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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
4 W9 R* ^0 q( M - 9 p" X0 w; b" s
- # 队伍最大人数
6 ~4 A/ V! T0 N$ i( x5 \# d - MaxPartySize = 8
7 E) U A* V' U S: N H% ~8 u' E
( ~8 v( [, ^( T' j4 m; r8 V- # 出战人数
8 L3 E" O, o8 ]6 J - MaxBattlerSize = 1
8 `5 n' k! A7 V - 8 u0 Y. C, g5 n- |. P* v. n
- # 换人语句) Z7 `+ M! |0 D6 N) y* j
- WordChangeBattler = "换人"
* @ [9 }5 Z/ f% o1 I! w% m
4 T G. N5 d& ~' i- # 换人时播放的动画
) R& u8 K" `/ u! A6 M+ a" }, e6 D - AnimationChangeBattler = 26
/ k. v3 D: J: x - ' Y: r: i$ M0 S8 Y# E
- end
W( X- w( R8 z" A) d6 V: J
7 L. r4 z. F7 Z3 p9 b; G- class Game_BattleAction7 ^$ x0 O( K" e3 i6 r
- attr_accessor :change_to_battler
( U* T4 \: _. }6 b - # 初始化+ k! K8 P+ G+ l# z+ T$ e
- alias lbp_initialize initialize
`6 C: q3 g; g) B3 U Z - def initialize' {. z0 I H5 P6 A1 ^% a
- lbp_initialize0 j0 h' @8 m! v
- @change_to_battler = 0
2 p# Q0 Y0 b- p2 K& I) Z - end0 O* [: t) O" k8 w
- # 欲更换角色编号/ j, f% ^4 R- y! ^+ a
- def set_change_battler+ j/ c: _" O; v1 q) d/ C0 P" T
- @kind = 3
: i0 p$ B/ H/ F, g* J1 f$ `9 R - end
: `5 t( m: t$ N3 d - # 判断行动是否为更换角色
# n% e0 j0 H7 ^ - def is_change_battler?9 c$ I. L' r% i
- return (@kind == 3)) }$ M: ~6 C# p9 g3 R/ F% Z
- end
1 O$ r7 }2 g1 E) D5 B" s) X - end: n$ e& A' r, c; a& l. S3 E
- # b ]* x' Q3 c# s& l2 i% D' `
- class Game_Party" O/ B/ s$ R6 m. \! r! ^/ \5 u
- include LimBattlePlug. U+ R# S, \4 C# y; Z# Y5 T* O
- attr_reader :actors2
7 b( V: O. ^7 z) I: b - alias lpb_initialize initialize' Z |/ g' L' G+ a1 L) G8 Q" o* k( o
- def initialize' q- W1 J# B, J5 A8 Q: D* w/ `
- lpb_initialize
7 i8 j; I) h3 u5 {4 Y% o9 c - @actors2 = []
# u _+ ^+ J/ l( a$ k' y! V - end8 h* q3 P5 F, `/ y' V5 e% h. }
- # 角色加入' E3 j: o' Y6 T3 ]7 y
- def add_actor(actor_id)6 t" P5 u" N7 {
- actor = $game_actors[actor_id]9 K! l& Z7 f# [! f- F
- if @actors.size < MaxPartySize and not @actors.include?(actor)# O/ K" V# W( \( o
- @actors.push(actor)
, L% i6 j: r1 g8 Y Z! t - $game_player.refresh" D4 W' ^0 i1 v* `& N, R) _
- end w& F# q- L# ^: Z/ D) U4 Z: B
- end
& Z" x L+ g2 }7 c! A8 e9 A, C - # 设置战斗的角色
+ g5 P* L5 l/ y, I7 E" f - def set_actor_to_battle6 |3 l* p9 A9 `6 O2 T4 U
- @actors2 = []
3 c" o( m7 @. q: i - @actors.each do |actor|
0 ?. |8 J' K( f/ I5 b z - @actors2.push(actor)- L0 f8 R( ?' M: z2 ?8 T
- end' `& p9 a" ?, W2 K
- @actors = []+ E8 G1 Y. |% z* U( ]! g
- @actors2.each do |actor|1 z1 U0 _! B C# O
- @actors.push(actor)* j; C/ `( K- p) Y" \* V
- break if @actors.size == MaxBattlerSize
0 C* n+ Q1 V4 l. G- E s - end4 B. ?# J% q+ A( _$ Y9 l3 d
- end) m/ j& h8 B- X# k$ C6 I j. y* ]
- # 还原战斗的角色" M6 |" S: l5 S! b$ \4 B
- def set_actor_to_normal2 I4 P9 F X' a6 X5 _" E" G3 E
- @actors = []- p+ o, U( b& g" u: u- z) n' X
- @actors2.each do |actor|
9 p" Y, @( s$ P3 H3 y - @actors.push(actor)
; \7 ^3 ~) E) Q# `6 \- b! E! ?7 {3 g - end
: |+ n! P1 p( M8 E8 ? - end
+ P4 R" B/ \4 J' u0 n6 Z - # 获取角色id数组
m0 G. j) C9 q. G4 z6 t - def get_actors_id
0 U( t" _- f/ N1 N9 r! U Q4 u - id = []
8 n6 t3 k+ X* u6 G9 T" q - @actors.each{|actor|id.push(actor.id)}
& Z R# f- o) r% m' c, L - return id. K% s4 ?5 b. J, C
- end6 D; O$ c& c9 q- c2 a
- # 获取角色id数组
0 r; r7 @) R9 q - def get_actors2_id2 k2 h# F3 I5 v9 J9 D
- id = []1 I0 |" W2 S: s. P
- @actors2.each{|actor|id.push(actor.id)}( N7 \2 l4 X- B- |( p8 Z* P
- return id! I4 K3 O2 i! J( q, J. k5 B0 f5 _5 P
- end5 K* G. @4 S: ?
