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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' g2 ~/ k/ `7 A( ]
- 6 q/ f) _+ C0 O: m) h& I& p
- # 队伍最大人数1 a4 T% H, F% e4 W9 X5 X
- MaxPartySize = 8
3 \& F& y% s+ j" q: ~
2 T; C8 b; t2 H- C- x- # 出战人数+ k- e9 E7 S- I, e7 S' H& q2 d
- MaxBattlerSize = 1
6 t/ L7 A" G! F" `1 E5 h. ~ - , w" V4 |! b( l! v
- # 换人语句
+ }0 g9 P" _. ?0 l" K! i - WordChangeBattler = "换人"
% m$ s) _# A1 Q) N - 6 p& W2 e* \# K: C% c
- # 换人时播放的动画& a# Z5 \9 K5 ~' q* x) N1 Y
- AnimationChangeBattler = 26
7 Y: k( ?6 v- }4 [+ X) P) z
* \( g6 t. a& |/ H1 F0 [7 o% E- end8 }, t& t+ ]2 [9 l3 ]
! N- `) g( A, V( ~/ a4 H- class Game_BattleAction2 v5 L) _+ ~8 l+ h
- attr_accessor :change_to_battler
; ?$ k" }/ {8 S' ^+ k - # 初始化1 @: l5 s ^. s6 G; a/ ?3 {
- alias lbp_initialize initialize' L& P0 @2 t! t, s) [
- def initialize2 _- y' v8 H' B+ `& R" X
- lbp_initialize j o, K. Y5 K; d1 G
- @change_to_battler = 07 N: k/ d3 {0 R/ {& g; C; @5 \
- end
4 ?7 g" g0 P. q* E0 Y! F - # 欲更换角色编号
! L7 K& m$ [9 \5 X- T; ` - def set_change_battler$ q: t6 \& B$ r, t8 P
- @kind = 31 d) ~% j- G; W+ @
- end
; ?$ S; a, d; @8 F6 |" ]6 H' A - # 判断行动是否为更换角色4 }9 y! Y( F) {6 ]# P1 X% y
- def is_change_battler?* t8 b- {. F8 q; s8 z! S
- return (@kind == 3)
# e4 Q+ b- g/ C2 S% ~ - end& k2 e& e- z: x6 [
- end
% @# o& f7 f5 i( F. b, v
; ~: w+ W6 C4 w6 w4 m/ @- class Game_Party1 B) } M, z, A
- include LimBattlePlug
% N: d& F" Y( T% M0 c# d o5 l - attr_reader :actors22 V- ?/ F; s; k: _9 G0 C
- alias lpb_initialize initialize
7 K9 r# O: F+ g - def initialize
2 ^0 A/ y4 r7 r# U4 w - lpb_initialize
' n: Q R1 s% s0 D& O2 c7 ?0 L - @actors2 = []2 q: g3 C0 }% z& C9 d# ]
- end/ M& _ z2 a R% E
- # 角色加入
$ S3 }3 Y2 c7 [( R9 K - def add_actor(actor_id)
3 h ~5 A: p7 h$ R - actor = $game_actors[actor_id]& u8 ]( l) ^4 X/ N# }2 G7 z: g
- if @actors.size < MaxPartySize and not @actors.include?(actor)9 i6 n \! O* l( w9 g$ s8 _
- @actors.push(actor)
( g' F9 {& \/ X - $game_player.refresh* V4 @9 q# q, T! ?* `/ D6 u
- end2 a9 L% g+ ?" ~ Z6 C" Y4 A1 t
- end' t/ L4 U: X, b: e9 V! B9 @4 h6 l
- # 设置战斗的角色
1 n; C' Y4 B. R u2 x% X - def set_actor_to_battle
A* c# V8 P! J2 F' V; {7 M - @actors2 = []
* b' ^+ S0 B2 e - @actors.each do |actor|9 m( e; W) Q) [' Q2 M0 s' } _9 n
- @actors2.push(actor)! R0 t6 x+ p3 N: N$ {* b
- end
. `! t# O$ @7 [) l: m3 ~ - @actors = []
& t) J0 \" a1 Y! ~/ J- s - @actors2.each do |actor|1 X) E- T: p i/ u. P
- @actors.push(actor)9 ^9 j: k& |* {+ S( l3 t, N
- break if @actors.size == MaxBattlerSize
. ?0 S6 d' P: r - end
7 E6 D3 u* g% ?! S* k - end8 P, K2 s9 l$ M6 G
- # 还原战斗的角色# e5 E$ q8 B) _- J Y" T8 K
- def set_actor_to_normal
% x$ h4 _4 ^# F4 b$ W/ G% l - @actors = []
) D* C D( ?/ x - @actors2.each do |actor|" z5 L0 }: s( ` U$ D
- @actors.push(actor)$ c- o+ C& _9 O' b o
- end* ^4 E8 r3 r/ ~- B' c, h w% V( P
