A. D3 ^& t
- def battle_end(n)
- u8 s- _# y! O2 q# K% L - lpb_battle_end(n)
' f# s' T7 Q8 d) }6 z) U - $game_party.set_actor_to_normal
$ D% P; B3 \" m3 u( Q - end3 \; ]+ U4 `! W; w% d, m3 A, W
- # 开始回合3
+ h# ]& V. [; I9 G' ]& Q1 g0 P - alias lbp_start_phase3 start_phase35 C" f6 Y* g2 @! _1 X
- def start_phase3
' V3 c, J' C' y - @changed_battler_id = []
+ d' N, n' B- |0 e9 V - lbp_start_phase3
; s, r5 D4 k$ ^ - end
6 u! R" R. \# p8 w: O- e - # 刷新角色命令回合画面
$ \2 p# {2 @/ X* @ - def update_phase3
; p: w" }2 i- G" a - # 敌人光标有效的情况下
5 R6 V. m7 ~5 }5 I - if @enemy_arrow != nil- R5 P# S6 p1 \/ ], a; y- O5 c
- update_phase3_enemy_select/ Q9 V1 |0 x `9 i
- # 角色光标有效的情况下
0 l' J6 v& S; n1 Z7 e& A, e - elsif @actor_arrow != nil
2 G; V4 y" Z6 @6 Q# K - update_phase3_actor_select
0 T0 `0 o( P2 I) g* s8 D# \, Y5 m - # 特技窗口有效的情况下& u1 _! s' }% a9 j
- elsif @skill_window != nil; G' U$ k+ b; G
- update_phase3_skill_select; l" f: |8 X) X3 ] G6 c1 P6 O
- # 物品窗口有效的情况下
0 _) x4 \3 M& ^. n# E4 e# c4 v - elsif @item_window != nil/ g* s m( Z1 x q. l# `" h
- update_phase3_item_select
5 C* D' m# _; A9 u ]- ]: _% D - elsif @actor_window != nil
- q" B8 d+ }. I$ c; ^' | - update_phase3_battler_select3 Y2 O" ~: s- Z; X
- # 角色指令窗口有效的情况下9 E6 I: s T2 U* M/ {
- elsif @actor_command_window.active
3 l/ u: d$ A1 i4 S7 r6 A1 F; x3 o - update_phase3_basic_command
) k) ^ J8 Y" w9 x0 U - end
4 E5 ]* L5 q" y: |: K. R# u - end9 N7 }& w) c" D: f! |: r- l! _
- # 角色基本命令
# C. A3 A, M6 P T3 S2 ~ - def update_phase3_basic_command
3 U0 z* ^+ d8 g& t - # 按下 B 键的情况下
: a1 m0 }/ ]2 p. y* [! w4 \, d* Y" z0 U - if Input.trigger?(Input::B)- K! c1 k: N8 u, F; t5 l" d' S
- # 演奏取消 SE
' |( U F- @6 G - $game_system.se_play($data_system.cancel_se)/ i% V$ _1 O. D! y' D7 F7 U
- # 转向前一个角色的指令输入: r W7 g# ~- {& V4 M
- phase3_prior_actor1 D9 X2 [* _* J
- return
- D; ]& D: F$ x5 C. \; H - end/ r8 ]5 t- J9 Q( e3 k+ X9 E
- # 按下 C 键的情况下
e9 X. P4 r" z( s - if Input.trigger?(Input::C)
# Y3 q/ B3 T$ v5 i - # 角色指令窗口光标位置分之& ~5 {+ n4 s) J" ?4 {5 I
- case @actor_command_window.index
* A4 q' G) m X - when 0 # 攻击
6 G# [" C/ a7 g+ Z }- m - # 演奏确定 SE
9 o0 Q4 Z( B! @ - $game_system.se_play($data_system.decision_se)5 @( [& O2 {! o8 ^
- # 设置行动
) G% m& ]/ v6 u. i - @active_battler.current_action.kind = 0, T! N% ~( B7 Q+ `' q' G, Q
- @active_battler.current_action.basic = 0
1 ^# C, T8 D& q; ~. z7 J9 J - # 开始选择敌人9 r7 \/ v' Q2 j& E% `# Y0 t
- start_enemy_select
4 d& q1 ^, m: U1 q# H3 m9 C - when 1 # 特技
, r* f- L. e' p( m5 f* z) d - # 演奏确定 SE$ }3 }+ U) F/ U) ~2 Q+ l
- $game_system.se_play($data_system.decision_se)$ s, L# U- |/ U
- # 设置行动
& v% i; e* Z- H* s; b - @active_battler.current_action.kind = 1
* Z5 V7 v( j1 o& [, l$ V A - # 开始选择特技
9 z6 q M) T8 @4 Y - start_skill_select
! Z; q* h1 u" o) I - when 2 # 防御/ _; U$ v4 S# t+ c
- # 演奏确定 SE* F; ^0 T- ?; v0 _8 m, C8 X8 ^! P
- $game_system.se_play($data_system.decision_se)
% g5 i* f$ y3 q" Q& X) e% R- M - # 设置行动
! g8 F' K$ C( E3 | - @active_battler.current_action.kind = 06 u! I1 x9 z% W! \! @6 {# g I: `
- @active_battler.current_action.basic = 1% C! A' J: G- L( T- e1 x