- # 兑换角色
% X/ Q$ r- U* a, [' H0 E - def change_actor(index,id)
+ \0 W% u. ]" L+ i, C - @actors[index] = $game_actors[id]
; B! Z1 X) j3 F7 Y9 R" n4 L - end2 p0 d: k+ I& e' e/ r
- # 全灭判定
9 C9 c" A, O" o1 [0 i - def all_dead?
( x4 [5 } k( D2 t9 c - # 同伴人数为 0 的情况下
) k) J6 J' ]2 ?1 n - if $game_party.actors.size == 0/ t8 p2 C8 K# t
- return false/ U z: ]1 }. D
- end
, F5 W$ Z( p) M/ `, g( J* a( V( O - # 同伴中无人 HP 在 0 以上
* [) H4 }7 `6 q3 V - for actor in @actors27 c3 r% G. k% @/ ^+ c! |
- if actor.hp > 0
; k& p' { e, A8 q+ K$ L - return false
. `" ]9 @. o8 F - end
3 [" c5 d- K" s! ` - end0 [1 I) q9 e( k H0 {: \" E( f0 C( F
- for actor in @actors
F) V4 W+ ]; E/ k/ j( M, f - if actor.hp > 0
+ K4 @. [# B+ ~- _9 y - return false
# p4 M* G2 {" }! P - end4 y' b4 b; T' J7 i9 o1 ?4 v
- end$ a& y- U3 q5 c4 C' P" G$ y% X
- # 全灭
0 v w9 \9 b$ a. U0 A3 k# H1 `- [' U - return true7 f. Z. j2 ^) Z
- end: G! O; P/ s* t4 |
- # 其他角色
' s2 P9 b6 D3 D6 t6 B1 Y - def other_actors
1 C) Q+ l( v( e' f% V - actors = []1 A, [6 [' C/ R5 \* }
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}: W& l- @; G& k, P
- return actors
* k+ f, z& f5 W) T- X% C- ` - end
* S5 E; |1 C! z$ A% w! l - # 角色位置互换
& v5 L# _ a' d2 N; o. q4 P; F- t - def change_actor_pos(id1,id2)
9 y" y& i- v* N& }& X1 b. J2 u - actor_id = []% Z$ ?! E" q5 o' J
- @actors.each do |actor|
! Y6 S7 c) D2 U - actor_id.push(actor.id)
* E& K' w& R3 P+ q: n9 H2 R - end* l6 ~6 V: \0 H$ q7 F0 i% {
- return if !actor_id.include?(id1) and !actor_id.include?(id2); J& c8 w' P+ K4 D3 j f) a, F
- id1_index = id2_index = -1
' _+ x2 d6 s6 h( ^& A) q/ ]0 w( m - (0...actor_id.size).each do |i|, Z6 M3 Y; K0 d0 @3 D% _
- if actor_id[i] == id1* Z3 ?. M* |5 H1 T. r
- id1_index = i
1 H8 b6 b h* d5 Y* Z2 L - elsif actor_id[i] == id2
' M) O% h0 n" m4 \; D - id2_index = i# a( E$ z9 E5 U; @* F/ ^
- end5 q' Y% u* E3 n* [$ [7 |* W
- end
5 n! a3 U9 r1 R9 p7 j, ~" N - temp_actor = @actors[id1_index]2 v' f- _2 F$ [
- @actors[id1_index] = @actors[id2_index]5 ?6 D) S9 b' R' D
- @actors[id2_index] = temp_actor
7 {% q/ c, {1 V4 C& j% ] - end
# H2 V$ k$ M& g5 \" a - end
4 z. v" `; [' g8 f1 i3 @ - + w$ T" c0 }1 C! D7 y. r
- class Window_Actor < Window_Selectable/ N$ B1 t: q( }( p" Q) E K9 y
- # 初始化9 }( Z: h: N# ?) W' ~5 N; K
- def initialize7 S: L+ W. A4 z0 p
- super(0,64,640,256)# G8 [' k0 X [2 @, \- v2 L
- self.back_opacity = 160
. |0 E) z( u0 n; S- T ^2 q6 ^7 L - refresh
7 V: ]# |6 o( ]$ [ - self.index = -1' m" e6 ?# o1 f$ T
- self.active = false4 _3 q0 M2 J0 a) R1 l5 `+ H
- end
. y9 I/ D7 g( q* g: J/ e, K* u - # 刷新
2 \% P$ E* u- L' @ \ - def refresh w K2 O* a+ z' e# E0 R
- @item_max = $game_party.actors2.size
6 g/ f& R" d% F7 W- E$ n - @data = []
/ A6 v2 Y. E+ h5 t4 i - $game_party.actors.each do |actor|6 s; ~" ~5 b1 R+ `) g' I
- @data.push(actor)
( {! }% P5 C8 j0 P' P - end
& ]- ~% K1 E! O9 r6 N$ k% G5 l - $game_party.actors2.each do |actor|