- end
, e$ t4 j& Y5 p U - # 获取角色id数组
$ d7 s* P! u( p- ~$ w - def get_actors_id9 d7 D; V/ D" i4 h$ U! N
- id = []
6 Z7 N t; f: N1 V - @actors.each{|actor|id.push(actor.id)}$ e9 O6 c; t# ^; i: o" ?1 q
- return id
1 x1 r- K( Y/ X, G- G - end
9 C& H: A3 G) L R - # 获取角色id数组- t0 U2 Y& N: P {. |4 K
- def get_actors2_id+ |% X% ? f" C7 |% e
- id = []$ [, a$ S$ h z0 W/ q7 `$ \( j
- @actors2.each{|actor|id.push(actor.id)}/ d V8 d9 m5 I
- return id# X' S8 ^' x$ T+ y0 _
- end
0 C9 g, Z" \2 i% n2 ?, c- R - # 兑换角色
( y7 X9 |" j6 s: Z2 o6 Q - def change_actor(index,id)
7 r$ ?- B1 K# X - @actors[index] = $game_actors[id]
' R2 d% ^+ U9 i. ?+ @0 V( F - end
/ \8 u Y( a, b8 s8 d, U J* H - # 全灭判定( `/ l: f; g/ d8 o4 f* I2 Y
- def all_dead?; d$ S3 b h# T& m# J
- # 同伴人数为 0 的情况下2 ]# K9 t' _: S8 x- t6 c: V
- if $game_party.actors.size == 0 B a! }* g) R& F" f. c& V; W
- return false# `+ q/ s& N, Z! M; m4 |5 a1 g
- end" g' _5 }8 h. \2 @+ U6 E. M
- # 同伴中无人 HP 在 0 以上
- r1 S: m6 R% A, Q! B - for actor in @actors2
, S& O' ?9 R2 a4 \$ Z$ }; _1 b# ^- P - if actor.hp > 0
% @. b: {! \- d8 d6 w) d - return false
: f) l8 f( \/ r - end# R( F5 h3 n' }8 U5 z& I
- end% x! g! ^0 {. a) d k" l, L( r
- for actor in @actors4 ^7 V8 c$ q. } _. h: `# d7 ?
- if actor.hp > 0
' Q M& q0 c/ `4 L* b - return false3 s. b- v4 i. ?) `7 G4 a: _1 C2 q4 j# e
- end9 d3 K; L- m4 @5 v8 N5 n: i1 W
- end5 Q A# l* j' ?2 p0 S' `" r
- # 全灭
* h8 t. N6 p. Y1 A2 r" k; t - return true5 P7 w( \# O1 ?4 I+ k6 y4 h
- end
0 Q9 I, g% e8 H" p; e! \6 g - # 其他角色& o3 e/ }% }- k& B( @/ A. ~; T
- def other_actors
9 e- {/ Q: [3 [) b. P/ e4 E - actors = []
2 p9 d) Y' h& I- X - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}# s9 y# a( U1 ^. a4 ]8 Y1 O6 D3 D
- return actors
, W7 B9 O, t7 C+ p: Y( ^ - end6 j! q, ]: U# V2 b) |
- # 角色位置互换
/ T8 t! W1 J2 V$ ]% x$ n - def change_actor_pos(id1,id2)2 k% t1 K- ^' `/ l
- actor_id = []7 ^& T) D" v" f
- @actors.each do |actor|
$ n. H$ d' {" Y - actor_id.push(actor.id); D) N# G6 Y- J" S: B' t. q1 N2 P
- end( s* C& w. v' @# F+ ]5 R4 u& d
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
* O5 r9 M$ @: W - id1_index = id2_index = -1
( @' r; L- e: p ~8 l% w d* O - (0...actor_id.size).each do |i|5 O1 d# V' ?3 A4 x
- if actor_id[i] == id1
1 _1 \8 h) n ]5 b% B# G; Q - id1_index = i; L( N9 `0 A, N8 d5 Q, Y' \
- elsif actor_id[i] == id2: A$ Y' O; c8 r* m6 x: u$ W
- id2_index = i* J9 z' P% z7 ^; W4 X
- end* ?0 L/ [4 B. Q3 T0 R7 d
- end6 T- P7 z* n; _, N' S
- temp_actor = @actors[id1_index]+ ?9 U! A, K# y' m3 t2 X
- @actors[id1_index] = @actors[id2_index]
" t( J- l' k: H1 Q; X# u* x - @actors[id2_index] = temp_actor6 E$ l1 V* e' p; w& ]6 u
- end( J% j$ `6 X1 l4 V& D% N8 p
- end) @$ Z! ^& f4 K. |5 }
, T d( e$ ^) y" k( |- class Window_Actor < Window_Selectable+ E) V# M4 L, {
- # 初始化
% ]+ y+ x: _) P- V( S. D! I - def initialize$ D m; b' ^, ]1 m
