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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
* {, c& ?8 G1 x: H7 L: f - ; |% L4 C$ u) F1 N7 J
- # 队伍最大人数
9 F$ x' q( Q8 U/ w0 J2 Z - MaxPartySize = 8$ j9 }5 t9 U* M/ o; Q" o) M5 g
8 ?( }+ n( O' A5 ~& ^+ ?! H- # 出战人数: h. T) s; n7 z- _4 W6 O
- MaxBattlerSize = 11 a. `( q! @. `2 n' S, Z" q
- . E- @1 M2 n5 N' n6 K
- # 换人语句
8 f+ u' k) E: c8 r! x6 m; s - WordChangeBattler = "换人"8 }6 {" k$ m4 _! ]6 _
- ' i& D2 o% p0 ]% p
- # 换人时播放的动画* A. @5 p g4 V
- AnimationChangeBattler = 26
7 ], i) m" Z& p) C: H
# c! h, S5 u* ^- end( z& b1 V( }( h. h0 L
- 8 E2 h# y* M1 ~# z
- class Game_BattleAction
7 ]- g. D; A0 j - attr_accessor :change_to_battler
U6 _1 p j7 G; p - # 初始化$ R+ c/ X% o; h% C4 n& t
- alias lbp_initialize initialize/ c$ M: u( `' ^7 J. n
- def initialize
. \( \6 S; h6 s6 Q* `, n% x k3 m - lbp_initialize
+ \! Y3 X6 N3 t4 U/ V - @change_to_battler = 0 E& K1 C& E$ R3 }
- end
; ]: R% O8 P* D. x - # 欲更换角色编号4 U) [0 J# K1 J# l* e" w; s$ N
- def set_change_battler
5 n' \* {$ r5 e* @( R9 ] - @kind = 33 d0 t! x: @8 E' m% ]0 h
- end" Q1 t( I) v* _( h7 Q
- # 判断行动是否为更换角色! R0 b" P9 X( n R0 G
- def is_change_battler?
, N F6 B4 t2 [ - return (@kind == 3)0 |! X- D9 }0 e2 g9 f9 A
- end
: n( w: C* `# I* v. ]9 D+ _+ G - end
1 m% N; J$ x" n+ Q5 f+ u
' Z" T* a, @- M, A- class Game_Party+ N# O6 o3 ^* ~ F; h6 x6 t4 W
- include LimBattlePlug: Q1 }3 ?; @9 t4 J4 v8 {6 v. x
- attr_reader :actors22 c4 V& k* p/ M5 X; E& l4 r3 Y
- alias lpb_initialize initialize
8 m( l M+ \5 f/ _" W8 @ - def initialize
4 y; e' v- `% G5 k7 W+ U - lpb_initialize
9 \. F5 U- K; ]$ n - @actors2 = []
' o/ ?) e/ S: z - end
R2 q* r1 X' H! t( {5 W. x6 J5 b - # 角色加入, p* o, \6 ]! v$ Q4 t: v. B
- def add_actor(actor_id)
6 P: q* B7 f+ b: V/ c - actor = $game_actors[actor_id]
- N5 L$ A1 i# f - if @actors.size < MaxPartySize and not @actors.include?(actor)
! M3 ^4 C3 S8 ^6 L# s1 _4 u. k - @actors.push(actor)
1 x: G& y Z7 H - $game_player.refresh. B4 \3 I; L( I8 U
- end
9 S) O. |3 w- n) i& a4 |# p6 U - end
0 h7 f6 {" h5 C$ u( B7 i - # 设置战斗的角色 |" o7 [, H9 W* t+ {1 C# [ K) X
- def set_actor_to_battle
; v ]9 H6 y8 T5 F0 c H( v - @actors2 = []6 U+ B4 ?3 C: F
- @actors.each do |actor|- x! i5 b7 k0 F5 n
- @actors2.push(actor)
# J/ ?6 |$ o( Z/ e; o& |( U$ R - end( u4 v9 M0 f: h7 o! K1 m
- @actors = []3 N2 P( N1 x! K5 j" R, ]; |$ Q
- @actors2.each do |actor|2 v( g: M7 N; e. l3 f8 f
- @actors.push(actor)
" A) \7 s( ^/ A( g - break if @actors.size == MaxBattlerSize7 w) z6 {1 |# {" y: {% k- R" X2 Y# X
- end
0 T2 N$ W6 \4 j0 ]2 S/ K - end
7 M' \/ t0 f0 g+ _2 t+ R; ~* B - # 还原战斗的角色- u* _8 S+ s' c9 K8 c/ g6 M
- def set_actor_to_normal* r1 E6 \ B6 R2 a8 ~) N
- @actors = []+ u& [$ c$ B. H5 d7 D2 H
- @actors2.each do |actor|' D& @" ]2 |7 Q, K
- @actors.push(actor)
( v- P! {- }$ I/ y1 b4 e - end
* u9 c6 z, X: C" l J! e; N( g K - end
- l+ B9 I* _' h6 C8 S - # 获取角色id数组
4 h# \0 \; A k! I0 u% k( t3 r/ X- T' g - def get_actors_id
, n1 Z! r* T3 b, [9 e - id = []' g0 M% T8 R! i1 l$ v
- @actors.each{|actor|id.push(actor.id)}% S' v( l) r& Q2 L& S2 v- p" O7 `
- return id
3 A* j- p2 F) M6 q3 |+ K, j - end5 d! [1 \9 T. b8 k
- # 获取角色id数组* A, U, G0 W. _3 {, w4 U
- def get_actors2_id
" z( `0 U6 B8 h1 N5 X- \ - id = []
' i3 P I8 [( ?2 y2 h" e - @actors2.each{|actor|id.push(actor.id)}
/ f! B! P/ m7 _6 J! g! O - return id6 k% K2 E7 r2 x8 q- J# _/ _. `
- end
0 U: N( n& \: p9 F: } ~& o - # 兑换角色
2 p: ^0 m+ X3 N" b! X - def change_actor(index,id)
W2 _7 f, U3 |! G$ _" j1 f) J - @actors[index] = $game_actors[id]
# r2 v/ m- E5 Y+ M - end
& W+ k. u0 d6 `/ q0 f" q - # 全灭判定" b1 {3 c9 F( W0 S; A, I
- def all_dead?
