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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; Q: ~; O6 I$ R7 j. N! B
- 9 t! e- E6 j, Y' P# X# m$ e
- # 队伍最大人数
! A) p) d. x$ r/ ]+ o - MaxPartySize = 8
- z1 J1 n/ }% G) y" f$ r
$ f- P1 Z) W, h+ W+ U; ]- # 出战人数
) c% t9 e- K/ Z, i# S - MaxBattlerSize = 1
1 X' S( Y. D, C1 i" O
/ Q. A: h: C! u- # 换人语句
8 E; Y- J8 s1 [& L/ u3 U/ J7 L* G' V - WordChangeBattler = "换人"+ A# e5 f( N( j* p* A8 F/ w* j- |5 B
" v7 k% e; \; D% T. l% U& t- # 换人时播放的动画; Y0 i; k" J0 Q! @7 a& H/ M8 D4 }
- AnimationChangeBattler = 26! N* i; O6 h% d \) F) W o; t0 j1 W
% [# e; U7 M! h) |3 n- end. s/ D" a8 E. _! i9 @, L, C' J
- # m$ I% ~( D. z; P+ A3 ~' u
- class Game_BattleAction
5 r7 O# ?( k) D' o# q. _8 C - attr_accessor :change_to_battler$ D, S+ y' S- h1 H0 [8 [& y) m! q+ h
- # 初始化
9 J& q5 z p% [1 ? - alias lbp_initialize initialize
/ K+ e8 U$ b9 q - def initialize3 n1 I. A* l! I! ]- C
- lbp_initialize2 }, W. H8 H, X8 [
- @change_to_battler = 0
: e) O! c# t$ V# W! ?: |- U - end
# l3 O! r( Z V+ m1 `" T' P* s - # 欲更换角色编号
0 f2 n6 u* o& N/ e - def set_change_battler$ c+ L0 m7 D+ J% \, V
- @kind = 3- ?& H# A' L2 i& ]: D7 ]
- end4 X+ c3 Q3 V2 q' G
- # 判断行动是否为更换角色' h6 T& M0 L6 Z' q- P
- def is_change_battler?
( M0 Z. `0 |1 n - return (@kind == 3)1 l6 U0 n1 i2 E
- end5 W& m/ M' [% c7 X, T2 q
- end" n1 T* m# Q. C f- d
- % p! ?$ w+ ?( M9 V( F
- class Game_Party3 o, |, R+ A7 ?7 B7 j
- include LimBattlePlug3 r1 X- I2 _8 X4 F$ H8 Y
- attr_reader :actors27 U; W7 H: ]: `0 h0 j3 I
- alias lpb_initialize initialize
" n3 f) \- x! X! d, J" H - def initialize
. i/ T3 x( n* \0 w; g - lpb_initialize, Y7 V7 B6 v% |% W4 |7 [; R$ |
- @actors2 = []5 p4 d9 \5 u# T1 B: w- ~
- end/ z. F3 H& W$ Q1 x+ V, p
- # 角色加入
7 R6 F5 E) y" ^* M* f+ {6 _4 ^ - def add_actor(actor_id)
" p4 r0 k9 ~1 D3 N3 J - actor = $game_actors[actor_id], j9 }+ g) s$ e0 Z1 d# h
- if @actors.size < MaxPartySize and not @actors.include?(actor)
5 }! d1 P- P2 v, ]: q - @actors.push(actor)
+ `8 z; y# B7 u9 ^4 U - $game_player.refresh% l$ L4 \3 Z, F5 c
- end
; J, C6 ]! w7 ]5 N - end
+ X4 q5 X7 O3 _( f - # 设置战斗的角色
( _7 u, o2 | V! {+ r( Y- o1 h* E - def set_actor_to_battle
9 Z! k) }) @" P, B$ B - @actors2 = []
( J0 w* d& M7 A - @actors.each do |actor|+ q9 N2 e T7 S% c
- @actors2.push(actor)- [9 _, Q1 U4 ]" f; `7 J# v0 N
- end# I% g, m Z) z/ o: d* [8 C
- @actors = []
' w6 `# W2 }+ P3 g* g$ K* ?$ I, N* w8 T - @actors2.each do |actor|
/ L1 P& L( N& x9 U% z9 A - @actors.push(actor)
3 O3 i, w* y! Y$ F, V! B6 r - break if @actors.size == MaxBattlerSize
3 X4 n( ?0 _2 v% \, B# D - end
. t( q l- ?% k. I5 J' g - end" S y0 X& X# K. k! r4 @, w
- # 还原战斗的角色. u4 c5 w* i) T3 n* I# d
- def set_actor_to_normal
6 v- M; _* V* g; D, ~6 `. p - @actors = []8 l2 a/ _4 g5 Q
- @actors2.each do |actor|
7 n5 z' s) j/ x& ]0 s% l* \ - @actors.push(actor); Y7 [' T, q5 Y1 i
- end
% C5 l5 z7 d: \ - end
: R4 ~7 x% H* m) K - # 获取角色id数组/ X# J- z8 P8 e4 Q- a! Z$ X9 s" g
- def get_actors_id0 _3 s! \' e3 \0 u5 K: d6 {
- id = []
! f1 P2 ~# W8 s' Q - @actors.each{|actor|id.push(actor.id)}
: C6 @1 y. J1 M5 f9 T - return id+ Y" ]: {7 V5 I4 T" X+ M
- end8 @ U4 [( N( i# V0 j
- # 获取角色id数组
# B( R, D* T% n) N. ~( i) G% V" Z% S - def get_actors2_id7 C# b' ^7 s) w3 `0 O. e
- id = []
* x$ ^: j3 P. l; h2 h5 @ - @actors2.each{|actor|id.push(actor.id)}
3 S0 ]3 b/ J4 w0 x - return id' G& b* A s; D* F9 `9 Z
- end3 j! \ w, R" I; a6 J
- # 兑换角色* k; k, R3 l' c' w- l# T8 S
- def change_actor(index,id)) G$ z' E% D1 Y: q, Q! L
- @actors[index] = $game_actors[id]* r X9 ?# G* {& ?