- # 转向下一位角色的指令输入
" J6 M$ r. V# ] - phase3_next_actor
2 B! }3 U# N1 K' p' C) T" { - when 3 # 物品
1 ], |/ A! M# N7 \4 s - # 演奏确定 SE
: x$ U8 W# ], \: ?# X - $game_system.se_play($data_system.decision_se)/ s: `' u4 m* Z$ h& b
- # 设置行动4 l$ w9 |5 v: _6 r; n: J
- @active_battler.current_action.kind = 2
* O2 b8 `$ g" K7 Z; V/ J9 ^/ P0 S - # 开始选择物品
( W& _6 @* m1 v$ B( u - start_item_select
( a8 _" ^8 f5 Q" L2 m$ I: a) I - when 4 # 换人/ z) V0 R" N7 ?5 X5 e
- $game_system.se_play($data_system.decision_se)# F5 r! S; _- f0 D7 Q
- @active_battler.current_action.set_change_battler
8 f. U; I. n$ b2 U5 Z0 r - start_battler_select
! i, [0 q' Q# r) G, Y - end
1 d1 h- b1 f e1 d - return! c+ U- T6 ~0 m* d) R
- end
9 o. F. U3 z9 X$ {7 N! C3 G - end
$ A5 K6 I7 s" w- { - # 开始角色选择% Y% A- R% A& ^0 U- l& H4 L. Z: Y
- def start_battler_select v3 n9 e! n! M. j% M
- @actor_window = Window_Actor.new
* B! [0 R5 v1 _7 A0 M% H/ c7 x4 [ - @actor_window.active = true; |5 S1 T* X: S+ L
- @actor_window.index = 0
$ ]! c* f& t% |6 d; T0 o - @actor_window.help_window = @help_window. ?2 r- @5 U8 D! |1 e8 O
- @actor_command_window.active = false5 I, |( [; C$ Z2 g* u4 G* R$ |9 o( ~
- @actor_command_window.visible = false( G% ]: D5 O2 c
- end _4 U) } ^' T; d A% E2 p
- # 结束角色选择! f8 g5 B/ o9 u: N! W. h0 K: i. K
- def end_battler_select9 W7 p) G6 z! B, g0 | c
- @actor_window.dispose+ r1 w: O+ M/ S3 u% H! u
- @actor_window = nil
" v6 l8 M1 e, q) \. } - @help_window.visible = false( m1 s0 X/ O3 X, t+ k
- @actor_command_window.active = true; Q& w. | O+ R! R, T
- @actor_command_window.visible = true
# E- r: e. P& q; B2 ]6 Z - end
$ d3 X$ N# \0 n1 ^9 h2 D - # 刷新角色选择
! W3 Q, |; x3 L, U8 I* z7 i - def update_phase3_battler_select
* _, Y0 S( D0 U0 g& V2 M5 I$ K0 f1 K% O - @actor_window.visible = true9 X# [$ t, y- w% Z# _# }: N
- @actor_window.update0 M9 N2 _% X; Q8 x5 Y& d% a
- if Input.trigger?(Input::B)7 o0 d) _! i1 S0 ~ k
- $game_system.se_play($data_system.cancel_se)
+ V! u1 T: x* M! f2 L& {7 X4 O - end_battler_select
" Z( U& @* D/ q - return
5 ^: y ]* x0 H - end8 Q$ O4 j; o. w3 }/ p6 g
- if Input.trigger?(Input::C)+ b4 D" C& {3 v8 B {# H, K$ z
- actor_id = @actor_window.actor_id" z8 B) h( K( E+ Y& w2 j
- if $game_party.get_actors_id.include?(actor_id) or: a2 D/ N& _& W) F" C
- $game_actors[actor_id].dead? or $ ?1 Y& y7 t' |. Z( K+ {6 ~
- @changed_battler_id.include?(actor_id)5 W+ g1 a+ O8 ^
- $game_system.se_play($data_system.buzzer_se)$ J2 |. [9 O M$ }0 r6 N2 T
- return' H# ?" [: X2 m& i2 a7 W
- end0 `4 [- @. g# C
- $game_system.se_play($data_system.decision_se)
* [+ S m5 u$ p/ r7 K - @active_battler.current_action.change_to_battler = actor_id; v/ F0 Z3 o! M
- @changed_battler_id.push(actor_id)
) q% @, T+ b5 h5 i; E& ` - end_battler_select
' J5 g% v7 _& r0 I# O - phase3_next_actor' C* U" `2 ^8 Y. f% G
- return
5 v8 s. |2 V* o3 | - end" y9 ~: E7 ^8 f* j; F% n$ n. N( O
- end3 U1 {) ?% B4 S
- # 行动方动画' t* ~+ u4 H' A& O
- def update_phase4_step3. @ ~+ t' e- R0 L K1 n7 A
- if @active_battler.current_action.is_change_battler?