( ^$ A4 s, z" m - @data.push(actor) if [email protected]?(actor)% z" M7 P2 t1 h4 T! r
- end
! A0 `3 M1 ]! W$ v6 s/ v - if self.contents != nil
! Z& }6 a. v `7 N3 p' L - self.contents.clear. p% t3 v N2 j- u& k3 i' F0 d
- self.contents = nil
" n2 n2 W Y9 | - end
! J7 _5 D) a+ x+ n% D, H2 T3 U. O0 Z - self.contents = Bitmap.new(608,@data.size*32)
8 i+ `# T& r6 g) d - x = 4/ c% p1 M! z. Z& L; s, r) [
- y = 0, r/ e4 k$ S: V8 I7 D
- @data.each do |actor|
. R9 i8 r& ]6 K - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
! ]2 `2 s! o* Q q4 _ - rect = Rect.new(0,0,bitmap.width/4,31)
0 r& u6 k" B8 S/ ?- l' G - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
6 H# P" d8 p) t% ]* O - draw_actor_name(actor,x+36,y)
% M8 s! p. [" v2 c! p - draw_actor_state(actor,156,y)
# T: C `6 K; @+ j% p: e$ J6 w& B( H - draw_actor_hp(actor,x+256,y,96)
. T' S# y# {0 m/ E6 }' c' P7 f/ ?, | - draw_actor_sp(actor,x+376,y,96)
: g% O" }( ]; q - if $game_party.actors.include?(actor)9 S- u, w. X7 m: N5 c3 P- x. R
- self.contents.font.color = text_color(6), F' K: E2 ^- h) Q
- cword = "出战"
' n2 M3 @: {2 t% g# r( } a - else
/ B3 O: v" X+ k- q( w: x4 }( A - self.contents.font.color = text_color(0)! X$ Q* M* Y u; a5 X
- cword = "待战"; I" r" Y0 i- W
- end
. Z2 W8 s' L; F) i$ ~- q - self.contents.draw_text(x+496,y,60,32,cword); ?) T4 {- X4 N
- y += 32
+ |. t( o, b- V; w - end3 O2 X8 E% P" g: y& m- _2 p
- end
& a+ A) e2 o+ E, k/ A+ p4 Z. u - # 获取当前角色编号
4 ]5 p5 I) d- T/ U# S - def actor_id3 j2 P Q( t" Y4 H) M! i
- return @data[self.index].id
2 n4 P8 a0 V3 v4 Q; O - end
% }4 H: S) q1 p8 D - # 刷新帮助. G: o. ?7 G# g6 t3 s7 @
- def update_help; X( O7 t/ t* f8 P3 e) S8 m! w- F
- @help_window.set_text(@data[self.index] == nil ?\0 a+ J+ r. i' M9 L" x
- "" : @data[self.index].name)* T l5 ?, `. ]8 G( d
- end7 o" M3 R6 _6 R9 q
- end2 N1 u' m* F- f* E3 N
/ J% I2 H. X3 t3 u& v- class Scene_Battle6 c) F% J d3 @+ f4 ]
- include LimBattlePlug: @# N" |, X* O4 ^# I
- # 初始化
0 X. A: Y0 x4 f8 N5 v2 v% Y: r - def initialize
: W% ^, r0 I# A" N7 c - $game_party.set_actor_to_battle# ^! a8 P1 v; i6 c) K$ m, ?. s% ~
- end q6 M8 ?4 r: B2 a. k9 F6 J
- # 主处理% e# V" ~( C) i2 c0 T
- def main, W/ Y, d3 f- ~$ r i, x
- # 初始化战斗用的各种暂时数据
. Z! ~ y) k$ i - $game_temp.in_battle = true
) W) _: P6 h+ ]6 Y# M$ x - $game_temp.battle_turn = 06 y8 U! t/ q- I. i; L
- $game_temp.battle_event_flags.clear
; @+ o9 F* ^! X" z2 B - $game_temp.battle_abort = false4 N" T+ A# w% Y. p _
- $game_temp.battle_main_phase = false% U% a' z3 g$ |; s: P, G0 C
- $game_temp.battleback_name = $game_map.battleback_name
6 w+ m. t% Z! }1 S- l4 S - $game_temp.forcing_battler = nil5 o( T! p, ~% F9 j% S5 N
- # 初始化战斗用事件解释器
# G* q9 N/ g8 I; s% D) j4 n" r7 |: x - $game_system.battle_interpreter.setup(nil, 0)
' k* P- u0 Y' n" M - # 准备队伍: |( x3 @6 J. {7 K, l( W; l5 h
- @troop_id = $game_temp.battle_troop_id# c9 f9 M2 a1 J& g/ R9 p9 _
- $game_troop.setup(@troop_id)
* m5 r* o, l0 L! T5 f5 R - # 生成角色命令窗口
