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
![贵宾](static/image/common/p1/rem.png)
|
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 LimBattlePlug- J; X: b. \$ ]( |1 ?$ }% h& R$ }
5 W% Z! A" V5 c- # 队伍最大人数. ]- Q4 ~' ?0 E, X) K! e. _
- MaxPartySize = 8
$ a# b0 G; ] R2 @- r; @! b) G V) z" L
+ d) L. ?' q* h- # 出战人数& c; E2 m+ t1 R
- MaxBattlerSize = 1
5 v! P5 x( T5 m - 4 X3 I' D9 W/ [# g f
- # 换人语句
" A- z" x9 H, i4 B+ n1 @ - WordChangeBattler = "换人"
6 ^, K( a$ F( h& v
O1 {% U7 Z& o* ]! l3 V8 h6 W" E! h- # 换人时播放的动画
9 r1 A" x2 C* s2 t - AnimationChangeBattler = 26
# w/ _4 j! ^0 A
: X! }) V Z7 T3 Z }- o- end
+ i* `/ J# z' y& i& ^2 x$ F1 ^0 p - , n) ~# ~( o% a$ h$ M' W
- class Game_BattleAction
# |9 J7 \: b+ ~8 a8 x9 X - attr_accessor :change_to_battler- Y- k5 \/ t/ ]6 i! Z
- # 初始化
# r& u5 H- K0 y5 T7 b$ ] - alias lbp_initialize initialize
1 F0 l4 w; M( y) Z" z& T( ] - def initialize
5 e1 E% f) z1 ^( d) \ - lbp_initialize
& G/ ^8 f, q$ `' W" ]7 k - @change_to_battler = 0
# K' X, A0 j( Q# I! r - end
. Q/ y( u$ Z3 V: i" t: c! n - # 欲更换角色编号
; m# U% Q8 W( t) \ - def set_change_battler) M1 I6 b6 B( Z: s% G+ p `7 s5 A
- @kind = 35 s. {6 W' C) W6 z
- end
% [( S$ X# A" ^& Q0 A- v# y - # 判断行动是否为更换角色
]# p" v2 [$ c. G. y - def is_change_battler?
( R( b4 ^3 j, w' b - return (@kind == 3)
& }9 L2 n3 u4 i+ G - end
1 I' Q' C5 d2 H6 G) n; j - end' Q- d2 E# T) W7 F& F4 j, b
; X$ h# }/ R, A6 V7 g' n& p- class Game_Party
3 {; U* T0 t2 d7 V3 k* f - include LimBattlePlug2 H+ e; Z/ ~/ m: Z8 L ^) C
- attr_reader :actors2) g6 S- P& G1 ?4 w$ O
- alias lpb_initialize initialize! Q8 V2 _3 Z; F" z3 M+ f
- def initialize
6 W% j/ H: H2 P/ i% f' o4 D - lpb_initialize
- L5 {+ b" f1 C/ C2 t: F. x! M - @actors2 = []
- c3 {; ]: }+ U Y2 F5 E i2 P0 R - end5 \4 R7 O7 |( w. q$ D
- # 角色加入/ d D c0 g% B: ]
- def add_actor(actor_id)# `4 w8 ~% z/ v: t& W7 W" f! S
- actor = $game_actors[actor_id]
# e& ~+ u1 T* M# w - if @actors.size < MaxPartySize and not @actors.include?(actor)! ?- I8 ^& p f! J/ W3 y3 C" {. ^
- @actors.push(actor)
% }; U( t6 b6 [ V - $game_player.refresh7 R- h: f3 s6 S' a! J8 o. _
- end
9 o6 B# r4 v' d7 ^. ` - end
- ?, H3 Y- E: R& ~9 E6 U g6 g - # 设置战斗的角色
, B, ^- O2 M# E" M# M - def set_actor_to_battle
. Y, V7 \6 c8 M2 a$ o, } - @actors2 = []
, ]7 K8 u7 p* o' ^. ] - @actors.each do |actor| ^) L# t* \4 y) c
- @actors2.push(actor)' j: R) ?1 ?! a6 B/ A3 _" P
- end
; {* v, k. u) v - @actors = []
+ v0 N! F8 d% _$ H - @actors2.each do |actor|
# f+ }6 A4 Q9 G& d" f1 c1 k) p: a7 [ - @actors.push(actor)
* D8 J9 c" l" o7 I5 m" o* X - break if @actors.size == MaxBattlerSize
: M! }* O' J5 `2 B - end
2 L3 E, x i4 [0 Z7 M - end; _+ B$ L" T# t; H
- # 还原战斗的角色
$ S# {( X( U) N& |- v - def set_actor_to_normal3 }+ U& a: O9 n1 V
- @actors = []( M0 {; P0 d6 m" \! J5 J l
- @actors2.each do |actor|
0 j) R" `" N9 {" l& c# K3 I - @actors.push(actor)
, c( D% O1 r& { - end
- j# O8 N8 T# _% G& L - end
0 Z7 K5 R& R- C1 Z, U/ I9 s - # 获取角色id数组- l% V- ], `: O8 X0 x& z* m8 s
- def get_actors_id6 F1 y1 }; B5 O* }3 C
- id = []
1 e, \: i1 c$ r - @actors.each{|actor|id.push(actor.id)}( D- V) R: P) Z$ F1 L
- return id
8 N$ g6 n/ ~5 }# J! V$ u - end
8 I! ?9 A7 x5 r, W. V - # 获取角色id数组6 J Y* X6 S% e& d6 h