- end
; N; Z+ {: [! C - # 全灭判定
+ X* m1 n4 B$ G) h - def all_dead?6 p+ |% s+ b' o7 n$ W
- # 同伴人数为 0 的情况下( v& O5 z1 f) p* G. m, f
- if $game_party.actors.size == 0
: ]' M* @) j5 \' Q3 M# P4 H* H - return false
9 u% i j) |* f7 P( p$ E - end; p M- y) A! @; k* |, r3 E
- # 同伴中无人 HP 在 0 以上
1 [+ c* P* k. W* {$ a% a - for actor in @actors2
: G1 W2 j2 l! T f, k6 [) W4 u6 J - if actor.hp > 0, r' {( P* s9 k+ d
- return false+ Y4 Q+ a& e% W
- end
4 F+ U& ~; \4 j- x C( u% V! k8 Z( z - end0 O( I) U' S$ t& |5 J G+ P' P
- for actor in @actors" y, ? p0 Q# P7 w" x
- if actor.hp > 0
# E" m& \: y; y/ o& \& L9 G0 `' d - return false5 |4 W$ M: A: F8 o- j
- end
! J5 x, {- a9 r# q - end$ N. i% v7 ^+ ]- F9 T0 j+ |) {4 r$ D
- # 全灭
; @- }$ i- K1 N - return true
& E' c* F# Y1 u* L - end0 _: m) y8 ~% Z: ~
- # 其他角色
& j- \+ l) `9 H# i( u- C - def other_actors
; X3 s' H7 n! p; t' k3 _8 l. w" Y - actors = []
( L3 f5 @7 \, ?5 | - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
- s2 w# q$ ]# O; E - return actors3 X! O' R5 J* r. f9 h
- end
& C& y9 h# k2 @, G - # 角色位置互换. V/ D4 O# p8 M. P9 E! f
- def change_actor_pos(id1,id2)
( i/ U e2 C& C8 E1 o% B - actor_id = []& Z# t" k& e9 T; d' P2 B5 _% h
- @actors.each do |actor|: ^( h o9 x3 I0 N" P% l5 H
- actor_id.push(actor.id)% q& R2 V1 W/ A5 P) _
- end/ `2 W" v" Y9 A
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
! L; Q( Z2 H* w( y7 |7 V% W - id1_index = id2_index = -13 s' r, S( ^, k" `1 E! y5 n1 E
- (0...actor_id.size).each do |i|6 B! g, _* J1 X
- if actor_id[i] == id1
! c5 Z2 O* M2 ]4 y! X1 t4 y - id1_index = i$ ]$ w) K0 q' q+ y% H
- elsif actor_id[i] == id25 l& R1 T3 j( J" ?3 I
- id2_index = i2 h6 G$ }( k* ]$ [9 s! c) P
- end
" @- j- j& a; ~9 Y1 }* K% p6 k - end4 J2 N5 F5 C# `) `( }1 v+ @ K
- temp_actor = @actors[id1_index]' N5 u; _( W7 U9 g6 t
- @actors[id1_index] = @actors[id2_index]5 ~0 g6 d ^) d: E9 T4 m2 B
- @actors[id2_index] = temp_actor
1 \" V2 E4 G; \4 }# p! b - end
( t/ c X" R F) ]+ |+ {6 x9 _ - end
( o% E. S" o! |7 w" o+ ^1 I% } - ; m# h) u7 B; T- _, J1 I% Y0 y
- class Window_Actor < Window_Selectable& f1 v1 P" z% g) _* h A C% T0 ?