3 F! C- p$ C; z0 ?4 o1 R - @animation1_id = AnimationChangeBattler
. r1 u7 R6 c' N! K - @target_battlers = []- c' y: {' `) @4 l
- end2 B$ X% v0 e9 D. A( I" N
- # 行动方动画 (ID 为 0 的情况下是白色闪烁) a; G4 n8 y4 `% T+ T, U
- if @animation1_id == 0! ?# t0 _2 o0 l+ q: J" m
- @active_battler.white_flash = true
$ _, L" E1 _5 U8 X - else/ P* D$ z! P. r3 d' @+ j( [0 Q0 g
- @active_battler.animation_id = @animation1_id
) j: \/ T7 p, A - @active_battler.animation_hit = true5 _6 ]& j0 l B. c, g. G. ^& m
- end
8 e8 U( f3 C- t" x$ y% _ - # 移至步骤 4 N4 V) Z3 O0 f
- @phase4_step = 4, @9 h$ x- H( ?" v- T/ p
- end
* V) { h E' J - # 对象方动画
' ]7 ]7 u1 `9 P - def update_phase4_step4- V- Y+ b c( v# ^" O
- if @active_battler.current_action.is_change_battler?7 B5 M: X* G& q4 _; c3 x; p( N) ^
- actor1_id = @active_battler.current_action.change_to_battler
2 R, Q" |5 H: n* S# _. ] - actor2_id = @active_battler.id5 x. O7 U. [ ]5 ?5 g: y( I
- (0...$game_party.actors.size).each do |i|7 N% Q$ y% B3 _# e6 P4 ?! P% L
- if $game_party.actors[i].id == actor2_id3 S* Y: ~+ t0 K% f
- $game_party.change_actor(i,actor1_id) u/ ?! n. A" d4 e, X2 s; J
- @active_battler = $game_actors[actor1_id]. v' d+ }% H5 G
- @status_window.refresh
" H7 ?, U8 ^7 E - end y: Y- L1 ~! \
- end
L3 k- e- l. q+ _2 K- C - end
& X8 P: L Q8 p% ^ - # 对像方动画
+ e$ E0 w# D- I9 X" i( d - for target in @target_battlers, x! D6 |. o1 u2 p+ _. H
- target.animation_id = @animation2_id0 O+ E @6 C' F* j* v
- target.animation_hit = (target.damage != "Miss")
" ]; |0 T b, E$ r! n - end
+ _: Q1 L9 F0 D# r. E% _ - # 限制动画长度、最低 8 帧 m% Y) l+ [. z, J
- @wait_count = 8, z% T8 b% m; ]4 V* i0 X
- # 移至步骤 5
$ P0 ]4 g, X' _ - @phase4_step = 5; m" W/ ]. ^% M
- end$ p0 _6 i& b$ _8 c4 U) y3 E3 y
- # 公共事件
* W/ W2 [6 {. P; l, C - def update_phase4_step6* w! l5 F3 M- z
- @target_battlers.each do |target|
3 R2 L; A: W4 B# t, t J - if target.is_a?(Game_Actor) and target.dead? and
" j \- Q6 d( f& T - !$game_party.other_actors.all?{|actor|actor.dead?}6 G4 w$ [# r8 J8 \; s* t
- @actor_window = Window_Actor.new
7 n0 A7 x7 |* D# Q% p- A# a - @actor_window.index = 07 M0 i+ c* E: y8 e% A
- @actor_window.active = true
! u' J' v3 P4 B/ F7 T* @ - @actor_window.help_window = @help_window
; ?4 E$ R& }4 j% ]! R - actor_id = -1
9 Z9 z6 g+ g6 t0 Z$ ? - loop do
$ L; ~% U& e$ p6 C- q. V# c Q - Graphics.update
7 x" ~& w) r/ k8 S, I3 \ - Input.update
9 y1 E9 e6 f) b. B - @actor_window.update
: z2 t3 u9 A# W7 p. x8 r4 N' r0 o - if Input.trigger?(Input::C)' @6 p: Z* F1 C8 @8 J% U
- actor = $game_actors[@actor_window.actor_id]9 H9 X; o! k* X5 ~7 |0 `& k
- if actor.dead? or1 a, s: r4 m! e0 D( K3 K# b" _
- (@changed_battler_id.include?(actor.id) and