- def get_actors2_id
& v( N; a1 ~& f6 T: ?; ? - id = []
# c* R! k2 x% ~7 T* b5 M$ H( R - @actors2.each{|actor|id.push(actor.id)}
: F6 N$ S5 n4 |. J - return id# d+ j* l* R; M: H
- end. {1 k0 h8 F) f( t0 c& Z
- # 兑换角色
3 z; @) f n) Q( Q( ~3 T( b - def change_actor(index,id)
4 S. B- w) V& P6 n4 s$ ?- b - @actors[index] = $game_actors[id]# v, L2 S1 F3 J9 { _$ }* r/ L7 x
- end2 C+ q2 I" Z9 h4 k9 g+ r
- # 全灭判定
( _: Z" |5 }+ @3 z - def all_dead?7 ~# I" P4 h! v" }4 V
- # 同伴人数为 0 的情况下
9 l% ]' Z$ A% A3 r. o% ? - if $game_party.actors.size == 06 h/ R2 a/ j: |8 J
- return false
* c e4 @: w2 ~5 H Q. b; D - end/ C' p$ I( D* e1 A+ t7 ?6 f
- # 同伴中无人 HP 在 0 以上
7 c% ]0 y2 v' {/ V - for actor in @actors2
5 q) T% [0 g$ I" ^ \/ [ - if actor.hp > 0! k, V" m; C1 {5 J( |- U w" g
- return false
& P6 y! H" m3 d. ^ a- \ - end
% w5 y7 J; X3 E' {, Q# [ - end
+ `$ M$ A# O! ]3 H - for actor in @actors" r5 z' b2 N' ]1 H F2 W& q
- if actor.hp > 01 S% I5 d8 U2 r8 Q/ r8 c$ @
- return false! M5 i5 Z# ]2 Z3 _ I% a5 c
- end
, X; q, X& J+ Z( _- z1 U0 Q' x - end
7 a% m }( ~ `2 f: U4 ` - # 全灭
0 k. n3 Q4 m3 X/ g- k6 R9 v+ t: r - return true4 Y+ F) T3 x- Y( e
- end# l0 n6 Z6 b1 c$ O7 G# B4 Z( `
- # 其他角色( k R: a9 F4 C
- def other_actors
7 m/ B. _ B$ f1 N - actors = []
: [4 ~% z5 I$ ~7 L9 Q - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}' D" n" P; W) Y% M. a
- return actors& ]" g+ g! G( i0 p
- end
) `" _; W) |6 _. ~' V" U+ e( r - # 角色位置互换
/ y1 d. o* P3 _: [4 t - def change_actor_pos(id1,id2)
# F: U! O4 h. ~" ?7 D) U - actor_id = []. h* B2 }" |0 ]
- @actors.each do |actor|0 l5 d+ H5 X7 |3 D* r4 s# L% @- A
- actor_id.push(actor.id)
2 H1 `8 d5 O$ A f L - end
# w& m& f! r3 a' m. v' V7 S& f - return if !actor_id.include?(id1) and !actor_id.include?(id2)& O1 E3 e8 ]) l; P$ ?) l) x
- id1_index = id2_index = -1
! R7 z2 k& w0 ]1 O, j5 @ - (0...actor_id.size).each do |i|' R1 I; _8 i$ H& ?3 W
- if actor_id[i] == id1' w' c% P k. S/ b
- id1_index = i# u. b$ G+ z$ N
- elsif actor_id[i] == id2
- ~, z/ S% E0 U* ]' Y - id2_index = i
: P: u0 V& X7 q' {5 W4 g - end; l" K. ~1 ?$ T) t
- end
+ B3 t% d, H/ o' T - temp_actor = @actors[id1_index]
2 i8 {2 n6 N' |4 K6 k0 K - @actors[id1_index] = @actors[id2_index]2 P/ z2 g" E4 v6 r* ^, ~1 d' U
- @actors[id2_index] = temp_actor
2 T: n0 Z8 w' R - end
" \# ?4 h8 q+ ?9 j5 G3 w - end5 n; E; |+ K S3 x- m( Z
/ i0 f0 s8 K0 w0 X- class Window_Actor < Window_Selectable; i3 f$ R! r* m7 a) o
- # 初始化
5 k, G. Z/ w9 Y) N - def initialize0 X/ h8 P, g( t
- super(0,64,640,256)! C1 ]9 i6 Y: ?" n: z! a) d+ E' I
- self.back_opacity = 160
; @* k& C+ i! z- L& S - refresh3 @ C7 U7 _' E% c2 n
- self.index = -14 _ Q5 S- l r
- self.active = false
9 n* L( A5 \: g' x8 H: I% @$ W - end" ?; g) V. ^/ s; i! C
- # 刷新
8 T3 T+ s3 T" Q. v c - def refresh
6 c7 A e% c, T0 L) t - @item_max = $game_party.actors2.size1 Q9 u& z3 U4 Q; x6 u/ n5 [, x% P
- @data = []* X. J @- |7 B. w
- $game_party.actors.each do |actor|
2 s7 h5 ]0 c5 e( X - @data.push(actor)
- j$ H- Q* x8 F* n" W* @ - end
' A8 B4 I5 t6 J1 w - $game_party.actors2.each do |actor|5 w. T' G9 {6 H! Y7 x& Z
- @data.push(actor) if [email protected]?(actor)
3 o+ A: O: a+ d" i+ O - end$ u: z" U) B0 K8 l
- if self.contents != nil! q2 v6 K9 q' w4 ?