- # 初始化* {: `9 b3 E+ {- [2 }& _+ \% r4 V
- def initialize
0 q" D5 w9 R. }7 a# U - super(0,64,640,256)4 F0 H, b2 H) T! t7 a% f2 i2 x" j
- self.back_opacity = 160# H M b; K# M" m/ b
- refresh- l: N4 b& I# k0 D$ b9 I8 `4 c
- self.index = -1' u5 O, o: p8 c8 X& P
- self.active = false) t3 A$ c3 B- d. Z: }( ` G; }6 M
- end# B9 U: C6 t) x/ R
- # 刷新% o1 [& B6 f9 f
- def refresh
+ x, c* H' n! j! m% r- D- @+ c4 r - @item_max = $game_party.actors2.size. |7 V3 A" B* f% e
- @data = []) {4 g! o; P* B" v
- $game_party.actors.each do |actor|9 k$ }: D! N+ a% P
- @data.push(actor)
, L% `" l* u' a) o) X V# r1 L - end
* u* C" q, L3 I @. N - $game_party.actors2.each do |actor| b5 I+ z+ y& j6 s* u9 Z1 Y
- @data.push(actor) if [email protected]?(actor)6 ^: X1 q/ T! V
- end
$ @' B- h7 m- C0 Y - if self.contents != nil i3 g- \% ~$ h
- self.contents.clear6 X1 _4 B7 v) R
- self.contents = nil
5 f' u7 }% y x& V6 Q1 h# g - end
. ^% w, d( O) J) C5 s R/ h, \ - self.contents = Bitmap.new(608,@data.size*32)
2 K/ ?5 w$ t! f) i - x = 4! {0 e+ d$ r8 X- z
- y = 0$ l, n. R8 s+ }1 X# U) @1 n
- @data.each do |actor|
1 Q& k4 @6 w0 @, B6 {) j/ h - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
: n( s! F0 v5 i9 [6 _5 { N; K5 e! J - rect = Rect.new(0,0,bitmap.width/4,31)4 z" T/ ]( C! M0 O
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)8 {( \+ `2 n$ L( T/ d& J6 U
- draw_actor_name(actor,x+36,y)9 z: o; W2 C: M9 N" i
- draw_actor_state(actor,156,y)
3 h6 i' y! R/ c; e/ R, O8 Y8 a; h - draw_actor_hp(actor,x+256,y,96)
; C7 u/ J/ _$ E. J8 D; X% n - draw_actor_sp(actor,x+376,y,96)
: v2 O. \) p( s* g, x2 X7 h4 Z+ s - if $game_party.actors.include?(actor)% o, L5 ?$ }& q, k7 `5 u7 H
- self.contents.font.color = text_color(6)( q, g, {3 L! S5 e0 i
- cword = "出战"/ P4 o/ ^8 d! y: K3 L
- else
2 i, i8 g* g" L - self.contents.font.color = text_color(0)
3 }) p8 W1 P, p - cword = "待战"
6 Z' g5 N ?. `7 X8 ~. D! ~ - end
# B$ {7 j) ?. `2 O - self.contents.draw_text(x+496,y,60,32,cword)2 S& x' ~ {7 h* N/ n
- y += 32
+ l6 i. g: o6 a; B2 c" J - end% U, V, D9 K* r
- end7 E" I9 o) Z0 w* `, P& q& W6 q& d
- # 获取当前角色编号
" u1 D4 z, w$ p o( y) P! q - def actor_id
# z$ B6 c; i" {5 y8 K3 X" u - return @data[self.index].id# S8 X9 R/ e! P/ r9 `
- end% M) B/ N; U+ l ^, e* s3 K
- # 刷新帮助' t& K; \( p- n! n+ t0 Y. i
- def update_help
1 [. M/ l( U; w - @help_window.set_text(@data[self.index] == nil ?\
# v% V$ L! Y" n3 w6 ?' g2 \$ a - "" : @data[self.index].name)( N" m0 M' K7 E; M' y
- end B& I) g) D) M3 ?$ P- A$ O1 {
- end
: U" d ?& W$ Y' ^7 z) Z - 4 Z+ x% d4 G0 B1 q( R% {6 F/ d
- class Scene_Battle
' V& N% r1 }, e0 ~' v - include LimBattlePlug
9 t% r+ w7 a/ s; u$ v - # 初始化: l+ X4 J6 O' |) K8 d' @# K
- def initialize$ Z' f! k% j) ~! `: T! p
- $game_party.set_actor_to_battle8 C" w! N5 c' a8 N' ]# A
- end( g+ [, W V$ s( W
- # 主处理+ ]- b! _. a1 \0 z7 }. s6 j
- def main+ l- z: V& B) V3 V: ^$ Z! f. u% j
- # 初始化战斗用的各种暂时数据: I. ?; a" h Y
- $game_temp.in_battle = true
, H& \: X f* Y; r: e! h - $game_temp.battle_turn = 0