$ q2 B6 r; W M& M - # 同伴人数为 0 的情况下& \8 G% R& X; n R3 _
- if $game_party.actors.size == 00 E5 x0 V7 C6 F; s
- return false& V$ W% i- h# z* O) o: O
- end
, d; N; g$ ]* `# V6 ~ - # 同伴中无人 HP 在 0 以上
" b& r1 f9 P6 [% \& P2 }$ Q! Y- {! @ - for actor in @actors2
& n: |) ?; a l - if actor.hp > 0
0 Z$ [' V. p& y5 s# u j- B9 C* |8 X - return false
2 \. E2 F' q; y; O4 I - end
% s( \5 y* v5 X& _+ K - end- _: i& l# m4 ~9 | I
- for actor in @actors
" @+ e* s7 Z+ A2 z9 a, |+ S9 K - if actor.hp > 0
3 e9 C2 c" l0 a" p9 m* \4 w% W - return false
" L R, W* Z R6 a$ F2 f7 K - end9 u" `4 e0 T6 J& E( ^ z
- end; s6 P1 `( \3 g% C
- # 全灭
# Y. K( Y( }: p# f+ X8 Q$ z J2 h - return true
. O* p/ O$ o& J% E5 D - end8 g5 n, R% u6 r' ?
- # 其他角色
4 m: ]+ J- X( I$ j - def other_actors
3 M$ {* V% a- H! Z- M" t3 C - actors = []
) P+ r& L) C- A4 B+ ?4 u - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
" I8 d7 v" A K$ ^( p - return actors
6 [% x: t, }! O% M8 E - end
( \* {+ N- l! v* z8 n# T8 ^8 D0 g - # 角色位置互换
4 u' w4 p8 ]$ ?- x9 u: R - def change_actor_pos(id1,id2)9 `' ^' v P6 e
- actor_id = []+ e- T' g3 o' e* J
- @actors.each do |actor| ]2 I J# j6 u5 ?
- actor_id.push(actor.id): _3 Y) u8 Z5 } k0 s( @
- end5 I" `4 ?8 ^$ ?. v% ^ L: ]
- return if !actor_id.include?(id1) and !actor_id.include?(id2); p; S5 e% ?! ]+ s% V5 O
- id1_index = id2_index = -13 i) y$ h& y8 L8 q" T2 J, U
- (0...actor_id.size).each do |i|6 `6 W- H8 {% B0 M
- if actor_id[i] == id12 `$ n) Y$ R* J% p) p
- id1_index = i
1 o6 g) T3 d) W9 Y, C - elsif actor_id[i] == id2
* U3 i! Y5 @1 S1 a4 u2 O9 s$ F - id2_index = i( _4 m* M3 G" `3 S
- end, \* g4 E9 ~) [6 b# }- }1 d( u
- end9 _$ y; w2 Y. I
- temp_actor = @actors[id1_index]
# r' D! @ ?: x) q8 j - @actors[id1_index] = @actors[id2_index]* Z Y I N1 @( R+ g1 H! z
- @actors[id2_index] = temp_actor' z9 w1 q x, h9 U
- end
$ [! X3 ]. E! q; v9 Y - end4 O2 k, E w, ?1 P: N: D# n
! H( t6 K4 u" V" h$ O# J; g- class Window_Actor < Window_Selectable7 V X+ q& E" X, {! [/ [6 [ R
- # 初始化5 a( X5 `% V1 Z& J( T0 @
- def initialize, e% ~5 v: Y2 o5 @/ R
- super(0,64,640,256)4 Z( }$ j% n% H+ c0 y+ w
- self.back_opacity = 1602 h: r) @: R* O8 N% v7 c- l
- refresh" C! V: l8 |. x/ w" T. Z0 d
- self.index = -14 e8 i2 w* g! u2 }* k6 A8 p
- self.active = false
& i2 C* E, a3 w* u2 g% q# } - end
$ y" ]9 |2 E+ a k& A- k - # 刷新5 l" |3 n# f, r. e* W5 o7 o
- def refresh
1 t D1 h8 R9 Z/ W7 \' p - @item_max = $game_party.actors2.size$ e: u7 g& t$ U* T( V7 Z. @# K
- @data = []" s7 g5 \; |( c# C2 q* k
- $game_party.actors.each do |actor|
g# g4 r9 o6 C. A - @data.push(actor), B: f7 ^/ i7 h2 u: I% t) ~% G3 @
- end
' x6 a/ d+ L Q) }# f - $game_party.actors2.each do |actor|
( K2 \0 I# G: b- ]. O' o/ n - @data.push(actor) if [email protected]?(actor)1 C0 O! H! o. ^0 B+ z- X. d% U) t3 w
- end
! U U8 j) W6 ` - if self.contents != nil" i* l( D/ M" ] u6 {
- self.contents.clear: [* _, |3 e8 j3 Q
- self.contents = nil
1 t0 W/ w4 x8 p# m4 |3 l: f9 x* T" z - end7 Y* F, D" x+ t; R0 a! U
- self.contents = Bitmap.new(608,@data.size*32)
x) _; f; w: `( ^# Q - x = 44 R+ F+ D5 H9 v4 |# b$ A( D7 r