- super(0,64,640,256)
' o l0 t1 ^6 P - self.back_opacity = 160! H- }. M& n7 `7 o! |
- refresh; L m7 f0 ^# }
- self.index = -1$ \6 m' {1 o; m+ f2 X
- self.active = false' [( M: O! W: b5 k/ k
- end! I* s: T2 I" `/ e
- # 刷新( M/ o" o# y' v1 g
- def refresh
8 x8 J% H& T7 I. g0 o. @* } - @item_max = $game_party.actors2.size
$ k* o6 ^4 d/ h- l" |& T - @data = []
6 J( J$ x# N8 q0 S& r0 ~ - $game_party.actors.each do |actor|. l1 ]: I. G) k% e6 a* e* Y" N
- @data.push(actor) D, p2 r2 X% @' y$ G+ O. h- U
- end5 K& T* d0 h3 ]2 ?) \
- $game_party.actors2.each do |actor|
& g$ u+ P8 R- v0 e( | - @data.push(actor) if [email protected]?(actor)' f6 }5 j- m) x- @
- end N1 N' T) Z c8 X5 l
- if self.contents != nil9 D( u$ E0 B% l4 n: v
- self.contents.clear
( W& Y, o; G% Z: }$ j7 n8 V - self.contents = nil
2 J/ z8 |% q7 g0 N - end
" u( o9 F* E# s" p8 \) a/ I7 J - self.contents = Bitmap.new(608,@data.size*32). g+ p% Q1 h% z
- x = 4% t9 c" ?* y) R
- y = 0
5 j& l- Y) E" h( A, o/ W. ` - @data.each do |actor|1 ^* S8 Q! q4 q6 n% w2 C9 U' u
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
$ @: c4 [ G# G. G2 H - rect = Rect.new(0,0,bitmap.width/4,31)
7 |' D+ S; F) Y8 d - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)1 c J) w9 L9 p5 ~1 {
- draw_actor_name(actor,x+36,y)
7 d) D/ C- a, j' A' U - draw_actor_state(actor,156,y)
& {$ S+ K% d* L( W8 j! I - draw_actor_hp(actor,x+256,y,96)
' c3 J% G, w3 }& W9 t# R" a' E - draw_actor_sp(actor,x+376,y,96)
) G( X9 x# G: x9 L' S) h6 G - if $game_party.actors.include?(actor)
0 i4 f& X0 ~ x6 L/ l9 H% } - self.contents.font.color = text_color(6)8 e- @. w, S3 q: m( ~
- cword = "出战"
( O7 v: P& l$ h* [. b - else
) _. X) y5 \5 _( s; o) ? - self.contents.font.color = text_color(0)
% U5 X; s9 |! m1 T: F( g' P+ k/ { - cword = "待战"# b( t1 {- Z! J& Y1 t& ]' d
- end: L5 ] k1 H9 h% |0 w7 S2 Y+ ?( ?5 ^& ^
- self.contents.draw_text(x+496,y,60,32,cword)
1 c9 J6 r, ` A. O9 c0 x - y += 32- x& S' `: c' q/ M
- end
. a% _$ w. t- I0 m! B - end
/ Q9 k" R$ h8 `3 |9 Y f2 v - # 获取当前角色编号
3 n9 h6 H( f% \5 Z - def actor_id
7 q. |( k ]7 o. Q4 @ - return @data[self.index].id9 S/ `+ A# B2 h y n5 T7 X
- end1 v" f9 s U. _2 L$ _8 ]" M6 C$ u
- # 刷新帮助
2 T- Z+ J7 d/ A - def update_help
" g. ^8 h$ n0 r, r# N - @help_window.set_text(@data[self.index] == nil ?\8 D4 E9 N! U" q9 h, x' e
- "" : @data[self.index].name)) i( W% s6 `, o/ N z% q" @
- end- o# `# D9 z3 J' d5 {% N
- end- g. s. a }% y3 w1 u( N! |
- . m7 y6 R& A+ T; q
- class Scene_Battle
; ] w. G9 Y5 f0 Y" d# ] - include LimBattlePlug7 d) i' ~% Q5 O" I+ \2 Z$ m) U
- # 初始化
. o7 b& z8 a3 V+ {, U4 a - def initialize
$ f R! s$ j! O, V2 ~ - $game_party.set_actor_to_battle
, [! s8 c+ Q* E. Z# _% n( ?; y# ` - end5 O# w, b6 ?" ~3 m' ^6 W2 p
- # 主处理
0 M3 Q2 O6 v3 u. G+ K - def main
4 o; y7 d- C1 z- h, F& S - # 初始化战斗用的各种暂时数据2 I4 h9 K0 B6 h6 c! ?