- self.contents.clear6 U5 R8 ?' ~9 z8 C# p8 F F9 }
- self.contents = nil! d8 a1 I. M+ T6 D: B. O# p
- end
! d: l- v* D B- g4 Q - self.contents = Bitmap.new(608,@data.size*32)
0 u; x' f9 Y O0 k7 S7 b- F - x = 4
) E) t4 T o- u# X z1 H+ |7 K8 S) m - y = 01 {" k' C0 f& Y& n
- @data.each do |actor|
9 Y0 T! I6 f5 ~. E; _ - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)! M/ [9 k7 `4 t2 A4 p
- rect = Rect.new(0,0,bitmap.width/4,31)
* E( U, M* I& W5 m' l - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)" U Q! U* g' m7 k; P: F& |( d
- draw_actor_name(actor,x+36,y)
# z6 o$ t l4 m8 `& ]% B: ?) q - draw_actor_state(actor,156,y)0 y$ R$ e) X+ e- Y% m
- draw_actor_hp(actor,x+256,y,96); [: L8 [" h* H
- draw_actor_sp(actor,x+376,y,96)) L$ P) I9 ~# _# h1 D0 b
- if $game_party.actors.include?(actor)% d6 t# }" w! a9 @: j
- self.contents.font.color = text_color(6)3 r/ @. b( b: U$ {3 j
- cword = "出战"
9 Q" L/ F+ b5 |: | - else
n" U3 m, z/ m# K, \ - self.contents.font.color = text_color(0)
3 l. R9 T0 X: N0 q2 Z+ \ - cword = "待战"
2 q4 ]# D) Z- Z& _3 ~5 q: @& z - end5 t. R- A: Y! V v
- self.contents.draw_text(x+496,y,60,32,cword)- S/ F$ a% O$ Z, P
- y += 320 h& k. W( _8 o2 ]# t% ^) ?
- end) G- O; Z2 q; O& m1 s: I
- end
5 [8 D, m# F% o - # 获取当前角色编号8 F$ h) n+ D( V: ^8 w
- def actor_id5 o4 V$ h& X1 v( j5 V
- return @data[self.index].id
9 K, l } R0 U& ]3 E/ W - end
) Q+ S8 d2 U- O7 T" _* H - # 刷新帮助9 i% @0 X- }# b0 u. l) F q2 u
- def update_help
8 J: F0 J2 H! A - @help_window.set_text(@data[self.index] == nil ?\
3 @, y# f. u' k( k0 n - "" : @data[self.index].name)2 n' |* ]) Q8 v) L! S+ Q1 N
- end
. ?/ d) V6 c6 ~ - end1 `- C1 `5 q) `- n- q0 \
8 |" n: C3 `' a G, R- class Scene_Battle" D. p3 F i4 B( m q
- include LimBattlePlug) j( }) t, D0 c) f7 `- l
- # 初始化6 u, C7 N1 a* z* h2 o
- def initialize5 J: T Q+ w' M. x& L# U; q: ^
- $game_party.set_actor_to_battle
: h* ^, y1 L6 r8 [ - end$ c: `7 V3 C4 \5 i" R4 e- |2 l7 w
- # 主处理# F# Q5 b/ r( ]8 z% ?8 R
- def main# M: ], h4 b0 ]0 @, n2 G
- # 初始化战斗用的各种暂时数据9 ^5 G) V* m5 Q3 b1 }7 _
- $game_temp.in_battle = true
) `" N0 D$ n( i* X6 \' W0 \ - $game_temp.battle_turn = 02 L4 p1 p! f8 d- ^) P
- $game_temp.battle_event_flags.clear
0 n8 C" Z6 P7 b# b& U X - $game_temp.battle_abort = false+ D0 J+ C" C& \' N1 S- g& _
- $game_temp.battle_main_phase = false
6 G( K) {! J( r: t* Q, L" A - $game_temp.battleback_name = $game_map.battleback_name
- T; b1 u% f5 Q+ R; d - $game_temp.forcing_battler = nil, }: [3 {8 Y4 G. n% E( d
- # 初始化战斗用事件解释器; i' e4 Z u+ F
- $game_system.battle_interpreter.setup(nil, 0)- b& l9 ]+ V3 j/ t5 i+ l
- # 准备队伍
0 ]5 x4 i% d8 O% {) b1 f, t2 T9 m) h - @troop_id = $game_temp.battle_troop_id3 a, \: @3 `+ U- Z- a3 C0 L
- $game_troop.setup(@troop_id)7 o& H; h: a3 j, l' L/ x
- # 生成角色命令窗口
8 q# \2 I7 G1 L' W) Q6 R - s1 = $data_system.words.attack/ B1 T' L6 G/ D' }
- s2 = $data_system.words.skill
: R* ?/ N! O2 P4 Z z - s3 = $data_system.words.guard6 j4 x+ R) w( h/ g* U& L- l