- y = 0
% R, z6 A- I: P$ C, } - @data.each do |actor|
; Q0 l2 e/ [. v5 ^ - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
9 [. U7 F0 D- ^9 N1 Y9 t - rect = Rect.new(0,0,bitmap.width/4,31)$ Q$ `$ `* D( p4 @# [% ` Q
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
: i0 k6 M! Y I( S# Q& E - draw_actor_name(actor,x+36,y)2 }$ H( P7 k0 z4 t, D6 ~* |- N
- draw_actor_state(actor,156,y)
* G% `. y( w" N! j6 s) a. a - draw_actor_hp(actor,x+256,y,96)
0 k: u5 Y( B" `, P - draw_actor_sp(actor,x+376,y,96)6 ]- p" M: ~/ S/ G- h+ G
- if $game_party.actors.include?(actor)+ [; `+ c+ ?- N
- self.contents.font.color = text_color(6)% m. r, b$ G1 u, S, [3 d* \
- cword = "出战"7 u$ j9 u4 ~+ f2 w
- else
+ W% R! p- w! L - self.contents.font.color = text_color(0)+ ~, m% w! ]: k) w" B! ?0 a
- cword = "待战"
* ?0 U% n# `* q - end/ x( J3 S5 X8 C9 o: M( w4 H
- self.contents.draw_text(x+496,y,60,32,cword); m' R5 t0 p- n1 o. H3 M2 v; R
- y += 32& @. X6 M5 F3 ^$ u- {
- end. M: |( W4 X, j
- end) _: W& O) d* g, W! [1 P& t
- # 获取当前角色编号* Y- m {) U) a9 e" Z! z
- def actor_id
* Q+ a A: @, m9 b: R+ Y0 \9 r - return @data[self.index].id
1 \$ `! a0 ^; a7 t+ {$ { - end; ]- i- b! o% w6 X2 |6 z6 Y* `
- # 刷新帮助
) u# |( i+ d6 j' B - def update_help c$ [" D, a7 k
- @help_window.set_text(@data[self.index] == nil ?\0 q/ ]! _1 N$ u% F+ {. M0 T
- "" : @data[self.index].name)
+ @- ]. C$ m; c4 N- e0 S$ Z! u - end$ k/ E- p& O t+ {# @& F" z. E0 V
- end0 l/ ^/ L0 |) |: b) Z F
* p: l p8 @9 h( m- class Scene_Battle ^3 o* O+ W. t' i
- include LimBattlePlug8 ^ {& o; {3 Y6 ~0 A
- # 初始化
7 m0 d- s& N# @9 q4 _# b' n - def initialize3 w, w3 _) H% ^% L' a3 u
- $game_party.set_actor_to_battle
/ X- B# T3 Z$ Q# R* s - end. O: S- h# s( \; e6 K" S4 l5 z1 J
- # 主处理( ?, R ]5 ?3 F$ D; _: a
- def main; K$ w& Z6 I8 |( H* R7 E+ r
- # 初始化战斗用的各种暂时数据
5 v9 o$ k' h8 s/ m b3 G0 S( Q2 L - $game_temp.in_battle = true. W* r% b1 i6 v0 c( N( G
- $game_temp.battle_turn = 0
, D* e4 p( f3 B, ?6 S% P - $game_temp.battle_event_flags.clear" n; `5 T3 V4 j& V# m% l
- $game_temp.battle_abort = false! ^) l3 A3 o, @& l9 \6 I, y- y2 R- ]
- $game_temp.battle_main_phase = false
8 P z( B0 l7 m( y" m - $game_temp.battleback_name = $game_map.battleback_name# [; o: `& }! ?, W' c
- $game_temp.forcing_battler = nil
2 T' X$ k9 m+ [: f) _ - # 初始化战斗用事件解释器
9 Q& j* r8 t: ^7 |: H( A* W/ G - $game_system.battle_interpreter.setup(nil, 0)
) m6 I* u5 w1 v$ {* l - # 准备队伍
5 I4 Z: ~8 D2 y2 F - @troop_id = $game_temp.battle_troop_id
8 \! i) n* x) U: t) w F - $game_troop.setup(@troop_id)( C' e4 |; O' Q% n" q
- # 生成角色命令窗口$ E9 E+ S7 J" ]& T8 p
- s1 = $data_system.words.attack
" U4 K% @8 {) a% h3 h - s2 = $data_system.words.skill
. m' \& Y1 T3 E: \8 R - s3 = $data_system.words.guard
5 f9 Q1 V4 K0 L; R - s4 = $data_system.words.item# u4 p/ {2 t d: p) D R
- s5 = WordChangeBattler- j/ O1 p; g( ^7 U% y: a
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
0 q9 n6 R2 ]/ D7 v - @actor_command_window.y = 128
% E% U8 ^6 F; s2 ~! ~6 t - @actor_command_window.back_opacity = 160: a# G$ o# R8 a7 e! X( @4 o4 l, @* E