. k' p+ g; H- i7 ?! d: A. S - $game_temp.battle_event_flags.clear L$ {! t W/ ^: c, u
- $game_temp.battle_abort = false
. ?7 W2 @/ _* s) W% x& T- z - $game_temp.battle_main_phase = false2 h) m6 P# _% k. p- ] T
- $game_temp.battleback_name = $game_map.battleback_name
1 T2 H% P) Y& ~$ k" L; @ - $game_temp.forcing_battler = nil: L! }$ [, L. [# d" ?& X
- # 初始化战斗用事件解释器3 Z4 [; J- c1 f/ @6 s2 X' S
- $game_system.battle_interpreter.setup(nil, 0)( \5 g) S4 r# Q7 A5 [* d, p& { T: |
- # 准备队伍
: A4 A& W2 e0 ~8 E/ C - @troop_id = $game_temp.battle_troop_id+ Z4 _/ ?4 \6 M" ~
- $game_troop.setup(@troop_id)- q; y) m4 t9 \& `* f: I
- # 生成角色命令窗口: `" M8 m/ s# f, Q
- s1 = $data_system.words.attack
2 m& m9 H- w6 S! c/ i - s2 = $data_system.words.skill
( k0 x5 f0 H9 B/ h4 _4 d/ a - s3 = $data_system.words.guard% k) W q9 k: v
- s4 = $data_system.words.item" U: d$ q+ x' C8 K
- s5 = WordChangeBattler
6 B; D" M9 Z7 [ - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])4 j, N3 ?. l. s4 X9 m/ W/ I& }
- @actor_command_window.y = 1280 r" T9 i% x. B7 p
- @actor_command_window.back_opacity = 160
8 p3 n8 v" x, V O - @actor_command_window.active = false
$ a, t8 J, J4 u - @actor_command_window.visible = false
1 A( R: A S, V. K+ k: s1 y1 d - # 生成其它窗口
3 I. r) w o& ^, w- j& r+ v% K1 @ - @party_command_window = Window_PartyCommand.new! F0 P2 l: H/ \+ o ` [* q6 b) S
- @help_window = Window_Help.new0 k3 z) Y9 O9 j7 o P1 l0 j
- @help_window.back_opacity = 160
' D6 c9 I/ O4 M% h# S - @help_window.visible = false: w& x' H9 U$ Z6 t# S# G3 }
- @status_window = Window_BattleStatus.new
/ N& T0 }$ x6 X0 h - @message_window = Window_Message.new
6 Y* l7 |; Y# y6 i - # 生成活动块
/ h8 [' H! H4 U7 M' k/ O - @spriteset = Spriteset_Battle.new% ], ^" {' r0 p1 G9 l. S
- # 初始化等待计数
; ^/ O$ j3 }4 n4 S2 }+ T, _ - @wait_count = 0+ S$ r/ w/ T" v1 X8 i& I/ g3 H C
- # 执行过渡7 s0 ?5 X4 K5 w
- if $data_system.battle_transition == ""
/ I6 y( ]/ ^" ^! t$ Y G% b - Graphics.transition(20)
6 N) i; K# L5 u) b; _6 c1 W - else
% Y9 Y# u. g% m ~6 p: {6 ^ - Graphics.transition(40, "Graphics/Transitions/" +
3 V) w( u+ Y* m8 R - $data_system.battle_transition), Q8 \, Z9 b3 w0 ]5 V
- end
9 o1 L6 e& K. M% f - # 开始自由战斗回合
. W0 {3 o$ R4 P6 K - start_phase12 K D) b0 h( s3 y a. [
- # 主循环; z8 R9 ]" x2 i9 b9 x
- loop do, y* {( J; n: z K
- # 刷新游戏画面
9 l3 |+ _: `3 g. |, o4 g - Graphics.update/ [* i S& `) p3 p1 s) m
- # 刷新输入信息
% e1 |4 l& {. T- j# E$ r7 P! s - Input.update4 e% `" J0 V/ w- t$ n r1 p, ~" p$ z
- # 刷新画面; ]" }, S5 C! F& r, y' H/ q
- update3 ]8 f! v0 z. m6 H
- # 如果画面切换的话就中断循环
; R4 C$ N5 ^ W2 n3 l9 W! k - if $scene != self. n0 Y3 H! @' w+ Z# U) j
- break t9 l; D: t( j; t3 c7 }9 s2 a
- end
4 ^* d( H( O1 P, |* U5 z - end
) l" P! K' _+ {* ~0 h' H - # 刷新地图
4 L. d; c, I* M" y$ {" h - $game_map.refresh
# u0 p5 k ?6 p+ m - # 准备过渡
5 x. _% ?" {8 I V) B4 R - Graphics.freeze
" r& u8 S6 j5 W/ y K2 x9 O8 p- J - # 释放窗口& t" x3 x. ~4 S" N
- @actor_command_window.dispose% l5 f& z% J( d6 E
- @party_command_window.dispose7 @! ~- j/ O" n
- @help_window.dispose
1 n$ k) o% F# w' F! N; z - @status_window.dispose