- s4 = $data_system.words.item
% g0 @ m3 I" N* l( S @6 | - s5 = WordChangeBattler
. I+ {. b. O0 K5 Y% w0 b - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])$ \6 p6 r3 K% E9 |
- @actor_command_window.y = 128" I' c' N# Z) f8 c8 Z- V% H8 x$ s
- @actor_command_window.back_opacity = 160
/ {/ _" w4 Y- Y* ~+ J - @actor_command_window.active = false2 l5 y" l2 t& L
- @actor_command_window.visible = false3 r( q \8 o) S
- # 生成其它窗口
8 h+ ^ l6 ?: _2 } - @party_command_window = Window_PartyCommand.new
, z: l H1 v. A% p, s+ o. a: \ - @help_window = Window_Help.new& T" @/ U2 U$ E- ~: M5 B6 b- X
- @help_window.back_opacity = 160
. c2 O9 l: s: j4 `4 J9 h% t - @help_window.visible = false
* C4 f' f3 W' J: G0 p - @status_window = Window_BattleStatus.new, M3 S" S1 s( N! \: E( X8 ^! v! n0 ?
- @message_window = Window_Message.new7 }" b8 C1 t; Y% s- e
- # 生成活动块( Z3 T; B0 z, r* g
- @spriteset = Spriteset_Battle.new/ m/ d9 y, ]4 S: g( U, X
- # 初始化等待计数
7 H" T1 v% ~' x/ z f. _, Z+ D7 z - @wait_count = 0
! J; d# G# s2 M1 O- | - # 执行过渡
5 m L% F1 S- `. c& f - if $data_system.battle_transition == ""
. f" _( _5 P+ z5 r - Graphics.transition(20)7 n |8 r, K0 o+ i$ P! l
- else: @! w6 ~* o% c
- Graphics.transition(40, "Graphics/Transitions/" +& A+ M/ V" {- v2 U
- $data_system.battle_transition)
1 T, p9 g3 y6 A8 Y$ i, s - end+ ~1 |# q6 o! t
- # 开始自由战斗回合0 b" ~* D j+ s3 T
- start_phase1
# `/ a4 ^3 N$ @; h1 Y - # 主循环
7 W* |! b$ x6 }4 n$ d" D$ u - loop do
- @8 |8 |+ R0 D. D: J' V - # 刷新游戏画面# O* ]5 L/ j3 n# s: f4 Y
- Graphics.update5 c' T- _$ K" C+ v, C
- # 刷新输入信息& C2 Y5 t, E1 L) e
- Input.update
* h. z2 r1 O7 T* u @& P. g - # 刷新画面3 U* z+ P) a6 ~
- update
% Y2 w6 }7 H, j4 J6 U# r - # 如果画面切换的话就中断循环
: y+ }3 ?- ]6 |, i - if $scene != self5 b# Q! I% q1 i1 S v( B5 I! z+ }
- break; E8 r5 a0 o. Z' r D. I1 f3 v8 I# B1 C4 H
- end
: ~! x( W) x4 M4 c - end: u5 T% M) u- n5 `
- # 刷新地图$ i; b/ J" ?% J& L, m
- $game_map.refresh: A3 i: ~9 f( o, a9 E
- # 准备过渡
% |$ {0 z& m, n- ]! h& G - Graphics.freeze4 U9 u6 O4 v7 |5 F$ z& R/ B6 h
- # 释放窗口
4 ?5 _: V! [: W$ E4 x - @actor_command_window.dispose
' M5 ^9 {+ W1 L - @party_command_window.dispose
5 M3 k% M N2 Q" f: O$ a' o3 J - @help_window.dispose6 ^- j ?6 w' \* O4 _2 r) L
- @status_window.dispose; X0 {1 @& k$ A3 a9 |* W/ e
- @message_window.dispose5 U4 S& o7 L8 E2 W ?
- if @skill_window != nil: j2 k" z! `3 P0 g
- @skill_window.dispose
, A9 S: U( c; W9 S9 ?1 _ - end, a1 u. T& G3 G6 e. ]
- if @item_window != nil
. r$ U7 E0 f+ _ - @item_window.dispose
- n) {+ S. ^: ]& |& j - end- J; A+ \7 S( J/ n" R- Q. s) p
- if @actor_window != nil
a$ {* M" R: C$ A - @actor_window.dispose+ \ u3 m4 V6 g6 _( v
- end
3 }( D4 ]: ^' b( }% M - if @result_window != nil
0 J2 v( U* b: \, l1 C9 ^5 s6 r - @result_window.dispose
6 ^( Y: P; e$ | e5 a - end# ^$ a: F G( _) X
- # 释放活动块
8 g- e/ S/ Q+ b( s - @spriteset.dispose/ B' S6 F0 p" J: L0 z: J/ t! k+ ?