- @actor_command_window.active = false
( E4 _4 a# ]+ q8 R( J. H3 r - @actor_command_window.visible = false* [* E+ m5 x9 I
- # 生成其它窗口
o+ R5 w# E, Z! t5 N. W - @party_command_window = Window_PartyCommand.new1 X7 b, r0 U: P
- @help_window = Window_Help.new/ x3 `& z& S! U0 _( b
- @help_window.back_opacity = 160
; q1 ], U: s; o; g4 A( q0 Y. Y* I5 H/ r - @help_window.visible = false
5 O8 f+ q( ]# J# _: R: L- M - @status_window = Window_BattleStatus.new
1 n8 y2 ~& F# L* L. Q - @message_window = Window_Message.new
2 q0 Y, S- Q7 o - # 生成活动块
/ c+ O" c" b0 b% m - @spriteset = Spriteset_Battle.new
; P: g8 k9 y3 N% A2 \ ] - # 初始化等待计数
. ^- O) a5 P. W& S& n, k6 x - @wait_count = 09 ^# Y2 O2 x8 a- }3 I' U! R
- # 执行过渡( X7 M/ q& n* x' B! z; K, j
- if $data_system.battle_transition == "". a$ I2 t/ ?# n* m0 j/ c0 l
- Graphics.transition(20)6 u# W* ]1 V6 A
- else v: ]- L' g4 b4 ?- N4 B
- Graphics.transition(40, "Graphics/Transitions/" +4 J+ s7 m5 o+ `) e. D
- $data_system.battle_transition)2 _. Q3 s2 Q( b
- end
( c; J0 L9 C& a9 y- V" g4 e* i - # 开始自由战斗回合
6 l. M2 Z. B, A- K. T - start_phase18 S* G: g$ x) s6 S
- # 主循环9 v: L3 L) ^/ F- |5 T
- loop do; R E/ U6 m3 ^9 B0 O1 n
- # 刷新游戏画面
: F* n2 u* M& H! h o - Graphics.update
8 A. y! z( w3 c) M1 E - # 刷新输入信息
1 m* X8 Y4 [& _3 @# ~9 U" n - Input.update
1 C! O, [' f' G/ R! A - # 刷新画面; o8 k& y5 S6 @+ C
- update/ e& g# n! C1 e( y0 L9 b
- # 如果画面切换的话就中断循环- U/ z& f8 W" E/ E) Z* @
- if $scene != self6 J9 n/ {2 U- }% O* y
- break
0 {2 ?# K8 Y" c; }" R% y - end) h, ]+ v1 }2 ~7 i6 E
- end1 N. w. f9 z6 t3 T3 B
- # 刷新地图
- Y: U& d& k" }# F- i1 K7 _ - $game_map.refresh
' W1 {. e9 c- |1 B" X - # 准备过渡8 k }. w$ `% a; V
- Graphics.freeze' F; z+ e; t: c3 i5 e+ \- @
- # 释放窗口
) G2 w4 I% d7 y9 o0 T - @actor_command_window.dispose, s) {0 b# G& o9 F/ v. w
- @party_command_window.dispose3 M' M1 I" ~0 k+ h; e- c
- @help_window.dispose
& F" t8 P$ A1 I$ n- z - @status_window.dispose
( t4 l. @- w6 @ @7 d D - @message_window.dispose- |5 o2 a% C, J$ G6 p. j
- if @skill_window != nil' v" T' K3 P9 I$ z
- @skill_window.dispose
# A! f. N. W' x' N; {: w7 q6 a - end
. V6 n) G1 K( _/ Z5 U8 m* x9 m - if @item_window != nil
^, H9 i' ?5 L- I }- L5 Z. Z# @ - @item_window.dispose, l" k3 w) v5 _8 a
- end$ @" @$ \) L" r# @; f4 g, H6 D; q
- if @actor_window != nil
8 v+ v( I* S0 @$ ~+ b. X, m - @actor_window.dispose! `+ P* f5 X4 q6 {( F
- end
7 }) d3 h0 ^7 b8 S" y2 R* y - if @result_window != nil5 x! d: z) }2 ]) S: j& g1 N
- @result_window.dispose2 L% ^: k' f2 t1 z0 s
- end
* u, E p6 a! Q. ^, | - # 释放活动块% G" J) w" Q; F, b4 `
- @spriteset.dispose* i8 W6 G3 K5 Q2 b' }- o
- # 标题画面切换中的情况
n( S- @2 K" x# Q - if $scene.is_a?(Scene_Title)/ D7 {3 }; H4 U" C0 u) u t
- # 淡入淡出画面7 B+ `* p$ \6 H& A
- Graphics.transition1 f4 Y+ I0 @: ?+ `
- Graphics.freeze! a9 \7 P9 A; B7 `
- end
; c) q9 G5 a; I, T - # 战斗测试或者游戏结束以外的画面切换中的情况
- I$ p) J$ ]3 H# r" \ - if $BTEST and not $scene.is_a?(Scene_Gameover)
{! v" V, T' m. ^- F9 \ - $scene = nil+ e) R. ~9 N) _- j3 o2 N1 w4 w$ I
- end3 x; i- ?0 Q. j. u8 B
- end
, H0 T! [9 J3 ?7 L. I7 ~- @ - # 战斗结束1 D5 A. [2 Y$ G4 ~4 S4 |9 j; f. O