- $game_temp.in_battle = true' v- H- V2 G/ K0 {! w5 @( d. S, q
- $game_temp.battle_turn = 0
% C6 E: R. Q8 b: I7 o; M$ \ - $game_temp.battle_event_flags.clear5 { b e1 a8 \7 `; Q2 q; Z" `
- $game_temp.battle_abort = false. q( x( c9 ~( q7 B0 C
- $game_temp.battle_main_phase = false) T& V; d' \9 [3 M/ k
- $game_temp.battleback_name = $game_map.battleback_name
: z# K \7 K" l% b( E9 Y5 v - $game_temp.forcing_battler = nil
+ K5 _( r5 @' {. w8 r D - # 初始化战斗用事件解释器 l. n. `3 b& h
- $game_system.battle_interpreter.setup(nil, 0)
: q6 l5 `. n2 c1 Z - # 准备队伍
' w* w1 \" e; E! U. X' H - @troop_id = $game_temp.battle_troop_id
# L8 C6 c3 {; s0 _) E! G6 _ - $game_troop.setup(@troop_id)* s1 ^! x4 ~# k8 ~: Z% b
- # 生成角色命令窗口
% j# K& y* A- [1 ^/ z- Y q( w$ Q - s1 = $data_system.words.attack
" Q' ?6 _( Y9 B4 V* V# z0 @2 @ - s2 = $data_system.words.skill
9 @0 r' x5 C+ }5 \ - s3 = $data_system.words.guard
3 c; ]2 g% X/ o6 E4 ]7 d# {( s - s4 = $data_system.words.item
8 W) ~: L, e- ]5 g# O' S - s5 = WordChangeBattler: R2 m; b% Q1 }
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])0 I+ U" t2 }& W9 y
- @actor_command_window.y = 128
; J( A5 x M, Y - @actor_command_window.back_opacity = 160/ C6 w5 X/ Q3 @/ }' ~2 y" ?
- @actor_command_window.active = false
7 M# w1 ~2 v* ` \4 ?& @' @0 J - @actor_command_window.visible = false
6 h+ O! j5 |: N$ k: r/ R- ]/ V9 S - # 生成其它窗口
4 ]+ p4 o4 ^9 \* N - @party_command_window = Window_PartyCommand.new7 ~! v; u0 P; n4 B
- @help_window = Window_Help.new
5 {$ E' r3 r2 v G1 a1 z4 ` - @help_window.back_opacity = 160: g3 I D9 H. o2 @: t- V
- @help_window.visible = false
, @ q) V" Z3 F/ q& ?6 ~ - @status_window = Window_BattleStatus.new
2 D$ H, G6 |0 x% P2 _ - @message_window = Window_Message.new4 P. ~( |$ d& y# P
- # 生成活动块& r. T U* {" |; P7 z( D
- @spriteset = Spriteset_Battle.new
+ D/ ]% v2 h- o9 } - # 初始化等待计数/ Z* `7 e( @1 @1 a* t: Z
- @wait_count = 0) f5 { c% j) u7 U
- # 执行过渡
4 p( u! i- P2 c! u: ?4 @3 O& b - if $data_system.battle_transition == "". W: u* U7 f+ I5 |7 n1 _
- Graphics.transition(20)
$ [& B) P# C* m5 E7 c3 u0 ? - else$ G; W! l9 {. X7 E, L
- Graphics.transition(40, "Graphics/Transitions/" +
, ]& P# L6 G$ z( D9 q, Z) O - $data_system.battle_transition)
5 B1 x0 o1 ^1 e% a% R - end
+ Z; A7 e( W/ d8 m* Y& G, C% t! ~; [ - # 开始自由战斗回合0 E. Q) I; B, R. I- E9 ~
- start_phase1+ z* C: g0 Q; X d
- # 主循环& J5 b8 R, R* @) B7 e
- loop do
3 _) G, `: b7 n. O6 s$ y# c! [0 X - # 刷新游戏画面
# ?& V; `; F7 E" F* P+ ? - Graphics.update+ N; C C: c* d+ C A. F
- # 刷新输入信息" L8 S; g8 F2 Z- F) u, Y' w
- Input.update
8 G3 K0 \" K2 J' G6 E8 E, p& s x2 | - # 刷新画面0 S; Q/ f3 F d5 a
- update) ~9 |% `1 q, D/ U; x1 _! Q+ H
- # 如果画面切换的话就中断循环, N3 O7 {/ K0 n
- if $scene != self2 B! `' B4 b3 e& E
- break
6 m1 T+ B# L+ K; P - end
! D# b9 [5 \& Y" l - end7 B: r" g& I* l0 ^/ Q) t* {
- # 刷新地图* F6 F/ s2 b* n/ W* l P
- $game_map.refresh+ L- i( T/ K1 i9 G, h5 _, l. [
- # 准备过渡! ^9 e# W# K8 t! O2 j
- Graphics.freeze
( \$ \5 @+ k) p1 s0 ~ - # 释放窗口