- # 标题画面切换中的情况6 i2 n- ]1 z7 {# q, \
- if $scene.is_a?(Scene_Title)
! }2 a4 J' ^' b2 v0 b2 u, u2 K - # 淡入淡出画面4 j8 b$ t9 N" d) H3 p: B0 E- f+ V
- Graphics.transition
5 E& l1 b- M8 E7 x3 ` - Graphics.freeze
$ r1 l% ~. c" c! x. B# i( z- a$ } - end
\) w: x' ^$ C; e1 |+ x, A+ ^" Z - # 战斗测试或者游戏结束以外的画面切换中的情况1 L: w" }: y+ Q
- if $BTEST and not $scene.is_a?(Scene_Gameover)$ c# u! [: l6 o' x5 a9 f
- $scene = nil
8 Y( T( p. {) r/ {' g - end
4 b# o% q) [. k: N7 y - end
% w) R. E' t' K" L* t( w: y - # 战斗结束
z8 h* o7 W* X+ d- q3 \ - alias lpb_battle_end battle_end
7 b, F" n* c) k) Q/ D: m } - def battle_end(n)
6 ?! h5 b9 ]$ S- L, ] - lpb_battle_end(n)
+ r# c8 V& S9 h& Y2 m0 ~ - $game_party.set_actor_to_normal
" D* A+ ]) B3 l; `$ K. X. R - end
2 R, T" N/ \# g2 u% L - # 开始回合3" `" g5 r- L; s2 l4 c, G3 L
- alias lbp_start_phase3 start_phase3' a. J) i7 y+ |( a4 m
- def start_phase3
, p6 Q" k8 k1 \- K - @changed_battler_id = []
3 y( J& |* T& y - lbp_start_phase3 P) Z( r& |/ B4 q
- end
3 J8 |$ e. G K, Y4 e: V - # 刷新角色命令回合画面
}) W( ? h0 Y - def update_phase3( K2 Z' A/ V U: t! V8 M
- # 敌人光标有效的情况下4 b& ]& B T C6 B' g
- if @enemy_arrow != nil. m- x1 M! Z* B, D& ^& N2 S- m
- update_phase3_enemy_select
6 n* R' Q% ], p2 n) k5 }; ? - # 角色光标有效的情况下$ C1 R, K+ V- _! Z
- elsif @actor_arrow != nil
, N5 e9 n2 o" @; |" ?- l5 l - update_phase3_actor_select
0 R, b2 \5 n, X# I' ?& d; D8 ^ - # 特技窗口有效的情况下2 M- X% R( x j
- elsif @skill_window != nil
, b6 m) c( _4 z" [* X0 O& }' f" w! @ - update_phase3_skill_select
0 _4 D& n5 }2 ?8 l - # 物品窗口有效的情况下5 Z; w* k/ u: `7 C% ? s8 P0 y" D
- elsif @item_window != nil6 ]4 q" s: Q$ d
- update_phase3_item_select
; w9 ~) R$ }1 K: X, j - elsif @actor_window != nil* m% m3 V/ U9 s- @& N- w$ e
- update_phase3_battler_select
" q! A9 _8 ?, Y: b+ e, [1 k! K - # 角色指令窗口有效的情况下
5 k' B7 D; ?! D4 v+ w% \$ x - elsif @actor_command_window.active: `* X9 _, \% T7 Y; K
- update_phase3_basic_command4 e, u0 `. f3 u
- end( j Z+ ]. e1 H+ g1 l. \
- end; g) c6 Q3 `; _- C+ w$ N' ?! P
- # 角色基本命令
$ L6 s/ ?$ m6 l3 X4 Z - def update_phase3_basic_command; x5 D0 b1 N y. {! y k
- # 按下 B 键的情况下# H3 C* ^& C" S
- if Input.trigger?(Input::B)
+ T/ ?9 M+ f9 a/ O% t - # 演奏取消 SE1 S# h5 H; }0 @4 L0 X: T
- $game_system.se_play($data_system.cancel_se)
/ W+ j- Q+ z7 ]; f: n( M - # 转向前一个角色的指令输入
8 J) Z$ l1 X5 [! ] - phase3_prior_actor
6 ^$ _, m5 n0 t2 F - return
8 a) ?* ]5 W% S- o - end
* ]6 e, r, P6 x/ B) v- g; i - # 按下 C 键的情况下& k; J, U, G! V' c5 v7 I
- if Input.trigger?(Input::C)
2 r* d7 t8 h7 t$ r - # 角色指令窗口光标位置分之! I( f* c- |: \8 v+ Q5 t5 F( C. P
- case @actor_command_window.index
9 C8 l2 w! Q( W1 @ - when 0 # 攻击
, X+ L9 m: @2 }3 u2 ]/ J8 ` - # 演奏确定 SE