- alias lpb_battle_end battle_end
1 _+ m3 w" _1 B8 a - def battle_end(n)
% C/ J! }: D6 i% G5 P+ ^ - lpb_battle_end(n)
4 j" ]' u) R( F# o - $game_party.set_actor_to_normal
, q3 [4 q0 ^( l - end9 f9 G; O, }) b) V' k5 m
- # 开始回合3- T5 _' l1 i$ @5 p" P, u4 m
- alias lbp_start_phase3 start_phase3
. z F' x! e+ P' E# U9 V8 b - def start_phase3
5 Z' J: J0 W+ G2 |( X - @changed_battler_id = []
- r5 J% Q5 g6 S7 a; H - lbp_start_phase3
6 {% J8 x: `7 N - end
% E+ i+ s* R. i0 J - # 刷新角色命令回合画面/ j8 c% Y! W; [2 B' E" G' v) H
- def update_phase35 T( m) U1 c- i
- # 敌人光标有效的情况下* B4 A" [* f0 \
- if @enemy_arrow != nil# L: u: r* \: d9 \" j5 r+ x8 L
- update_phase3_enemy_select6 |/ E# f! z: L" w4 B# y4 N
- # 角色光标有效的情况下. s& w1 h' D0 h: U5 W
- elsif @actor_arrow != nil
. |( O1 e+ ~0 E: c) H& a - update_phase3_actor_select' C/ J8 [5 M1 D ^' {* h# `" `
- # 特技窗口有效的情况下( V$ w/ K; X' E; o
- elsif @skill_window != nil: V( `4 L- X( }. I5 d1 x. C6 M4 I
- update_phase3_skill_select
7 q$ e# h7 c9 S9 A) B# X" s - # 物品窗口有效的情况下
, m5 a# W6 s! \. d: R/ r - elsif @item_window != nil9 T) A4 o r4 m3 t; l
- update_phase3_item_select. N# R3 j, Y1 `* ?6 Y8 z
- elsif @actor_window != nil
) E6 J: @0 y' c - update_phase3_battler_select1 ^* e k" V1 y2 {' n' O% R0 k% l6 x/ P
- # 角色指令窗口有效的情况下9 J5 z3 {, l* l! C
- elsif @actor_command_window.active
+ u* Y7 t+ V/ e+ K- Z( W0 E; p - update_phase3_basic_command
_) a/ F8 J# P0 M. i/ K3 |# W - end
C+ A% K' S# U" n, d5 q - end* V4 u4 C5 w& X9 i1 P+ p
- # 角色基本命令 b- r! @3 S+ t
- def update_phase3_basic_command. M* ]% W' K# K! ~4 R4 Z% p' b* m
- # 按下 B 键的情况下
- ~$ m, C) U9 i' a( Q1 b - if Input.trigger?(Input::B)+ r8 l$ d& {5 @/ C* [4 Q) [, o
- # 演奏取消 SE0 V2 M( N: C; x; B5 e5 x2 } C
- $game_system.se_play($data_system.cancel_se)! S1 M# a! N0 p4 V# |( @
- # 转向前一个角色的指令输入
- c9 c3 [( N; s6 X1 c" f - phase3_prior_actor) L H! ^0 L# q# F. }: _
- return
3 Y8 R& f# F+ C% ` - end
$ T: N. c% a K' X9 n - # 按下 C 键的情况下
3 D, k# P2 r( q" `2 X% j" o - if Input.trigger?(Input::C)7 W% I8 a( h! R) O, a9 b% L% K
- # 角色指令窗口光标位置分之; i7 n% y7 k2 I {/ N% K
- case @actor_command_window.index
0 |7 n% H6 ~3 w. F$ m9 u - when 0 # 攻击) P) W: A2 X; A4 b4 l
- # 演奏确定 SE: j3 J6 t& d K5 Z3 E, p
- $game_system.se_play($data_system.decision_se)- n9 c5 u: }% V' [: y B) G- T
- # 设置行动4 d8 }0 v/ f5 O! v) f7 I6 L7 X& d
- @active_battler.current_action.kind = 0
0 U. Y* n0 ^8 a1 h# e- g, z - @active_battler.current_action.basic = 0/ ]0 y: ^0 Z6 u5 o3 v0 \- I I
- # 开始选择敌人
8 `) o7 U. |. t6 u7 i, A2 o - start_enemy_select6 a! j: [+ |3 J7 x! K/ H' `
- when 1 # 特技
% Z. x. u1 y! @9 L+ P - # 演奏确定 SE: p* F6 M* e( X( K. Y* Q6 z
- $game_system.se_play($data_system.decision_se)+ f) K4 D* g5 q. T$ u' V
- # 设置行动7 @9 X |8 V5 e1 G" E, {( h: z
- @active_battler.current_action.kind = 1
% W3 C$ C# s# G3 Z Z( R - # 开始选择特技9 {( z6 U1 r5 m* c
- start_skill_select
/ n9 L2 J6 o' }' W# R - when 2 # 防御- w. Q$ f) A$ {4 l% }1 j2 w
- # 演奏确定 SE
6 M' E) M2 o2 U" z5 i" } - $game_system.se_play($data_system.decision_se)" R5 z; i- U1 l$ Q6 S
- # 设置行动