) y/ c1 I' I. l4 a% |( l - target.current_action.change_to_battler != actor.id) or. s/ y# S7 A8 E% j i
- $game_party.actors.include?(actor)$ P: ]& U5 m% f) x1 Y9 J8 c
- $game_system.se_play($data_system.buzzer_se)# W1 e" C* D4 w
- else8 a8 b5 X( t1 O* F% q
- actor_id = actor.id4 y& y4 `7 k- m0 {7 o
- end6 @+ f3 }; T7 a1 f
- end
0 F! O; G: |% i( `* i - break if actor_id >= 0
5 z- }7 [. L8 H9 ~) }* u - end" T; z5 ?3 Z d, }
- @actor_window.visible = false
) {: {& |" y) k. [% @1 P5 e - @actor_window.dispose
6 r% b: K) V7 c6 A1 ~, O1 |/ g - @actor_window = nil
* ^6 B/ F* S* s& X7 W' |9 \ - @help_window.visible = false
! Q3 @' M7 E1 v9 A6 E& G8 E$ | - (0...$game_party.actors.size).each do |i|; \ j7 J: J4 [- k1 v8 j
- if $game_party.actors[i].id == target.id1 K6 O9 `0 j( r0 a
- $game_party.change_actor(i,actor_id)
1 o" F- V! z) R7 U - @status_window.refresh
+ O! g5 q( U" K8 B/ N' q& J- N# f - end
. s& m' `& x* {6 {, Q2 K - end
0 z' p b5 T4 ?' O - end
. W9 N& G) t* N7 t( j - end0 b0 `/ [1 G0 y! k' i( T+ J
- # 清除强制行动对像的战斗者
' q; u0 V ]7 P# t. ^' S# T8 m - $game_temp.forcing_battler = nil) }$ {* [! o8 X3 t* E5 @& q0 t
- # 公共事件 ID 有效的情况下2 Y' x% v, o. i+ M( z+ o
- if @common_event_id > 0
6 P% }/ W( U$ I9 S - # 设置事件
2 M0 Q/ Q7 L( P9 r9 a) e5 F+ a& s! I - common_event = $data_common_events[@common_event_id]% y! J* u0 ~' I% z ^5 ]6 H$ O
- $game_system.battle_interpreter.setup(common_event.list, 0). t, u: K6 M% O3 U: ]
- end
8 N9 z: I4 z9 A5 w - # 移至步骤 1
; G; z9 a* p% I2 [) m) E - @phase4_step = 19 O5 N& \8 J1 r0 K7 H; T9 m
- end: ~& l& u( \8 Z) D
- end7 i0 n2 x+ \2 F+ c6 T( i, J
7 b% l, j2 M- ^" G. ]! @- class Window_MenuStatus! Z) Y0 K2 e- w# O9 h9 E0 m3 Y; C, `
- def refresh
9 M# R* g: j0 c8 s5 h - self.contents.clear
8 y; f# r. Y4 ^ - @item_max = $game_party.actors.size
1 M4 k! g) V& _ | - for i in 0...$game_party.actors.size, z" o& X! i5 e U5 {4 ~) m
- x = 4
: Q5 d$ Q/ b9 R( K& h5 D6 E - y = i * 32$ I2 N9 t! P* I" g) ~
- actor = $game_party.actors[i]
: `( J) p9 p; ?& @( ]" @3 j+ @ - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue); o; O7 l9 n6 |
- rect = Rect.new(0,0,bitmap.width/4,31)' q: V" i! I, ^1 ~
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
% w+ f1 l( V) Y5 ~ - draw_actor_name(actor, x+36, y)- r: a' r; d; u" F
- draw_actor_state(actor, x + 136,y)& R: z; t6 z7 P, v
- draw_actor_hp(actor, x + 236, y,96)' I- k" c$ Z' f X
- draw_actor_sp(actor, x + 336, y,96)
! d2 ]: ~0 _* c' m8 F - end
, Q% W/ l! b4 X1 l) ?( }3 b+ c4 y0 b - end6 R' F, W/ j( ^3 v2 y* r9 T$ @! v
- def update_cursor_rect
5 p! o, c3 Q- m5 t- G - super6 e, o" w( a( f% B* d7 ~' h( j
- end T h* T+ K, {8 r
- 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。 |
|