# \" D( K6 L% `. A5 p( u: U& [ - $game_system.se_play($data_system.decision_se)
1 w% e; }. |( D+ l) E1 o2 T - # 设置行动) V) e) y0 V, F! Q* S
- @active_battler.current_action.kind = 0/ [4 C, C8 A3 c2 o
- @active_battler.current_action.basic = 0% W3 {" A% K3 C& f! ]$ e
- # 开始选择敌人. P+ e, c. A% T: [
- start_enemy_select- f" f; C5 P2 `+ L
- when 1 # 特技
- ^) b; ^/ _/ I5 {# W ?% V - # 演奏确定 SE
. B" [+ d$ a: ^ L - $game_system.se_play($data_system.decision_se)
$ D- z7 \. f3 d1 e5 p5 H7 x; G - # 设置行动4 p! T% d( A* l. e$ M6 F
- @active_battler.current_action.kind = 1
, f8 I% ~. Z' Q Z) `; H - # 开始选择特技' H: S2 s1 o4 R4 V# c$ V" T
- start_skill_select
3 c5 P9 G, R* Y8 J - when 2 # 防御# N# V% K, b7 _( f5 w9 b/ y8 s
- # 演奏确定 SE
) n3 z0 u* m$ D5 n* i6 L } - $game_system.se_play($data_system.decision_se)$ J2 B8 ]% ~% }& Z
- # 设置行动" l* [: `/ {3 r2 Y4 q/ W4 S$ r8 f: H
- @active_battler.current_action.kind = 0
) D9 w: k( D2 F0 U- v - @active_battler.current_action.basic = 1
. ?8 H0 `7 ]/ f: M* J1 i; ]- i - # 转向下一位角色的指令输入
5 B* W7 w3 V. a* v% K" u6 L - phase3_next_actor$ b: k( T7 `+ ?$ |3 ?
- when 3 # 物品
4 q& i ]( @8 k - # 演奏确定 SE
0 I, a, C0 {* b9 q$ E - $game_system.se_play($data_system.decision_se)4 k y5 K- D( r0 R: O/ V
- # 设置行动+ r& Y% n) J$ w$ m4 p* J: u$ N& r
- @active_battler.current_action.kind = 2: _! T/ K" e) W! {/ ?) J: ^4 {
- # 开始选择物品; \2 j- Q& j# B+ F5 v, k
- start_item_select
( P6 A, R; k! H6 A ]% t - when 4 # 换人$ O; m$ E8 h# q' \7 a
- $game_system.se_play($data_system.decision_se)
9 p& a9 S" u3 W8 D - @active_battler.current_action.set_change_battler/ w) x F# w9 I; E3 O: r
- start_battler_select4 o; X6 |9 T/ E' |9 }7 k* k- c5 Q* I& a! ]
- end
% V- @2 `) {- ` - return$ q" c! |" r" Z
- end
6 p5 l6 U( R0 e* F) g$ d: I% I" F! f! s - end
& ?2 |( p8 w0 V! t% m- `* |" N - # 开始角色选择
& `4 _$ K) {# Y2 e; K - def start_battler_select
" ]( @& m; M* h& H$ j - @actor_window = Window_Actor.new
3 K B2 a5 N0 X: d - @actor_window.active = true9 i! h0 }4 R; o# r+ `% t
- @actor_window.index = 0
; R" i: ]: O1 l/ n3 [( ]/ c% ~ - @actor_window.help_window = @help_window8 V" d D: b$ p6 w7 W4 O2 {
- @actor_command_window.active = false: l5 l: _& W. o+ k" a
- @actor_command_window.visible = false
- a' k; n+ Q( J0 n - end8 Y% s- q) p9 v% c& }: f" j
- # 结束角色选择- X& ~$ B. ^' O( z2 A
- def end_battler_select: O. R( A$ ~& |) f
- @actor_window.dispose
3 s o+ P9 l7 y - @actor_window = nil7 t+ h# U. |0 `" a# \
- @help_window.visible = false
# r! ]7 g, n3 {- h, B2 J - @actor_command_window.active = true; x/ a; R4 i! k1 I, c$ y
- @actor_command_window.visible = true
4 g" [9 @, a" j1 y9 Q. I# Z - end
* f" u8 h! _ L# s - # 刷新角色选择 `: `4 Y8 w4 k$ F4 s. Y# ?