2 v k1 d% d0 L% b# [ - @actor_command_window.dispose3 y1 \/ z* O3 `, H
- @party_command_window.dispose/ d3 U) ~4 E: x- g
- @help_window.dispose
4 _# g" x! O O4 }$ M* A* { - @status_window.dispose0 Y- X! \% G/ u# S
- @message_window.dispose
/ u+ R8 n, x, Y- W - if @skill_window != nil
2 S2 e! a7 q4 b0 X1 X- q - @skill_window.dispose
1 S' H+ F, P1 q6 W - end- V/ v# G' [& `5 z0 S6 J
- if @item_window != nil$ J- ^+ W. i* S# }! {
- @item_window.dispose) e' j* G% G6 }- X+ j2 G
- end
# U$ H$ c# j+ K0 ~ - if @actor_window != nil
8 @: U$ ~; R* }, ?1 @2 ] - @actor_window.dispose
4 f. O( s9 [% q2 O0 }/ G e - end2 j( F5 o1 Z& `6 Z! C
- if @result_window != nil
" L4 x$ d( V* m$ }' [ - @result_window.dispose
. j3 G# c8 Y* O) Z6 @2 c' E - end4 N- G9 F7 R! N' r9 v4 @
- # 释放活动块+ f! U0 k; Z4 s) ]2 j
- @spriteset.dispose
% @; I, v( ?8 o/ I - # 标题画面切换中的情况; [2 b0 W9 a4 F
- if $scene.is_a?(Scene_Title)3 {. B1 P% R" @2 S
- # 淡入淡出画面
: S6 a3 v; F U2 T' K1 H - Graphics.transition
3 J3 f: i5 r- S4 o - Graphics.freeze
$ q8 B9 v8 J3 N2 h) a - end
1 L( h+ j1 R" b8 T0 X- y - # 战斗测试或者游戏结束以外的画面切换中的情况
+ p0 C o" q r) ^# D" E2 P9 B; @ - if $BTEST and not $scene.is_a?(Scene_Gameover)
$ G: ^- V. b5 S4 f, x! n - $scene = nil5 J- l U9 `8 k) A0 N! }
- end
2 {, p, s7 F% C. J% ` - end( O. r, L) c3 x! L" k
- # 战斗结束5 P6 j$ E$ A) F8 g# l0 G
- alias lpb_battle_end battle_end
) S' F2 V% B0 ]6 K+ h - def battle_end(n)
4 U8 r6 A1 ?$ E8 ?: I - lpb_battle_end(n)' ]- `/ ^7 C6 [$ Q6 w: N
- $game_party.set_actor_to_normal& x9 }: j( {$ G: V
- end
, g* |+ \: u! K% ~( a) g* W% ] N - # 开始回合3
, Y6 w2 z4 D; [ - alias lbp_start_phase3 start_phase3* a/ ^1 y& B$ { C6 V
- def start_phase30 ?# X* T& ?3 g2 V/ [- d6 d/ F0 W
- @changed_battler_id = []% U& [: K1 \8 Q5 x6 N2 P1 r7 [
- lbp_start_phase3
7 Y5 O! H# M1 N( Q8 q" l - end
- V+ C- t2 c* J' v8 v9 ^: ? - # 刷新角色命令回合画面6 V U& F, D" H$ R/ M
- def update_phase3
( N! ]& H- Q2 c. Z - # 敌人光标有效的情况下
, V7 ]2 F* C5 z5 R - if @enemy_arrow != nil
0 ~- D2 [: h' r - update_phase3_enemy_select
) B8 y* K* i z) H4 e- w% ] - # 角色光标有效的情况下
9 I+ e* ~" e8 j% ~ - elsif @actor_arrow != nil9 X6 X$ V# J- C, F9 l' {
- update_phase3_actor_select: a: j3 J5 Q9 \- Q/ {) L$ Z
- # 特技窗口有效的情况下5 F* E. L1 }1 r& u! v* ^
- elsif @skill_window != nil# @8 [5 i3 N1 ~" k
- update_phase3_skill_select( q8 J! Q5 E1 {6 I9 k
- # 物品窗口有效的情况下- k& l, W" X: X! \# j) U; T
- elsif @item_window != nil
5 a, {: l% Q. H% Q7 Z9 l - update_phase3_item_select X/ m/ g/ p( E$ w) o% u5 i O# W v
- elsif @actor_window != nil
- C# A5 H' t/ J - update_phase3_battler_select/ ^% o7 @) F: c2 P' e6 ?, I
- # 角色指令窗口有效的情况下
1 u% p" k, E- g! p7 |8 Z - elsif @actor_command_window.active
. q# I3 A5 d! |: C2 c - update_phase3_basic_command9 y9 `' t4 \( s+ }
- end' V/ V9 Z& g" _; @) Z2 l
- end
9 G2 X7 b8 i. q3 N - # 角色基本命令
$ ]* z7 u o2 {- Y - def update_phase3_basic_command( J. j) }8 g) x9 ~ p+ z+ Y3 J
- # 按下 B 键的情况下) p7 @7 ]5 z+ a* R; d# Y2 S
- if Input.trigger?(Input::B)