2 T( f) c6 s' O: l% Z4 Z - @active_battler.current_action.kind = 0 y7 k( |1 E' |
- @active_battler.current_action.basic = 1; g0 x4 V- F9 _4 B, d
- # 转向下一位角色的指令输入
, \8 { R! ?9 N& N: x% E - phase3_next_actor6 r& x* w) o5 {& @# _% B7 q1 L; Q
- when 3 # 物品$ A, [/ a8 P& Q0 d' j
- # 演奏确定 SE
1 G4 [5 ], H, D* z - $game_system.se_play($data_system.decision_se)$ o* C9 j$ T( X6 S& C, R" @7 S' @0 w
- # 设置行动
# C' X) I5 C$ J# W& I5 C - @active_battler.current_action.kind = 2
/ d+ h- E- N U) d! Z! H v3 C; y - # 开始选择物品* R5 R4 E, f5 f" `& i3 U2 t
- start_item_select
4 s% K+ a' v* V - when 4 # 换人* W. o. @1 G2 Q; w
- $game_system.se_play($data_system.decision_se)
) e. F8 ?, A5 k - @active_battler.current_action.set_change_battler* c V- k( I6 M" [8 M
- start_battler_select
( H" E& q2 y% O, a - end
! F2 q3 j) u; F1 e) N- n# R# S, r - return
! `. b6 o" }& c3 G: z* C! X - end+ W1 d# Q: \' ?4 b
- end
5 E4 `; h4 P6 R P" {2 Q: K9 s - # 开始角色选择
# U9 f: v+ r9 W9 d - def start_battler_select1 M8 z6 l/ L* w, a
- @actor_window = Window_Actor.new
# Z! ]2 P: F9 k, [ - @actor_window.active = true
5 o: B' c' ]: e3 s0 \. g - @actor_window.index = 0
" O$ k+ }: D7 ^: P7 ~7 [) m8 w - @actor_window.help_window = @help_window' O% s" Z* ~4 a: u6 S% d
- @actor_command_window.active = false
9 ~6 i" ]; L- d - @actor_command_window.visible = false. y# ]. e* p6 ]. N: U$ ^7 H
- end! n% D; c3 r1 {( a
- # 结束角色选择# z! [" m$ [! J1 W
- def end_battler_select: `. G' C9 G7 E) S6 z
- @actor_window.dispose" ? a5 q6 E+ u S3 p
- @actor_window = nil g1 M, e, Q: u. v
- @help_window.visible = false7 I% A* ^$ r3 O/ ^/ r( q
- @actor_command_window.active = true+ Y3 ~! {) u" V& a% [9 k6 d
- @actor_command_window.visible = true+ f: m/ T8 M7 @7 u# f0 [5 M
- end
, h+ |& }7 ]( h. m. U1 R - # 刷新角色选择
0 I2 |' Q3 R! x6 Y* f2 _- W9 `. r - def update_phase3_battler_select% s( g9 h0 L" @: ~
- @actor_window.visible = true
6 z3 B) M+ m* j# \( V$ L - @actor_window.update6 |& l; j, u! y% f
- if Input.trigger?(Input::B)" y7 j' @) ~$ H! D
- $game_system.se_play($data_system.cancel_se)) Z1 w2 t$ G" \8 M) A2 R. M
- end_battler_select
: f: ~7 V( G F" x" f - return2 x) U. {9 q) k {
- end
) B# v7 O3 r/ Q8 a8 o- M5 m - if Input.trigger?(Input::C)5 j$ o+ K* a' l" ^
- actor_id = @actor_window.actor_id7 S" f6 p" U0 h
- if $game_party.get_actors_id.include?(actor_id) or
4 \% A* }, h, R. E f - $game_actors[actor_id].dead? or
" \, S" p+ e. i9 w1 G - @changed_battler_id.include?(actor_id)
" E+ i+ u$ K/ U) Q - $game_system.se_play($data_system.buzzer_se)
1 o4 n; y' |5 U3 D% J0 Y - return
" \$ F4 D: l. }# b - end, b5 l3 K: E- ]4 c' W
- $game_system.se_play($data_system.decision_se)8 Q1 {- t, A) y% L4 N0 \( T7 A
- @active_battler.current_action.change_to_battler = actor_id- n8 d8 k6 w" p4 X8 y
- @changed_battler_id.push(actor_id)% z y/ z% A& W6 Q \4 k4 }
- end_battler_select
+ t( x, f% P- J# S - phase3_next_actor
& W5 [0 \$ v( f5 H - return
+ h' o7 z* J: l8 w9 l - end
: O% z, |6 o% C% M: C - end
: e* @, u6 s% T. r4 z - # 行动方动画
7 @) B4 d% w/ z - def update_phase4_step39 M) |1 q% h2 h; b- {
- if @active_battler.current_action.is_change_battler?