- def update_phase3_battler_select/ M' E& R! W/ _. M
- @actor_window.visible = true
7 I4 L$ |, k' g7 G - @actor_window.update
' n" T: S- `6 P9 E1 Z - if Input.trigger?(Input::B)
0 J5 s F0 L2 m1 ^5 g - $game_system.se_play($data_system.cancel_se)+ s& c2 u* Z+ D* o j
- end_battler_select
) j% r* H6 V) z6 w- U" {' ^ - return( ?- m! X; m- [+ V1 t
- end# t+ W0 N2 j4 w, L9 K
- if Input.trigger?(Input::C): q* Y+ M; Y. a: q |% l
- actor_id = @actor_window.actor_id' V2 B$ X- S0 e6 d1 N* N" s& B
- if $game_party.get_actors_id.include?(actor_id) or
+ b3 q. Z# o+ g! \ D; ~ - $game_actors[actor_id].dead? or , v5 @) A2 x9 O u- r0 Z f8 t
- @changed_battler_id.include?(actor_id)
3 Z" t/ ]( F9 _ l - $game_system.se_play($data_system.buzzer_se)
, ?/ g1 f+ g. F: P+ r2 U - return T3 O6 r, ^$ o4 W: ~9 ^0 D
- end
4 q; f- r" }9 e1 O - $game_system.se_play($data_system.decision_se). U3 @5 h# C- n1 r5 {
- @active_battler.current_action.change_to_battler = actor_id4 o+ s8 b- u' z" O8 u: e( O) U
- @changed_battler_id.push(actor_id)
+ k5 P. k( }, E6 i8 _9 x: J - end_battler_select
9 V' S. n6 z# D- _ - phase3_next_actor( ?- p8 t; P( e/ B% f+ d7 Z
- return) E# L. i+ A' o! P' a
- end
2 U) M+ ?7 A+ p& @4 Z# q7 E# B - end* H( e Y- h' c# H5 {& a4 u9 q: G2 C
- # 行动方动画% G( _) T% {# i! q0 C
- def update_phase4_step3
4 |: \2 B& S& ^# m; o - if @active_battler.current_action.is_change_battler?5 O% u& Y! e/ J9 h ]1 K
- @animation1_id = AnimationChangeBattler9 s! ^5 p, @* x! Z- I+ H2 ]- a* \
- @target_battlers = []
, Q; a e H. W( p+ S4 v: U - end
6 m5 K7 }: V- A, A - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
6 ?; g7 Z' H, V6 p/ f - if @animation1_id == 0
" M: }' T# H' U& v0 a+ v# H# O! T - @active_battler.white_flash = true- D4 ?) h" o: o9 k& O
- else
) W1 [* N& @' ?3 G; Y; ^ - @active_battler.animation_id = @animation1_id
. Z- y# J# L# O C - @active_battler.animation_hit = true: o! @6 t8 \. ]5 D
- end) @4 g6 r$ G. w( g& v: B
- # 移至步骤 4
1 n( J+ N8 H/ E) h! }& J( I - @phase4_step = 4
2 D% I7 ~% O+ ^# O! [! T - end
9 O# M: z. {' H/ T - # 对象方动画' Y% G' u7 }3 k! P: v( O' s/ @* M) M
- def update_phase4_step4
k: W+ [$ Z2 f) A1 r8 j: h: f - if @active_battler.current_action.is_change_battler?/ n2 f0 f. g, V
- actor1_id = @active_battler.current_action.change_to_battler% i% _' Q9 _5 p6 z9 g
- actor2_id = @active_battler.id ]2 X4 x- F7 X, Y; M) [
- (0...$game_party.actors.size).each do |i|
! I: g. K8 H6 ^7 l - if $game_party.actors[i].id == actor2_id
3 A8 n( a0 f) f1 Q. Q1 K+ x - $game_party.change_actor(i,actor1_id)' \5 {6 F2 b4 d# E
- @active_battler = $game_actors[actor1_id]
* C* O1 q. i6 H. S7 [8 | - @status_window.refresh% P T4 S( U& A
- end
: X0 A: T- O, |1 `* y4 i( I - end
M8 Q. W( n' `5 t - end+ Y8 r/ P2 O1 f
- # 对像方动画
5 X- I0 t- l+ j; X4 v) n. |5 ]- F - for target in @target_battlers* i, c/ r( {5 v: T( p
- target.animation_id = @animation2_id8 j4 ?) d5 q0 h: Q
- target.animation_hit = (target.damage != "Miss")
* h% x# F* w. E* N5 f. G - end
$ J( u) p( u8 h# J6 S - # 限制动画长度、最低 8 帧( C1 N7 |# l! @$ y! l1 ^
- @wait_count = 83 u, \- |* N. F3 g& J" p" V0 z: A
- # 移至步骤 51 `' `0 `! S9 e2 S( g5 c w2 K
- @phase4_step = 5# ^! y8 h& A) v: P7 S
- end3 \' u4 ]/ r1 }3 E: O2 _* {
- # 公共事件
# i9 W- [3 `9 e9 T! b - def update_phase4_step6
3 o8 C) O, h- J2 @; b8 r2 o - @target_battlers.each do |target|, Y1 P* O7 W" }: ~3 S
- if target.is_a?(Game_Actor) and target.dead? and