6 }2 ~8 |0 d2 [# T& i - s1 = $data_system.words.attack
& U7 w6 V% f" }2 E6 P# V - s2 = $data_system.words.skill, m* [2 ?' m. ~8 I+ q4 c5 A
- s3 = $data_system.words.guard0 I" g0 ^' {8 i: E' A0 t4 z/ E( q
- s4 = $data_system.words.item, d! y1 z2 Q) Q6 b$ R
- s5 = WordChangeBattler4 g" s* O9 s4 |
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
5 C' d0 R" `! F - @actor_command_window.y = 128 n7 o, {& w7 R: r" P' b
- @actor_command_window.back_opacity = 160' g) u5 ~! L4 S7 C
- @actor_command_window.active = false
: m9 [$ J5 r( F8 H, D4 g! c8 ? - @actor_command_window.visible = false
# B$ h( l1 ^. [4 w - # 生成其它窗口
6 f4 f' F# S% }3 Y - @party_command_window = Window_PartyCommand.new
$ x. }& \/ t% D$ i5 @/ s9 | - @help_window = Window_Help.new
4 A1 [4 C* E/ P! |3 B - @help_window.back_opacity = 1607 d8 Q( R6 O$ x( @' }2 M) S2 ~
- @help_window.visible = false
7 a" c* v9 n1 _8 i$ ^ - @status_window = Window_BattleStatus.new- Y7 ^6 e( \/ O
- @message_window = Window_Message.new) e- F" O: n$ o& E: K
- # 生成活动块
6 }. X! q1 }6 E4 Q - @spriteset = Spriteset_Battle.new. Q& U, E+ P# S
- # 初始化等待计数
7 \# Q) z1 r$ d% W' ~# Q" v - @wait_count = 0; j* U2 P, @ G0 N$ o; y. c2 ]" v
- # 执行过渡5 E0 {8 x/ q J( w' }( y! u& j
- if $data_system.battle_transition == ""
: O0 z. b) |% }8 k) _2 s - Graphics.transition(20)& s- i- N4 }9 q" Z/ O8 v- ]/ a
- else
7 n! i) o. [: {4 `$ B. \/ a - Graphics.transition(40, "Graphics/Transitions/" +
6 k3 j1 E7 N5 I! A6 H) J. M8 {% I - $data_system.battle_transition)
9 L9 W/ g* ?2 o9 _; B' G V+ t - end
2 \2 a" y/ r; c1 ~ - # 开始自由战斗回合) d3 s, |$ T" N
- start_phase1) _$ f2 K+ K* ]6 E) t! [/ y8 W$ y; X
- # 主循环
' d6 R4 k$ k) C7 a7 p( L6 C - loop do
+ |" E% D( E& z. k, @! L) |# T - # 刷新游戏画面
& x" N& ^4 j0 c u$ b" E - Graphics.update
# M3 J4 g0 U6 u" [+ P& d* N - # 刷新输入信息
" z' s# `0 c# h: l - Input.update- M& s H2 l/ X) o3 z8 M
- # 刷新画面/ ]" o1 `' I& x) I; }
- update
7 _& X7 ^( w$ H - # 如果画面切换的话就中断循环
- i! K! d( W+ H2 y2 c! U - if $scene != self; _8 _- J: U R3 p& f5 g
- break* p& d# }( z% B0 V, d
- end
3 X) C7 p7 j8 I' \ - end
) ]! U2 U& r' l) f+ d - # 刷新地图% k/ C+ N& J/ o6 G" t' ?+ g- a2 r
- $game_map.refresh
b1 _7 O9 h% ?4 ? - # 准备过渡7 p+ N: b H' l; i5 a
- Graphics.freeze: s* s; Z3 k* l2 |
- # 释放窗口, M/ l! T% b% V* A e4 r
- @actor_command_window.dispose
+ y% }0 T" ]- s' M - @party_command_window.dispose F) H% _) Y }7 Z$ t8 x
- @help_window.dispose
, ~5 E# v% O% T" B - @status_window.dispose* K: b* X* ~3 d: w. u; t
- @message_window.dispose
" R/ D* J3 I' j( g - if @skill_window != nil
; `* \7 }9 s. T9 Z - @skill_window.dispose
! g$ G; M2 @+ O# @/ Q& V A1 y - end
_+ e3 {) C. p- u5 @ - if @item_window != nil, P) I7 n# ], y. L) W
- @item_window.dispose
% C6 T+ E: w! }5 Y/ F# T! Z: x - end
& V( K' U3 T8 ` - if @actor_window != nil
, @0 y* S& x2 c1 f! T - @actor_window.dispose2 X+ o1 s: |3 @7 n1 j3 ]
- end
& C- H% a8 r) ?. y) J - if @result_window != nil1 C! E' k0 K( a7 G- p$ ?