4 I' S3 \3 w0 R/ t0 F" G5 @5 [ - @message_window.dispose
2 y: h) }7 \! B5 G1 t( n - if @skill_window != nil
; h2 Q' T' l6 c - @skill_window.dispose
0 u$ }9 I0 Y, N0 ` - end
" P+ M+ N6 X2 C# {: t' A - if @item_window != nil* m7 o3 n/ ?; I, n
- @item_window.dispose
/ Q- v/ k8 q3 g8 [ - end! R& }7 \+ \3 s
- if @actor_window != nil
w) C4 w5 i. _; c% k' d P - @actor_window.dispose
( a# S q& s& o# N0 I" L/ V - end* Z$ s) V) G& Z" V& C
- if @result_window != nil
( u: x, E3 M3 S& @" U" { - @result_window.dispose
1 Z+ p8 O7 B% z [ - end2 @( ^' m U% J" ?6 g0 Q, l( I7 s1 R; F
- # 释放活动块
) L2 I3 d* y* D/ k# r/ Z: X - @spriteset.dispose: V2 o5 z$ p. w+ {2 k5 j
- # 标题画面切换中的情况6 w; ?2 K" b. Y, g9 n2 s6 `! p* X
- if $scene.is_a?(Scene_Title)
3 p/ J4 m3 _4 {! H/ p) H - # 淡入淡出画面' G% C* T+ t2 A! y- j
- Graphics.transition
1 L/ o' k4 Y0 X) p4 d - Graphics.freeze
1 k) Q2 z) v# s8 A. L* Q - end
& M8 D0 F B, V' w! i - # 战斗测试或者游戏结束以外的画面切换中的情况
5 q0 p* e C* M1 L' O - if $BTEST and not $scene.is_a?(Scene_Gameover)
6 [3 @* a+ C' k. Y - $scene = nil/ |& `6 X( X! b/ H* d7 e) H
- end" Q# U8 J/ D! z/ J
- end
3 p0 ?9 z5 _) S& U6 V2 k8 t - # 战斗结束
$ v8 s% O! J9 h1 E - alias lpb_battle_end battle_end/ t& S8 p4 M5 j# Q
- def battle_end(n)4 }7 L8 o' m9 V" t" v% q6 }6 s
- lpb_battle_end(n)
3 x0 I1 }5 \; [3 } - $game_party.set_actor_to_normal
6 B) G- Z/ N7 {" K5 k' r8 z% D, A - end7 S3 T9 \- v% H( h. T: o+ d) ~# s
- # 开始回合3
9 w7 W, W7 `9 l/ i: V8 \$ v1 y3 a - alias lbp_start_phase3 start_phase3
- G6 n/ p) C G" V9 {8 _4 b: ^ - def start_phase3
! W3 q0 b2 i) b! g. K3 t - @changed_battler_id = []
$ @% U% U. ~+ C" ^ - lbp_start_phase3$ S( f4 N- t6 R( l, P& @8 B9 W5 ^
- end) [0 n1 E! M+ [5 o
- # 刷新角色命令回合画面) F, O4 `* }8 l, Y- f7 H
- def update_phase3
5 k. |/ ^. t& j, Z" U - # 敌人光标有效的情况下! D, v! Z% F1 o% z; \$ ]
- if @enemy_arrow != nil. X. e( j* K# L7 W
- update_phase3_enemy_select
8 h" o; m* `' i8 b+ Y - # 角色光标有效的情况下' q% ~) D! h% w' w* }( |2 b, w; h
- elsif @actor_arrow != nil
4 N2 t% C. t$ b6 i - update_phase3_actor_select! U6 K3 c7 M* D; ` }, j' N
- # 特技窗口有效的情况下6 l" B. w; i* E* _8 s) B* j
- elsif @skill_window != nil- c) j& B8 r* ] e
- update_phase3_skill_select
" S3 ^, Q) ^4 X8 u - # 物品窗口有效的情况下
( R* O" e& q3 ^ \8 r - elsif @item_window != nil& U2 w0 V( b4 r1 F
- update_phase3_item_select* |3 R! U+ U3 [! {8 `3 |% q
- elsif @actor_window != nil2 I D# A3 w; [1 b8 `# w h- T
- update_phase3_battler_select
+ g) }+ p/ ^5 G1 G9 b: e - # 角色指令窗口有效的情况下# ?* u C' v6 n( R8 M$ R
- elsif @actor_command_window.active5 K3 U3 k7 x) a7 ~- ~
- update_phase3_basic_command
$ h) d' L! }* c8 T- C! z - end/ ^: C3 o6 n) R( h1 y" D
- end
" R7 B8 H& L3 B, C y - # 角色基本命令% w4 {. y' n( Q. ]( w, I2 {
- def update_phase3_basic_command# K# y! V9 t+ o/ z- l" w
- # 按下 B 键的情况下
' m/ D$ P; a/ P. F - if Input.trigger?(Input::B)
3 p( i# g% \: Z7 c6 r! V9 n - # 演奏取消 SE6 m) O0 H% D& T) m O& b* T
- $game_system.se_play($data_system.cancel_se)
( ]' N' s2 s: s: a - # 转向前一个角色的指令输入
$ r1 k8 D0 F( H! V - phase3_prior_actor6 C* }; G2 V5 j2 q( e) r9 S
- return