9 X' h3 h3 M! @7 ^$ O, ] - !$game_party.other_actors.all?{|actor|actor.dead?}
$ m: H1 c9 w* H" q- ]! G - @actor_window = Window_Actor.new) a" A5 \, z8 y$ a! ? a8 p9 V, J
- @actor_window.index = 0
" t8 @9 G+ C ]% \ - @actor_window.active = true
& n0 r0 m! f& f- _9 ^& u4 @ l - @actor_window.help_window = @help_window
5 v) v1 ~7 P: L {9 M - actor_id = -1
0 j. a7 `- O( l# _ - loop do T+ m* ~$ w: ?/ P* M
- Graphics.update
! S) n& h# V- z- C$ e' @ - Input.update
5 l! H1 f+ n: x" F - @actor_window.update
- Q. A A o+ p5 [2 r% S7 \ - if Input.trigger?(Input::C)
; P. Q& L/ \# e& r, S - actor = $game_actors[@actor_window.actor_id]
9 b* C5 e" G2 Z# A+ N - if actor.dead? or" S# W; i. |/ v: v" j" X
- (@changed_battler_id.include?(actor.id) and , t9 Y+ N* J& H1 V
- target.current_action.change_to_battler != actor.id) or
2 Z0 F9 \- V: Z - $game_party.actors.include?(actor)& y/ f3 R+ e% M2 a' h
- $game_system.se_play($data_system.buzzer_se)
' S0 t2 E( b) t: ^( L! Z) | - else+ s: x( i) x: \) J$ B+ T
- actor_id = actor.id& }5 a1 V+ z" _
- end- e0 t6 I5 M, i; ~: W! u4 O
- end- p. g8 @# Q/ h# v; X$ ~& ]( j% j
- break if actor_id >= 05 g, X+ Y) M* m4 ]+ x
- end
; h( q9 `* T m& h - @actor_window.visible = false+ E0 j. J5 `& G* \: o
- @actor_window.dispose
. t, E# @$ D( a* ~% [ - @actor_window = nil
7 R5 g+ o6 G( s5 o% I3 C2 O0 P - @help_window.visible = false* ?9 l- t a8 ^4 f3 A) k
- (0...$game_party.actors.size).each do |i|
8 C6 Q& b8 E3 `: B( T - if $game_party.actors[i].id == target.id6 m* K; O( k: h2 }0 x- H
- $game_party.change_actor(i,actor_id)0 K0 D1 F1 l( |" X1 O2 N) d
- @status_window.refresh
* ^ x5 l/ P/ a; ? - end3 U$ g7 V5 a, r( `) c% ]/ A
- end- d# @; U- X. @' x
- end
4 M4 M& d3 v9 ^2 i: E - end
3 K% h" W% _. _ X b+ C - # 清除强制行动对像的战斗者5 f) s4 P. h3 t9 D# X( z
- $game_temp.forcing_battler = nil
4 w6 m! ~- Z; [& w- k6 G ] - # 公共事件 ID 有效的情况下$ ^2 Y9 b$ B: ?/ I4 v% g
- if @common_event_id > 0
$ Y' X/ c& i- R - # 设置事件
6 ?2 q# s" U- u7 F# F1 z# E - common_event = $data_common_events[@common_event_id]
, u% K2 J; ?' a; @ - $game_system.battle_interpreter.setup(common_event.list, 0)$ r- E" n( Z1 ]' I; D- X
- end- A2 {1 A1 C: s( G- v0 }/ L
- # 移至步骤 1
# t. n. b9 E: }" J# n9 f& z - @phase4_step = 1, j3 M- j F# W; U; e! ]7 I5 `
- end) |, d G U* V
- end
" r' d# U9 J: ~% l) q0 b. k - 5 G) K. Z5 s# s# ?
- class Window_MenuStatus2 g1 u* i: |+ ^
- def refresh" a U6 ?, V* r0 ^5 r
- self.contents.clear
: Q" U4 f ?9 ~0 v% R" k - @item_max = $game_party.actors.size$ N! k& n) c- o
- for i in 0...$game_party.actors.size9 s i: |- r$ D; V
- x = 4
) d3 O w- `+ \* {+ u) H7 `0 q - y = i * 327 w; `- h4 V: g: d7 k. a
- actor = $game_party.actors[i]
, T$ @1 V. n8 U% n% w8 X - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
4 T% H ~# l+ k- F: B S - rect = Rect.new(0,0,bitmap.width/4,31)
7 `. Z- v% i& e+ ]% W! G+ ]$ Q - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
1 C1 N! o4 @! r' @$ F5 v - draw_actor_name(actor, x+36, y)0 s g U3 g; T: h6 P6 ~. _: I
- draw_actor_state(actor, x + 136,y)3 x5 f$ t9 p0 C7 A
- draw_actor_hp(actor, x + 236, y,96)6 o0 P+ p% j* V% O4 I# D: T
- draw_actor_sp(actor, x + 336, y,96): m( B7 \7 Z' Q4 V2 G- `; s: Q c( m
- end1 V. _( q r* ?3 O, C9 w% }
- end
5 w) K+ `' u" e7 L: a - def update_cursor_rect F7 h; L/ e7 j' y* S m
- super
) [: s- @& _' h) r% y - end
2 K% n8 V- ^+ V5 i# ~6 B4 D0 U - 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。 |
|