- @result_window.dispose" r/ @, N' v& I, h6 K
- end
+ O( z9 w$ W2 B9 m7 O - # 释放活动块
5 W1 O- f: p1 r4 s+ P# p: I7 } - @spriteset.dispose: R9 a* |2 n( y/ ?3 _
- # 标题画面切换中的情况
( u! i x$ g, B/ A6 l2 l1 i, y) \/ ] - if $scene.is_a?(Scene_Title)5 B4 { Q% X3 Z
- # 淡入淡出画面) M& ~- `6 J; [5 F& {+ \
- Graphics.transition0 K9 v0 u' f( c
- Graphics.freeze
! \- M3 A+ C( U! }0 k0 t0 e! p" L - end
" f: H1 v: n. E, p# Y! ]% y" _0 [ - # 战斗测试或者游戏结束以外的画面切换中的情况
* F ?* o/ A" f6 K6 Y - if $BTEST and not $scene.is_a?(Scene_Gameover)
+ q' Z0 s; Y! z0 Q1 |/ \& e, m - $scene = nil, ^: @% ~: n" h
- end0 M& Q2 F# Y$ V) Y) \
- end
% k7 ]- l6 p O! M4 q( r - # 战斗结束
* [6 _9 y6 x1 w1 f( o - alias lpb_battle_end battle_end
( j0 X+ }. Y+ u L! w; x% h; q - def battle_end(n)
! L3 q K' X0 t- O V+ c - lpb_battle_end(n)( q! j0 s; }! Y
- $game_party.set_actor_to_normal c& Q+ _- N' _& \$ ^
- end
3 @/ c: C( [8 _ m. P1 r - # 开始回合3
0 m0 H* v( z, y( x - alias lbp_start_phase3 start_phase3& H9 ^4 {" c C; @
- def start_phase3/ J0 C& S! A6 j5 y& B
- @changed_battler_id = []2 \- Y' c) n3 C! U" q9 s
- lbp_start_phase3! S s# V/ W/ l, K: f5 g: |
- end2 L% d. ^$ x& Y, d6 r% n& W1 a+ k
- # 刷新角色命令回合画面
; D8 s$ _/ M2 p3 V - def update_phase3! M& w. F3 W5 o# Z; L0 l) r" t1 `6 ?4 V
- # 敌人光标有效的情况下
0 c: V" v9 ]7 B. v# n) ]% L. l; t - if @enemy_arrow != nil+ Y, v% e9 e0 M4 l
- update_phase3_enemy_select
. _9 _( @7 m1 r @0 A- m - # 角色光标有效的情况下1 k' T8 v' l- q3 z6 n. d
- elsif @actor_arrow != nil! J0 U) n/ x( B8 x7 Z
- update_phase3_actor_select1 v7 l+ [) p" P6 Y2 [! U7 Z2 I
- # 特技窗口有效的情况下! A* d# k* j! h3 R* x& s
- elsif @skill_window != nil
. t- T. [9 O E8 f. r - update_phase3_skill_select! U+ |5 E* F! k
- # 物品窗口有效的情况下
* G$ A" M4 J; L - elsif @item_window != nil
: a5 {! s3 f K- [ E. O$ K - update_phase3_item_select
E- f0 G0 W- y2 t9 o5 G - elsif @actor_window != nil
8 ^+ y' P% X1 n0 ?! G7 x( {7 i; R; W8 ^ - update_phase3_battler_select5 G9 N1 O0 A, H2 u/ Q) r3 P( a5 t
- # 角色指令窗口有效的情况下
4 \0 F; `: [% c6 o( U - elsif @actor_command_window.active( {3 g6 \- G# e* ?3 u! `# I6 S
- update_phase3_basic_command
. H* [' p* `8 L$ |+ M# g - end
* v8 l8 s8 H) w3 ~. G; g - end
) P, ?- ]5 I# K1 R2 ` - # 角色基本命令, ~% J3 m2 M3 F4 D% d% }
- def update_phase3_basic_command/ b7 I4 T7 p, P H9 U9 `
- # 按下 B 键的情况下
0 _7 y6 C' z- j6 P - if Input.trigger?(Input::B)
5 W' g2 L4 m" `# w8 c - # 演奏取消 SE
3 x8 A% M9 X6 @9 d2 ^5 e( V& W6 C6 j# ? - $game_system.se_play($data_system.cancel_se)
9 \" @+ w p: a - # 转向前一个角色的指令输入 ~1 h/ T# A( b& e) d9 l& W; V
- phase3_prior_actor7 }2 @1 Z9 ^$ _& e" r7 I1 x
- return
6 t5 H" k1 g) X" t! h1 \ - end
' e' `1 C$ @" Q& |) k$ O$ N. F+ w1 V, Q - # 按下 C 键的情况下
9 g0 P0 R- g4 i) Q* D - if Input.trigger?(Input::C)* f% V7 H$ t/ N
- # 角色指令窗口光标位置分之- i0 O$ q J: q8 `& J; @ e
- case @actor_command_window.index
2 J& y9 }/ M2 Z& ?1 Y+ F: o; E - when 0 # 攻击' C* s3 k2 T7 R
- # 演奏确定 SE
. S0 ^6 h, z& F1 X. J - $game_system.se_play($data_system.decision_se)/ x2 Z! B# Z, d5 B \% Q+ t6 N
- # 设置行动+ r6 T* k( _+ G
- @active_battler.current_action.kind = 0! c" Y8 n p& A2 r ^# `