5 Q& F4 ^8 }) ? - @animation1_id = AnimationChangeBattler
3 k1 B# @ u7 K9 N6 e1 p2 b - @target_battlers = []' q6 q+ F- N- `( C7 A
- end* i1 C) F+ Y$ o6 R2 W
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
; U7 p+ p: }, S) [ - if @animation1_id == 0. C* N2 q# f& x( U1 q4 ?
- @active_battler.white_flash = true8 z. z* E1 @& J- |6 ^! W I7 E
- else" G! c. @4 q4 t' p) H5 l
- @active_battler.animation_id = @animation1_id4 c, h8 o- W* p* o
- @active_battler.animation_hit = true
- @% {! V8 U$ d" L# P - end' J) @+ S& `0 c7 x
- # 移至步骤 4
/ c) m% `. d3 \$ L! h( b - @phase4_step = 4, B% W: E! c$ f% L3 M
- end
) j: ]3 e, _3 p2 r - # 对象方动画- n4 z1 P$ _0 t5 A6 w* P/ D
- def update_phase4_step4
2 ~. ~+ I& \, s/ \ - if @active_battler.current_action.is_change_battler?
5 _0 g/ t/ H$ N4 ]+ ] - actor1_id = @active_battler.current_action.change_to_battler# M! ?- |: D& V' P! d2 e
- actor2_id = @active_battler.id3 k- u. \7 A* }) j+ [' s9 h4 `6 ~
- (0...$game_party.actors.size).each do |i|. m+ {! M7 m1 B" d1 s" M' J; O2 M
- if $game_party.actors[i].id == actor2_id
/ V; |. C! D& M+ z" v5 Q U - $game_party.change_actor(i,actor1_id)
9 V8 y0 @2 C" ^. K# ?: D/ X ~! u. a - @active_battler = $game_actors[actor1_id]
/ ?* [4 p U C, a - @status_window.refresh+ m( f( w; \9 o% _! P
- end
6 e ^6 ?9 f* V - end
9 V0 f% l' k3 J$ O: e1 G; T. c" G - end
, g4 a* }4 H& [0 i9 d- r - # 对像方动画! ^% E- R# D) x! h* ?" ]* w
- for target in @target_battlers5 ^& U7 k& V; J! e" V7 U Z
- target.animation_id = @animation2_id
* y" ?2 C% e3 B4 \1 I - target.animation_hit = (target.damage != "Miss"): O/ o' M: Z+ l
- end
* |9 g, \' Y) j' O - # 限制动画长度、最低 8 帧
% X" \& |5 L; b' q: m% m - @wait_count = 8
$ _1 z1 ^3 T/ E - # 移至步骤 5
" `! t) q! q b+ \- E' _# d+ M# k5 } - @phase4_step = 58 B5 f0 z, l; Q1 k8 E, }3 h1 m
- end- Q- B/ _- Z6 J3 P q% \
- # 公共事件
8 \) q! [; R/ S4 @9 E6 x9 Q$ E9 M6 T" l - def update_phase4_step6 m6 V6 Q% ^: |; T
- @target_battlers.each do |target|
0 l% m& f! s9 F8 x; n% _5 S, W4 |! X - if target.is_a?(Game_Actor) and target.dead? and
; F! N9 V' ?$ o' ^. _' Q - !$game_party.other_actors.all?{|actor|actor.dead?}
2 }, A( a- G8 g# X5 l2 [' Z - @actor_window = Window_Actor.new1 L, M& k- t4 J/ \* [4 D- b
- @actor_window.index = 0; O/ v) N# H n4 n& y* s( k
- @actor_window.active = true
1 T U2 D a) p* Y& E+ M - @actor_window.help_window = @help_window
8 _9 e* y5 |, Z a - actor_id = -1
+ h1 c7 I4 I1 ~5 p% i - loop do8 t! j+ `: W; T# Q$ C
- Graphics.update
. m6 Q j6 P! o: a( ?8 V - Input.update8 O2 N* W/ M3 p' i1 n- A
- @actor_window.update
' N0 `& E t! y6 g4 @+ A: p7 g - if Input.trigger?(Input::C)4 N3 s5 P) S, ] t
- actor = $game_actors[@actor_window.actor_id]
" Q( f4 N& r7 {7 \ - if actor.dead? or
$ _8 t1 Y2 a8 p& i. \/ T7 l - (@changed_battler_id.include?(actor.id) and 1 e- x- Y; W/ @5 a% [4 C* b- V