' S4 r5 O$ _- |, j8 |+ e4 X: e - end( E) x; b0 S g% u' ^. M
- # 按下 C 键的情况下
& V6 u+ X$ v2 d. R' v - if Input.trigger?(Input::C)
- A8 [* j5 G! [6 o- Y - # 角色指令窗口光标位置分之. ], h. z L1 a$ R0 N
- case @actor_command_window.index4 h+ V( ]% i+ w+ y# i* e
- when 0 # 攻击% ^/ [& ^8 C2 m# U
- # 演奏确定 SE
0 a8 I! L5 a9 V" `: l& J! f - $game_system.se_play($data_system.decision_se)& O! e& U0 w) D9 |
- # 设置行动
4 v# b- }9 F* m1 N% B+ T! S - @active_battler.current_action.kind = 0: t! T k4 P v* x( P9 C, `
- @active_battler.current_action.basic = 04 d# M* J% z6 L3 E6 p
- # 开始选择敌人
/ g6 J2 p( L9 o& { - start_enemy_select9 X. K' B; C/ r& r
- when 1 # 特技; l( K( n) U/ {" w1 N
- # 演奏确定 SE3 E" J I0 }7 h5 h* t
- $game_system.se_play($data_system.decision_se), _1 a3 t: O1 u- w& v7 Z
- # 设置行动
/ Q, {" o# o# b% f7 K2 K, r - @active_battler.current_action.kind = 1
9 m( S* @" }! B# i. H/ b+ o - # 开始选择特技
8 K% \2 E9 I" T- \( K. q - start_skill_select
/ x' W) b, F" Z9 }& Z - when 2 # 防御
0 q/ t3 \8 |7 n- e0 f9 W - # 演奏确定 SE
6 Z5 [- ~; T1 D1 e$ [ - $game_system.se_play($data_system.decision_se)) a8 O, L5 ?% g# U8 J8 T
- # 设置行动7 k) n% K/ |8 t( ~
- @active_battler.current_action.kind = 0. g d# u& X3 Y+ v: c7 Y! w
- @active_battler.current_action.basic = 1
7 ^$ j7 S. G7 C5 k n a - # 转向下一位角色的指令输入$ I6 ?! g4 l* l
- phase3_next_actor: ]& S0 Z+ U7 K; s' f Z, L) x
- when 3 # 物品4 A3 Q9 S5 b1 d+ ?1 }
- # 演奏确定 SE6 c0 {9 t0 k, e( u3 @3 r0 u
- $game_system.se_play($data_system.decision_se)2 v0 y% m' \6 B# H$ \" @
- # 设置行动. k6 K' n" S$ K% B Z
- @active_battler.current_action.kind = 2
. C# X: O; D% U+ k5 e3 K - # 开始选择物品
# A/ S# E: y3 P) @3 I! j - start_item_select& Z. N' _ w$ N8 Y# ]: J+ k
- when 4 # 换人
. m, A$ V, C6 v, J1 F - $game_system.se_play($data_system.decision_se); ?/ P# f- O0 L/ c
- @active_battler.current_action.set_change_battler
2 j; e' B0 r+ a0 n) b/ L* V! F: i - start_battler_select2 j$ h' ?% R# g( m1 `/ `0 M- r
- end0 f% r& N$ n8 @8 }6 l
- return) w8 d1 m' B- |' U1 e# C% Z8 h* {/ \* o
- end
G4 e; F) y8 w5 h G - end
) z0 q" v# }! S) |0 L# G& { - # 开始角色选择& e" Z9 g' `5 Q, K0 {) x- J
- def start_battler_select
4 x, N2 ~5 P3 e- |# h - @actor_window = Window_Actor.new8 z& B; d3 N1 z& {8 E( C( l9 J& \
- @actor_window.active = true' L) q% E, p, }
- @actor_window.index = 0
& k! ] k3 y5 L) T" \+ I6 A' `) m - @actor_window.help_window = @help_window, l: b" ]3 j/ |2 R/ q" ]; [- i, h
- @actor_command_window.active = false
, ]: q* m( M& N0 M5 H' y7 b - @actor_command_window.visible = false. g7 C3 ? {4 Q$ x
- end3 p" i$ O! R/ @7 W5 ?2 b
- # 结束角色选择9 O& A c3 k) l2 w* L
- def end_battler_select
% m5 c+ G. ^% C- h" B - @actor_window.dispose+ Y5 j) Z1 G8 m4 K; _
- @actor_window = nil0 L: r0 T% `$ U! N9 z w' z, @
- @help_window.visible = false9 p& S; p3 X6 s7 Y* H) E
- @actor_command_window.active = true
( B7 R, ]! `6 b/ I5 @# a- K G - @actor_command_window.visible = true
9 |. N) M$ P+ D; w) A - end
/ f l: o/ t5 \ N; X1 {/ a5 x1 c - # 刷新角色选择
5 }( ]2 n' h, C - def update_phase3_battler_select
3 b! z; k. b8 m9 v& }' Y, L - @actor_window.visible = true