- @active_battler.current_action.basic = 0
8 c( u9 L, _6 {3 a# N+ F* {0 E - # 开始选择敌人
' c8 l+ f2 N/ [ - start_enemy_select
, F3 n* j- s( o; c( z* U) V; ? - when 1 # 特技8 i' o" E, ~. _* X' A! L# k
- # 演奏确定 SE& J. Q$ T* [' ~7 S) V; ~; q
- $game_system.se_play($data_system.decision_se)6 [0 G/ U/ Q% a6 l9 F
- # 设置行动
; a M1 u2 V4 J- r* A2 h8 t - @active_battler.current_action.kind = 1
( r( ~2 O6 l. I# e I - # 开始选择特技
2 q( a% u# P9 ^; p% `# p - start_skill_select8 e3 S% a" G9 U: R# W
- when 2 # 防御
) x- y1 A6 a* |- {; B - # 演奏确定 SE
- ^5 D% _. n# a1 e& e! J& |0 P - $game_system.se_play($data_system.decision_se): u; |$ |# P4 ^0 X$ u" c
- # 设置行动
: b1 N: p9 m) a V - @active_battler.current_action.kind = 0( L& e# b, A I9 w% u$ U
- @active_battler.current_action.basic = 14 K- g& X- b) I: @$ d
- # 转向下一位角色的指令输入
3 |5 P! t/ a; x - phase3_next_actor$ }* H( w9 g- J
- when 3 # 物品
/ E0 f0 n& U: f4 [3 J - # 演奏确定 SE
! Q+ f3 M: ^6 K. [% J" z, a - $game_system.se_play($data_system.decision_se)
s: q0 ~7 D, C0 |* a - # 设置行动
S! F# @& X2 _ - @active_battler.current_action.kind = 2 D& t; C1 t7 Y
- # 开始选择物品
+ s% F2 x3 C8 T! K - start_item_select
, f4 j v( B+ S7 T' ^7 ` - when 4 # 换人8 f# S! O4 V* J" t& H- N
- $game_system.se_play($data_system.decision_se)
7 X8 W h! p! B - @active_battler.current_action.set_change_battler4 G0 ?+ Z2 X% n! M1 ?% Z! a
- start_battler_select7 L% w4 x& n& a% A0 \
- end* q2 Z# }) J$ [7 y. f+ y X
- return# O& \+ x! k3 c) T; S
- end
- Q! q7 q8 \; E3 B! O4 S - end
, A% P$ t0 R% I5 F) f+ c - # 开始角色选择' X+ F0 Z6 A3 U) p6 V
- def start_battler_select' E" [" O( Q) I1 D3 k u- M
- @actor_window = Window_Actor.new! i' _. i; o2 f% }& `# ^
- @actor_window.active = true
" E! }$ O% B+ @ - @actor_window.index = 0
" ^- O# T/ I0 {' _- i# X5 U( b - @actor_window.help_window = @help_window8 L0 k! z+ b! g4 P0 t% h* p
- @actor_command_window.active = false
1 _: V" i8 m3 q, y+ I - @actor_command_window.visible = false4 r4 c: `) _: T! F0 ]6 F) X
- end* B* A) E7 O4 O* l
- # 结束角色选择) f5 S" P" m2 k8 O. T3 X* P6 W5 L
- def end_battler_select+ K" T+ i( j; D
- @actor_window.dispose
5 p0 P' R; ?4 c - @actor_window = nil; t& c$ I6 h6 s4 L, g& g8 I
- @help_window.visible = false7 b1 B" P. {- R! V ]8 U% @
- @actor_command_window.active = true, y% r: f$ R1 i0 V
- @actor_command_window.visible = true$ r1 E& N5 A% g. r, X. `
- end- v# L0 o2 O! H. O
- # 刷新角色选择( r) @5 B! G" E% K8 ~
- def update_phase3_battler_select3 ?$ x& ~' a+ f$ d* n. p1 g- J
- @actor_window.visible = true' N! f, Z6 _9 F; t a8 G
- @actor_window.update9 L& b0 s5 ~( f: _
- if Input.trigger?(Input::B). o" g8 W! M+ `. C! {1 W
- $game_system.se_play($data_system.cancel_se)( C$ M( y7 j2 ?! Y
- end_battler_select
) s/ K% f8 `; I o' z% K - return5 X- K6 s) h3 ]: {8 O% H
- end; k6 z! ]3 Y! g9 T/ M
- if Input.trigger?(Input::C)6 B- p& p0 n# x" F4 e [
- actor_id = @actor_window.actor_id
! y+ M, Q. x# P - if $game_party.get_actors_id.include?(actor_id) or
( Z& K: c( f/ s; p6 j - $game_actors[actor_id].dead? or