/ t* ^+ x! i! o9 Y* W* s4 N& ] - # 演奏取消 SE
6 L7 h% D* E! o - $game_system.se_play($data_system.cancel_se)) N2 a; r P; `, ]9 z' j8 e/ @1 }# ?
- # 转向前一个角色的指令输入
6 D0 I j4 f! w) y& i - phase3_prior_actor5 Y5 u3 R" ]/ {1 f
- return2 X' F9 u# y% v P. m- |
- end
0 ~: ~, r8 L- x& Y, K3 }' f% o - # 按下 C 键的情况下, z0 Q$ n% e; C) `+ ?5 _9 E# e! [
- if Input.trigger?(Input::C)+ m, o6 W# k& w5 V
- # 角色指令窗口光标位置分之
- W0 @% t; r5 f! c0 M: `! P - case @actor_command_window.index3 D0 N9 L2 G5 g& _* T5 E
- when 0 # 攻击
7 L" `& o& r2 E0 I- Y. f - # 演奏确定 SE
/ T7 V. J. T2 ^# _+ A4 A$ |5 U - $game_system.se_play($data_system.decision_se), N5 n0 l" w8 L7 c- Q4 Z
- # 设置行动
- p( s* ^9 a6 b$ r7 k4 o# G5 ? - @active_battler.current_action.kind = 0
! h! u& ]9 k6 m+ @/ f& v& F - @active_battler.current_action.basic = 0
! e1 w% ^7 ~* r4 H2 M- j7 b/ p$ H - # 开始选择敌人
3 ]1 S3 n: P( `: I7 ^ - start_enemy_select/ c, g( Q1 W" l& p/ B1 u& N1 Z
- when 1 # 特技 o* q* j4 v4 ^2 F/ Q
- # 演奏确定 SE
( ?& q" \- C0 u( {7 G- P - $game_system.se_play($data_system.decision_se)* a& n& q4 M( R( s- J
- # 设置行动
2 j$ Y6 b' N% G - @active_battler.current_action.kind = 1! G* U$ O9 U1 b4 |* @0 O
- # 开始选择特技1 L. Z. p( u* e4 Z: O) z
- start_skill_select
" U+ Z% X0 L2 g! O - when 2 # 防御 o: u, P2 [" x6 h" R
- # 演奏确定 SE
5 Q4 w) c, {7 ]7 \8 D% i2 c - $game_system.se_play($data_system.decision_se)
# l3 o C8 m: k7 t& [* q, j - # 设置行动$ A b& w+ W5 M9 E. ^8 S
- @active_battler.current_action.kind = 0
* y3 `& X% ?3 a# [7 ~! P - @active_battler.current_action.basic = 1
2 B6 q5 U1 ?; m" O - # 转向下一位角色的指令输入4 r6 h n# o6 O% g8 e
- phase3_next_actor
* H! `/ U6 k7 ?: I( }! Y - when 3 # 物品
' p. _! c, S& W - # 演奏确定 SE$ ?: _" }. w! g
- $game_system.se_play($data_system.decision_se)( j. i: R' ?: |# A
- # 设置行动
. G3 [; j2 a! m1 Z - @active_battler.current_action.kind = 2
4 w0 }5 [ }1 d% x7 O7 S - # 开始选择物品
0 P! k; }" l W9 P - start_item_select
- [$ P2 _4 g6 Z - when 4 # 换人+ R! T: Q) ~: j( ]
- $game_system.se_play($data_system.decision_se)
8 ~( S4 G: z* K x, u" ^, I, K - @active_battler.current_action.set_change_battler
# g' b" h( Y% T - start_battler_select
/ r/ M& j: w9 O - end+ }) d) U2 R. D! T+ |' A- N
- return4 M8 H5 j( V7 Y# H/ E; T3 |( i
- end2 ?0 Q+ p `1 ~9 h8 d" }- M
- end0 i) v) D& O- D, J6 a! O% l
- # 开始角色选择7 v7 p6 w8 H% W8 ]7 E1 z! Q- X
- def start_battler_select. A' z7 B2 z4 Q' {
- @actor_window = Window_Actor.new) b% q" z& H2 M5 H
- @actor_window.active = true: J* l0 c6 {6 R) c; r# G# q
- @actor_window.index = 0" R$ d* e' u$ E8 ~ Y5 }
- @actor_window.help_window = @help_window
4 [4 Z/ L) Q- D8 @' h& e+ J - @actor_command_window.active = false
! \! {+ p3 {2 p* e - @actor_command_window.visible = false5 o( q$ p9 A. L7 t, ]( A$ ]' e# r+ J( U
- end' r- P) `9 \7 v# \
- # 结束角色选择
+ ^7 p7 z+ ?8 z4 Y& U: G: x - def end_battler_select* b. [6 F, s6 W& G6 Z; D3 X
- @actor_window.dispose+ o6 H5 d) A9 {/ L( s2 Z c Q
- @actor_window = nil- p+ u; Q3 w6 P5 J% X$ D( e6 M
- @help_window.visible = false- y& \. |( c; y1 v
- @actor_command_window.active = true- \$ E9 J6 r& z6 {$ w3 ^
- @actor_command_window.visible = true# X* r1 q" O. Q- @! A3 M
- end5 r) Z) v- Z9 P; B
- # 刷新角色选择
5 Z9 U* Y ?4 ?" a+ N% S6 C - def update_phase3_battler_select
3 D7 k t: b9 s" n3 d& j; H - @actor_window.visible = true
& Q; n7 N. h% H5 b - @actor_window.update1 e9 b5 F7 p0 y' N: H& \& M5 K3 G
- if Input.trigger?(Input::B)
; y& `( F" B% b8 j/ ^, `9 I% C- s - $game_system.se_play($data_system.cancel_se)
6 W, H' M S4 {, L" l+ W2 z5 O* ~ - end_battler_select4 G9 U' _, U, x7 U% T- B1 J
- return1 m7 o! i+ y: D9 P9 M
- end. V5 b$ P- J* F. C9 z' k: t: _
- if Input.trigger?(Input::C), F7 A1 o, F6 y9 h
- actor_id = @actor_window.actor_id* m e0 ?$ [, o+ U) U' a
- if $game_party.get_actors_id.include?(actor_id) or E# f5 }' _# W* _
- $game_actors[actor_id].dead? or / N) `$ K3 @3 C* e5 N2 U/ s0 |
- @changed_battler_id.include?(actor_id)/ n8 l2 u1 a: r+ m) `3 I3 w4 m. m* S
- $game_system.se_play($data_system.buzzer_se)- q/ x4 ]( g( a, ^9 m( \% ^# G- S
- return3 P1 s8 C: x' A6 Y
- end
' Q7 o/ x9 m' p* G. y; H! X9 g/ `. _1 h3 { - $game_system.se_play($data_system.decision_se)
5 |3 W) R- R" l! j - @active_battler.current_action.change_to_battler = actor_id+ ~2 m4 |0 h' m* l: \- Q% s9 y
- @changed_battler_id.push(actor_id)
. z' g" [2 q' v" v% E. v - end_battler_select
# E- l; t* L9 R1 t - phase3_next_actor$ l" M" r2 ?; p- n- U
- return
9 T6 `/ T; `; s$ D - end& Q0 ~4 r$ S* v* I3 l: B) K
- end
5 t' r! @9 r- ?4 J6 w& b( j - # 行动方动画
5 T! K" @; D* w1 z* b - def update_phase4_step3
0 |( J0 ]% W5 }8 l7 m: f - if @active_battler.current_action.is_change_battler?