* [$ ?% V- e) m1 N$ D1 y2 Q. Q - @actor_window.update
: H% Y1 S$ Q1 I8 @2 l& I2 | - if Input.trigger?(Input::B)
' \, b2 E8 u& J4 \* }+ V - $game_system.se_play($data_system.cancel_se)) k# [9 t4 {& i1 q0 u
- end_battler_select
8 r7 l/ {+ u$ y9 C2 [4 X; f4 @ - return9 e3 T' y% o8 d, ~
- end
$ Z1 O7 w* \+ J0 P - if Input.trigger?(Input::C)
" B! [8 q9 P* f/ o5 i" N8 P - actor_id = @actor_window.actor_id
$ @! H6 ?1 d4 L7 H8 @* L; p - if $game_party.get_actors_id.include?(actor_id) or
6 \1 V" J0 g* Y4 B9 o - $game_actors[actor_id].dead? or
8 H! j( P3 x; L/ R5 ~ - @changed_battler_id.include?(actor_id)
5 ~/ b8 g$ O8 q! n! b( `5 H - $game_system.se_play($data_system.buzzer_se)3 R( D% J7 k. z% i
- return
) S/ X! N2 l- e U - end
; |4 R$ |1 |. ^' H% R - $game_system.se_play($data_system.decision_se)7 x% {# `' A& C+ } M9 e; j4 P. W
- @active_battler.current_action.change_to_battler = actor_id" n; A+ m. h# l1 t9 D6 d
- @changed_battler_id.push(actor_id)
+ {2 L4 U) t- u4 d4 L+ e - end_battler_select
* @# A/ \" L! V( g. n( t0 @ - phase3_next_actor$ t% X! ]8 r3 q7 F
- return* ]" K& y2 P' X" y. q. u
- end
# z$ j& m/ j8 u - end2 @+ \# K% [) l1 T/ E/ p- e
- # 行动方动画" }8 B/ Y1 o$ R- i; R+ O
- def update_phase4_step3
+ _; f+ s+ O3 C% T - if @active_battler.current_action.is_change_battler?# M& s1 L' y# K3 v; Z7 R; U
- @animation1_id = AnimationChangeBattler* ]% t8 U. f ?4 [5 K' d
- @target_battlers = []$ Y- Q6 [$ o/ `; Y. ^
- end
+ l# J# S+ m, m. e& }; d; t9 } - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
; s8 v" E+ r9 J5 r) c - if @animation1_id == 0
0 a' ?7 {$ P, U- @! I( m6 p$ h- m - @active_battler.white_flash = true* p' f5 J5 e5 \$ a1 E: j
- else
$ I2 l) \( q8 z$ D - @active_battler.animation_id = @animation1_id. B6 C$ \. j% h: c
- @active_battler.animation_hit = true& s2 l d- b R- Y9 u
- end
8 N9 v! K8 L# e# j2 J - # 移至步骤 4
' k. A4 q4 {! i' ?: n9 ^" K - @phase4_step = 4
) h4 U: C: W2 Z! Q) h% f8 G; v - end( d1 h L* g1 D, a# j* O
- # 对象方动画
# s$ m' b. k5 t* V$ E8 ~0 o - def update_phase4_step4
1 j/ H5 t# b& B/ h - if @active_battler.current_action.is_change_battler?
( g; s; H4 e4 d - actor1_id = @active_battler.current_action.change_to_battler/ u" f Y& l! }
- actor2_id = @active_battler.id
' D# V7 Z$ O [! v3 N - (0...$game_party.actors.size).each do |i|: Z4 T# d# l' R# G" `8 M) A) y+ ~; T2 B+ p
- if $game_party.actors[i].id == actor2_id
8 ]$ }8 N; D: S( |! z0 N5 h& [ - $game_party.change_actor(i,actor1_id)) I0 P& d; ?! Z, T, b' B# K
- @active_battler = $game_actors[actor1_id]
6 M3 D! v3 }; X0 _; F9 J: I - @status_window.refresh+ e/ z6 ?/ X9 ]0 a
- end
( d; l; P3 M: H - end
- y3 Z$ o0 }- m# H - end
' z' d0 u. ~* n# w9 H1 Y - # 对像方动画
% H% f6 a8 E: C( q2 B7 r4 z+ D - for target in @target_battlers
( `% Y" g; z# |; k( { - target.animation_id = @animation2_id3 y i& _' u b; d! N
- target.animation_hit = (target.damage != "Miss")/ W/ D% {& m+ e, y; ~& T" W
- end
7 ^7 P6 P3 I \/ V) j- K - # 限制动画长度、最低 8 帧
' L8 l6 N9 j$ B( Z - @wait_count = 8, O1 i4 ]1 u) z5 t' Y# [
- # 移至步骤 5' N7 z7 h9 o e$ j! ?