- target.current_action.change_to_battler != actor.id) or/ n" P% w/ t4 `7 T& j
- $game_party.actors.include?(actor), A c; D3 g' z" a) U9 u
- $game_system.se_play($data_system.buzzer_se)
1 h8 j2 g) N P0 r; S5 B0 J8 | - else z. M$ q9 ?/ \& ?( C: M+ A
- actor_id = actor.id
) A; C- x; J, A: t - end
( I9 F1 w1 j6 g3 ^5 U+ @) d - end; _& g$ q2 p8 m5 d
- break if actor_id >= 0
: D& v5 m% b1 K - end$ e% m: b* F( O) B+ b+ R& m5 \' I
- @actor_window.visible = false- U3 |3 i, }+ k# x( N; k; x* w4 O
- @actor_window.dispose" |' b y2 O0 t; L( y
- @actor_window = nil, I6 A$ e/ o% d3 H; x: S
- @help_window.visible = false2 G. j4 G. m) g! _8 e. w0 D
- (0...$game_party.actors.size).each do |i|
! r8 W& f/ s7 t" l/ L5 g' c2 l& W; m - if $game_party.actors[i].id == target.id
4 m) z% `# Y d: D/ w0 o - $game_party.change_actor(i,actor_id)
! ]( I% w) N H$ h - @status_window.refresh+ a' D( w! E& x1 P
- end* p) P* {0 j& y- ?
- end
' v% y* @ i3 }' }% u7 u - end" w3 N' L$ [2 |) ]
- end
@6 O, P' N3 h$ t/ d# S0 I - # 清除强制行动对像的战斗者# m9 V/ x5 H0 b9 n6 \! j
- $game_temp.forcing_battler = nil
6 d- N# U8 W1 q5 h# K - # 公共事件 ID 有效的情况下
3 p7 D' X' d% u4 F - if @common_event_id > 0
) l' W3 B9 b F; ~& {0 T8 P - # 设置事件8 N# O+ }3 c$ a E* b
- common_event = $data_common_events[@common_event_id]
+ r, |% E/ [) k) O4 h( b - $game_system.battle_interpreter.setup(common_event.list, 0)
: R" }+ @" M9 V* X* a3 I( K - end
9 @* h: t8 S l9 l' I( G - # 移至步骤 1& |8 K+ v0 y! z5 B g7 @, l
- @phase4_step = 1
' t+ c9 J0 |$ ~5 C8 i( \8 c1 l - end
4 S, o/ t* k3 L0 ^( [& C - end& {3 a) J1 y" |
8 O2 `8 M1 C3 K/ u+ V) _- class Window_MenuStatus
; Y" _$ T- p m - def refresh
! N* H* I9 U1 W8 z1 r2 S5 t7 u: G - self.contents.clear
" ~) V% [( ?5 e) g) i - @item_max = $game_party.actors.size
1 P1 k6 `6 Y0 w2 [7 Y - for i in 0...$game_party.actors.size$ n+ D- N2 M( J0 D, ?
- x = 4
: y( }: y) t8 I+ `* V% L - y = i * 32
. R2 T) q/ U' r - actor = $game_party.actors[i]
7 w" @2 F1 x, G- G y$ r - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
3 e1 f, x: Y% o( W" _& }! U) j - rect = Rect.new(0,0,bitmap.width/4,31)
) }; W& F4 m- k# [ O! a# z# a - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
$ u# d5 O/ z$ M- M4 j7 g- v - draw_actor_name(actor, x+36, y)
, ]; b% f( ]5 i# H0 `& i V - draw_actor_state(actor, x + 136,y) r' F9 l( [% a+ @$ L4 |7 O
- draw_actor_hp(actor, x + 236, y,96)7 @6 c1 b4 e) u. V! ~$ H6 p' O6 C& W
- draw_actor_sp(actor, x + 336, y,96). C' j& K) C4 K; B+ q
- end: p7 n" q3 P" ^
- end
- c, [$ h* h0 I' d) b - def update_cursor_rect# m- i% H2 v z: K
- super5 r5 Z# b, W+ h" u/ G! Q8 w
- end# m$ `! Y- V9 L4 x
- end
复制代码 说明:这个东西是转自enghao_lim的一篇帖子,版权归原作者所有。 |
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