9 `. k: P! x# h* I* P0 \ - @animation1_id = AnimationChangeBattler
1 Y- f' N2 A8 _ - @target_battlers = []( T! e9 x3 f" J) g1 N9 h) u
- end ~4 l2 u% I3 X' ^! n7 V4 \4 ~
- # 行动方动画 (ID 为 0 的情况下是白色闪烁); `( G6 k0 z/ |# {7 [
- if @animation1_id == 0
, T7 M. o# `' R7 C2 N1 R, D9 x2 r - @active_battler.white_flash = true
1 J3 B+ X/ V6 ^7 e T: f, n# C - else
. Y3 b( n2 J3 \& z5 J, H% O, h - @active_battler.animation_id = @animation1_id
0 S. l; b8 H6 @+ G' c9 o/ Z% H" W - @active_battler.animation_hit = true: I3 L Q# f; }; I4 c
- end' v! a, D% a- w1 }4 r
- # 移至步骤 46 P6 k' W. { @
- @phase4_step = 4
1 A0 j4 V+ n. o- Y6 w: O/ f7 E - end D; Y- d; T; @1 X5 `
- # 对象方动画
$ C0 c9 f. K$ l* s# E3 A4 A- y - def update_phase4_step4* d/ e* d6 v- k, H3 L( d
- if @active_battler.current_action.is_change_battler?
2 I7 t' y7 C# d( t# G - actor1_id = @active_battler.current_action.change_to_battler: o1 P: @" M4 ?4 h) A$ N
- actor2_id = @active_battler.id
8 B5 g j4 h- d1 j, e - (0...$game_party.actors.size).each do |i|5 [% ?# H( E/ l! p' K c# B+ l' P
- if $game_party.actors[i].id == actor2_id. R/ ~; e/ y& }
- $game_party.change_actor(i,actor1_id)% I& ^# U2 f+ y2 X0 _$ Z; u
- @active_battler = $game_actors[actor1_id]/ K( A( j* R, l) m" e
- @status_window.refresh' M% ~5 I5 \9 {) I g$ _
- end
! i1 r& d# T- h1 \4 S - end) t4 s5 Z1 u$ ? C8 k; U0 e
- end7 \; T9 ?( Y5 r, M7 `; H" |
- # 对像方动画
6 T V8 ^$ y. `0 c! Z - for target in @target_battlers* C n$ l$ S0 [( q4 ?8 d
- target.animation_id = @animation2_id
/ _, y: i6 {# m; |5 `+ d& M6 P - target.animation_hit = (target.damage != "Miss")
/ I8 Q7 U- c M5 A! d3 @ - end
f8 K0 B h, }7 j$ I& |+ s+ R+ f - # 限制动画长度、最低 8 帧
, h, n3 z: G$ C; Y - @wait_count = 8
7 D _! f |. R# _, d - # 移至步骤 5
$ X2 k2 i! R* n; G( M1 T* k, ^' U - @phase4_step = 5, R! Z/ ]4 {8 D. `: e
- end d& T8 k* z/ u. e: H
- # 公共事件% V; l& ]! P- P1 P0 ^
- def update_phase4_step6
. ?" r0 r- d1 }2 g; c - @target_battlers.each do |target|. n- m7 H6 J' \6 `% J6 `
- if target.is_a?(Game_Actor) and target.dead? and
& m* W3 Q) p: r6 E/ E - !$game_party.other_actors.all?{|actor|actor.dead?}
/ ^, L) s: G' R$ g, w - @actor_window = Window_Actor.new% X1 Q- |& g2 U! n: ~
- @actor_window.index = 0
1 r, ~7 i% y4 u- U - @actor_window.active = true# A/ j# u& g+ g% O2 L/ n5 [
- @actor_window.help_window = @help_window3 ~( O' e; v: ^% @9 Z
- actor_id = -1
% r; m6 l7 D+ X3 ~/ F# @# `3 ] - loop do
# z7 z' ~& f( d! Y; A6 [, M - Graphics.update
1 O3 \+ W$ F% ?8 p3 [* M - Input.update7 u- D" c: s0 R
- @actor_window.update
/ U5 g+ B6 `; ~. X7 }6 l& ] - if Input.trigger?(Input::C)
`$ D9 k/ x: t5 @# j, C1 D - actor = $game_actors[@actor_window.actor_id]/ ^0 H9 i p. g9 Y5 e! L
- if actor.dead? or
0 t# \9 N! I5 s6 H - (@changed_battler_id.include?(actor.id) and