- @phase4_step = 5
$ [' {7 K$ l# O; X" O7 D - end* n6 @& v# m" Q" s. ?) e4 W( \1 |7 y
- # 公共事件
0 ^5 T* d, X- D0 w) L, W - def update_phase4_step6: P9 U- d$ A% K
- @target_battlers.each do |target|* K$ c0 H1 t. D1 z6 e1 [
- if target.is_a?(Game_Actor) and target.dead? and* e0 y$ P4 Y! T# \9 A' C
- !$game_party.other_actors.all?{|actor|actor.dead?}
7 E" D2 Q" A0 O& h1 J - @actor_window = Window_Actor.new" l; t& K0 Z! e: n* S3 ^( e9 n2 y D
- @actor_window.index = 0
" J: F4 f& X ]$ i" h# ] - @actor_window.active = true- S0 ^- U2 c, R' ]# I1 ^2 _" ^
- @actor_window.help_window = @help_window
3 @- c5 u) b1 V7 x# _ - actor_id = -1
- V1 P# H/ o; a6 M# F3 N - loop do" ~2 G+ Q; e4 q9 G- K* [0 F4 r
- Graphics.update
) I7 s4 n# l& W! ^# c - Input.update
+ \/ `. y. s0 D) ~7 Q- w. U! b - @actor_window.update, t$ C7 t% u7 W3 ?, ^& l$ ?: v
- if Input.trigger?(Input::C)
$ }$ {( N) z! ]# b% i0 ` - actor = $game_actors[@actor_window.actor_id]
, U; Z. q" |8 w. m8 E# N* j - if actor.dead? or+ m9 P1 t2 Y$ y1 n( J6 n7 }; \' z
- (@changed_battler_id.include?(actor.id) and
8 w t4 U; s+ j6 J$ O, y - target.current_action.change_to_battler != actor.id) or
" Z$ k, i% a& r' e. B/ {- \ - $game_party.actors.include?(actor)8 M" l% C# _9 w; E- z5 p! i$ E; s0 x
- $game_system.se_play($data_system.buzzer_se)
: ^0 c- L% Z9 b4 ^ - else7 y% h) p1 S1 W
- actor_id = actor.id* {$ l8 F% C/ X4 L! _
- end" ^) ^7 I! b) M! ]
- end
: ?) _/ [/ d# S# q F( Y - break if actor_id >= 0 ^8 m+ D" |9 j7 ~# V( T, _% Y, c
- end
" y" q- Q' A( J# i) Y+ z4 R) ?2 ^ - @actor_window.visible = false
- U0 n1 N8 H6 |6 F( b - @actor_window.dispose1 Y0 c# P& Y$ \5 h3 |
- @actor_window = nil
1 C" y7 {/ A5 D- G" C - @help_window.visible = false
- [- Y# V# L' i; V/ J% x - (0...$game_party.actors.size).each do |i|+ B6 q1 E9 y( t# |, r d/ J
- if $game_party.actors[i].id == target.id
& K8 A3 U7 B- A - $game_party.change_actor(i,actor_id)
- [; n1 }& C9 M1 p2 u - @status_window.refresh
2 t5 C3 I s2 k$ v8 p - end* H9 T/ E. N2 T
- end1 X6 j6 h0 ]; C8 s$ V6 T
- end7 r1 M7 I! ~( o3 |6 ~7 F( _
- end: s6 l" [4 C, M3 C
- # 清除强制行动对像的战斗者 ^; a0 \( _3 d' _# P
- $game_temp.forcing_battler = nil; O! E6 X4 G. i6 o' n' y! u
- # 公共事件 ID 有效的情况下+ V1 }' r$ k, A& s
- if @common_event_id > 0
3 z5 V( ?- X( n4 M9 j/ N( } - # 设置事件
+ G' b; R- w9 }2 }: m - common_event = $data_common_events[@common_event_id]
, |. {! ]0 [9 _1 m: S7 {+ q( f" p - $game_system.battle_interpreter.setup(common_event.list, 0)
5 @; y8 U" U) L: t# [( X, e( m - end4 S$ u5 X7 f. d5 _. D
- # 移至步骤 1
, R# w) ^7 Z C% N: I - @phase4_step = 11 m/ @# ]( x3 `
- end
# m. t2 ~' b1 Q9 k; V; e - end6 g6 |8 ^! a) F/ q' Q G, [
4 W8 I- O/ Y+ y: w& b5 e- class Window_MenuStatus
1 ]# ?8 c9 e# c5 Q# s& n; Y% ~ - def refresh% `, t2 F' D0 X
- self.contents.clear
S. S% Y+ a% |- J, ]; H - @item_max = $game_party.actors.size; d' ^8 a' S" J
- for i in 0...$game_party.actors.size
5 E% V! d2 R2 ?6 U- K, D - x = 4% H+ q8 Z5 ^# b( V
- y = i * 32
/ K0 O# y- ]9 \) C - actor = $game_party.actors[i]
, ?) v8 M9 T2 s) F1 E - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)+ n1 Q I4 X4 Y
- rect = Rect.new(0,0,bitmap.width/4,31)
; S# p- S$ c5 e y) i/ z - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect) D- j! C t1 o0 h
- draw_actor_name(actor, x+36, y)
7 Q! O1 K- F' n S4 P - draw_actor_state(actor, x + 136,y)+ ~' X: n0 j# _7 U1 u2 A2 a- Z
- draw_actor_hp(actor, x + 236, y,96)" V9 c8 P3 J8 k# T/ F9 n" j6 p
- draw_actor_sp(actor, x + 336, y,96)
5 t* \: S' j' n - end! _4 j6 \- \) ?
- end: `* J% e; j" S, G z$ [: T& N4 P
- def update_cursor_rect
( J3 K: w1 \) R; h& }- ] - super s' o( P9 |3 g& a i# e' r% a
- end! ]; d3 h6 v8 Y2 R* D; s
- 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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