' c* b$ \) w) H# V8 p - @changed_battler_id.include?(actor_id): S% K# Q% u" u5 i. |8 `( q: N
- $game_system.se_play($data_system.buzzer_se)) k4 A& K: p. s' F7 e/ g8 h
- return, q+ [9 A+ D ?( E* c
- end
9 s' u/ Z4 ~ o* N& Q6 x - $game_system.se_play($data_system.decision_se)
; @; m" h( R2 N, ^ - @active_battler.current_action.change_to_battler = actor_id
6 L" @+ {8 z1 j- F - @changed_battler_id.push(actor_id)
+ b- P+ q. B% O' g1 L0 q - end_battler_select/ A+ K3 e1 u- u& n) d! Q* ?* e
- phase3_next_actor
6 `- I {+ H1 Y - return4 C8 |8 q! |& o2 z+ u
- end
4 O6 ^' S; G+ ] - end
J/ Y* U2 o* ]. Z8 u& B% L - # 行动方动画
. w; E% d: S+ u# ^3 m1 Y - def update_phase4_step3 `# E3 i# p c, `' K; q* I
- if @active_battler.current_action.is_change_battler?
2 M9 i8 I2 z( P% R - @animation1_id = AnimationChangeBattler" z7 b; M6 a; n a
- @target_battlers = []
: N* J ^# u% f, R% j - end$ m& p: A7 a& Y# M0 v; R
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
, w9 B. |1 f1 v - if @animation1_id == 0, r* J: Y. q0 M0 b
- @active_battler.white_flash = true0 H4 R; `7 F& y' s; u7 e. o
- else* O4 Y4 X' `7 z, Y* }) M2 [* K
- @active_battler.animation_id = @animation1_id) b! ` C# A! L- e; Z4 S& X
- @active_battler.animation_hit = true
5 V$ X: @; T C - end
( u" z3 v W1 O# h7 m - # 移至步骤 4
7 O# X5 }$ _3 B) g4 P0 } - @phase4_step = 47 V; W3 l0 f( Y' h
- end9 q+ b' [; Z% v' H$ b
- # 对象方动画* h6 d/ D6 k" l2 d |' V& o j
- def update_phase4_step4
2 h! v2 j& d' p+ V# h% t# g - if @active_battler.current_action.is_change_battler?4 H8 C. i# ]& v" w; \5 ~
- actor1_id = @active_battler.current_action.change_to_battler
# i3 Z# l* c% U B$ d* g - actor2_id = @active_battler.id9 u1 f0 y. u t
- (0...$game_party.actors.size).each do |i|
) ]) y) ]. q( g4 O! B: u9 S - if $game_party.actors[i].id == actor2_id9 ]) K5 [. c: o, I4 v# e7 J
- $game_party.change_actor(i,actor1_id): R/ w% v* K* d i# L2 N
- @active_battler = $game_actors[actor1_id]
8 i. R1 f2 C. y: @ - @status_window.refresh
6 B x$ |/ P$ P' W- w) K - end7 p+ Q6 @7 X: u7 H8 j
- end
7 y4 I3 K o) X - end
# P! i P. e+ A7 @) y$ x - # 对像方动画
) v3 G' x$ Y0 w v2 Q% {$ a' n - for target in @target_battlers
9 h l2 a2 R8 C* V# B - target.animation_id = @animation2_id
4 i* k4 }# a. t' m1 m/ ~3 v - target.animation_hit = (target.damage != "Miss")7 U% h. F- ^9 k9 x6 i! L' M1 ^& k
- end
* r+ A, e! y! o' F% @ - # 限制动画长度、最低 8 帧
% w1 V$ \; [0 S2 ~& p - @wait_count = 8
7 v$ ^- V: ~: G - # 移至步骤 5
8 r! G f! h; |& V - @phase4_step = 54 x( K( r# ~. s0 `
- end
# C) C/ A7 U! @$ S3 b+ R- N - # 公共事件
( H$ P' m& c; z" j) }: Q - def update_phase4_step6
1 ^) s& t) p. Z0 c! w0 N - @target_battlers.each do |target|8 T5 ]) a+ J. {" `& L
- if target.is_a?(Game_Actor) and target.dead? and$ x: K$ Q! f4 m
- !$game_party.other_actors.all?{|actor|actor.dead?}6 {0 [0 S# e2 W; w3 Z
- @actor_window = Window_Actor.new( R% M8 t" a! w2 r5 a
- @actor_window.index = 04 q- h' \6 T1 q. R# d% W) I9 f
- @actor_window.active = true
& }7 z* ^5 h6 l q! U& K - @actor_window.help_window = @help_window
4 E- D) `& I2 z- [* ] - actor_id = -12 \9 ]& b; T( T2 B$ j7 P( v) y