* D4 H$ Q: J6 {( U - target.current_action.change_to_battler != actor.id) or0 H0 W2 F$ w5 B7 O m3 I
- $game_party.actors.include?(actor)
* G% S% T8 ^" F# A" M - $game_system.se_play($data_system.buzzer_se)# a$ C& F, Y$ V3 S. [6 H
- else
) a. R) j- W* O7 Y - actor_id = actor.id4 W- a; a3 t7 M k, \' b
- end
7 z6 }5 i: f, S. q3 ? - end4 l! z6 ?. y' `; i5 S4 v! K
- break if actor_id >= 0
4 D' ?) D0 _. {$ `/ f3 i - end: n3 ?; i9 m& }! D2 J
- @actor_window.visible = false
3 X3 @1 O9 v& A8 v0 B( ] - @actor_window.dispose t- q9 s* F/ w8 W" S
- @actor_window = nil& s; l' G3 X' T8 P
- @help_window.visible = false
. K4 q- N0 D7 @* z( y1 e; c - (0...$game_party.actors.size).each do |i|3 t+ }7 P; ~/ [8 _% O
- if $game_party.actors[i].id == target.id
! P+ |, [% B( |" h - $game_party.change_actor(i,actor_id)& B$ n) q9 r2 g [2 R$ ]) _
- @status_window.refresh
! s! D/ {# j$ r. @/ d8 M4 P _ - end
) y: c: }1 I4 b! r1 ] - end
8 I7 `! p( B. k5 K9 }% _/ Q - end
$ }2 G- A" f. |) j% m, x5 L4 I - end' o- S7 W: l, y9 A) I
- # 清除强制行动对像的战斗者) o9 ~0 Q$ ` f8 |& ]7 {, p
- $game_temp.forcing_battler = nil! P* k; L9 O- K, w- ^, n0 h
- # 公共事件 ID 有效的情况下" l/ }0 L" i! n0 K0 U8 x3 W9 S
- if @common_event_id > 0
3 w# O: g9 U9 @/ _3 l$ M9 ` - # 设置事件
; M# |" R. \4 a/ q, s, h - common_event = $data_common_events[@common_event_id]
4 u7 |3 F; }/ I& D& i- }# c - $game_system.battle_interpreter.setup(common_event.list, 0)2 J5 V; i8 f/ s5 g' c
- end7 U# S3 p+ d% I3 e% R2 j
- # 移至步骤 1 g& A2 Y! u+ w
- @phase4_step = 1
. x9 j) c( g5 Z6 {3 r3 H5 A - end
! f. a1 \- s5 c, P! l - end
+ m2 J' C' v ^9 i% c - $ h2 d& }) K9 }9 _
- class Window_MenuStatus) r; O4 n. d9 S9 {+ O
- def refresh9 B# Q. W0 Y2 \2 f7 K, o. Q
- self.contents.clear* r1 A& V% p5 Q! P. [9 z. i7 ~5 w6 r
- @item_max = $game_party.actors.size" b1 D5 b; }5 @4 T9 F0 N: j
- for i in 0...$game_party.actors.size# r* F, F7 ?& c6 W5 ?! A
- x = 4, {6 p. U, g, X" q
- y = i * 329 E, n; m1 {. y
- actor = $game_party.actors[i]1 U* H6 }3 l* O. c8 l- |, }( L$ w
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)+ ^+ p ]& i T' n6 @% x+ L
- rect = Rect.new(0,0,bitmap.width/4,31)
) V$ @5 p+ s* x- [$ ?# y, U - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
: p- j- u7 N" M" _ - draw_actor_name(actor, x+36, y)
. W) S7 v4 H; q0 ~+ d6 U - draw_actor_state(actor, x + 136,y)/ d1 b- g- n# D' Z3 v& J' r
- draw_actor_hp(actor, x + 236, y,96) s1 O& c+ Q9 n, A. {2 b0 B5 o% |
- draw_actor_sp(actor, x + 336, y,96)- l7 g% b) j. V) _/ G
- end/ \# l- A a! w- G
- end
1 u: Q, L8 e! l" u: ^# u% ` - def update_cursor_rect1 y- f+ f( n5 S% B, V
- super
, P) X& L, R. J% a - end: h, m7 e1 x' _( C) o" s# r( B; T
- 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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