- loop do
) s9 B0 v9 U4 }5 i) y% C- r/ T - Graphics.update
b8 j5 s: C" A, t f- [5 c8 a - Input.update" ?( c: @ ^- t v9 M
- @actor_window.update9 `+ z& I ?6 h1 b- g. O ?1 S
- if Input.trigger?(Input::C)
# z! X5 m5 |9 B. _: \ L) W - actor = $game_actors[@actor_window.actor_id]1 `, W1 {6 k* ]1 N! J6 ~
- if actor.dead? or5 @7 l4 u6 z# u
- (@changed_battler_id.include?(actor.id) and 5 x9 i# Y7 T; P5 g/ F5 [4 _
- target.current_action.change_to_battler != actor.id) or
L4 V/ D6 x( z. b - $game_party.actors.include?(actor)
% `3 r1 g5 C1 ^& ?" W$ o4 o. C - $game_system.se_play($data_system.buzzer_se)
5 E4 P! b+ E9 ~4 z+ C& T - else( A- V- t0 _( j* s
- actor_id = actor.id7 T3 u% ?* L0 V" f9 @
- end3 U- i/ W; g! j
- end
) l. b" r; Q+ @- c: o0 G - break if actor_id >= 0
" ~9 V3 u: \( ]8 k9 q& v - end5 d# _1 _: j9 C1 t5 _' S; Z
- @actor_window.visible = false n# Y+ W* ]4 ^. ^% @
- @actor_window.dispose
; \, Z" l# k+ G$ X0 A& V - @actor_window = nil
3 u9 @+ d4 t4 r& Q& k2 V: d - @help_window.visible = false
) [' i( c+ r5 g( w9 U - (0...$game_party.actors.size).each do |i|
& N! P6 D7 a" l - if $game_party.actors[i].id == target.id6 e/ o, F, Z, t
- $game_party.change_actor(i,actor_id)
5 `: `& s8 A' |/ P( ? I. k- X - @status_window.refresh, X Z* e3 ] w$ x
- end9 O; h) x, L' U. ~
- end
5 u: A/ W9 h9 x5 @# ` - end" F- F) u3 S" d' C
- end8 H$ ]9 Y% S+ V/ [
- # 清除强制行动对像的战斗者0 v1 }2 l3 H) R7 O
- $game_temp.forcing_battler = nil
9 q: S9 l8 a* u* n- W# \+ y- P - # 公共事件 ID 有效的情况下/ ?+ E6 t* `1 C$ D/ Z
- if @common_event_id > 0, J# ^" j2 H: _: j% E
- # 设置事件! k1 ?) s- C V+ d
- common_event = $data_common_events[@common_event_id]5 g7 Z, r' ~! P& z/ j7 N4 o- q
- $game_system.battle_interpreter.setup(common_event.list, 0)0 ]8 t! r8 w, {4 l) H
- end
# |$ O2 Y( H; f( Y6 c" D; b - # 移至步骤 19 N5 U' X' L. Z
- @phase4_step = 1
; D4 T) L* d+ i# Z0 i) B - end
. g( q t) S* }0 C% j - end
4 `1 q1 j) f8 |8 [* R - , ~' J! W. I+ ]$ l9 ?
- class Window_MenuStatus( V) X9 Y/ l+ k+ Q7 ~- F
- def refresh
8 Z% K( M& m& }- L* \ - self.contents.clear
* I% v: L. a5 j. u/ o9 I! o9 j - @item_max = $game_party.actors.size O2 A3 c, q$ Q/ Z
- for i in 0...$game_party.actors.size
4 f- S1 X' ~0 I7 S; \ - x = 4
) u" g+ A/ C A/ O - y = i * 32' J% c/ `: a$ D2 i7 e
- actor = $game_party.actors[i]7 B& B# p) M& z& c
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
" Y& s& i) k* z( G$ ` - rect = Rect.new(0,0,bitmap.width/4,31), ^* l! c# ?4 M& d
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)3 A; o2 k2 L0 |4 V' Q
- draw_actor_name(actor, x+36, y)
- a3 B' h) u! _. } - draw_actor_state(actor, x + 136,y)4 E# y" K/ u1 G3 Z
- draw_actor_hp(actor, x + 236, y,96)
: k2 ~6 Y Y+ l( T1 c* P9 i - draw_actor_sp(actor, x + 336, y,96)
3 d7 R" A) M0 \ - end
9 z) }6 d, w2 I0 S - end
& z& p# R6 D& L) w - def update_cursor_rect
( g, l# [+ M3 t% W3 e) B' g) s - super
( X) O1 x. G" u0 C* w* J - end; Y% Z' M. N8 N
- 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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