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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 LimBattlePlug8 a# G+ H9 \& q: s
; Z8 G8 C9 k) ^" t- # 队伍最大人数
9 C/ _/ [7 K" T+ F0 a1 S2 ]* H - MaxPartySize = 8( S6 R! @2 p8 [. {- I
/ n1 B" E/ x+ i# Z+ S- # 出战人数
% o( c& ?3 h( T, m8 s( B - MaxBattlerSize = 1* k& U# Q9 }" i* p1 B* B W
7 E7 \- M' V# r1 u" v+ @- # 换人语句
7 L9 j7 [" ~ R! F - WordChangeBattler = "换人"
8 R! T% f9 u" o# { - # E6 k- I+ u& | B. B
- # 换人时播放的动画
" ]3 o" h# N6 G( [$ }- Y: {: Q - AnimationChangeBattler = 26
, G! B4 W+ ?6 d' e/ X; \2 a' Z1 Y - 9 O1 @" e0 F/ D
- end( ]9 y+ }& `8 _. y W5 d
& S9 b# |( Z' X8 s" {- class Game_BattleAction
, t$ ]2 A: G2 l1 J# e7 p# H - attr_accessor :change_to_battler7 w+ @, K7 D- D; k& X1 M) x
- # 初始化* j9 r) _9 x# ~5 k
- alias lbp_initialize initialize# {( h% i9 {# F/ w
- def initialize
7 c; T7 v& Z: H! V+ ] - lbp_initialize
0 r& u, c3 a- R; F, j - @change_to_battler = 0
9 X2 Y" A, }6 H& `* _1 c3 P2 R& V - end
% F& T8 h& O7 D% p% n - # 欲更换角色编号
8 e: K1 U6 L6 w! g d - def set_change_battler
/ F3 I6 }, D% x - @kind = 3
" [& k+ j, \+ \. k) g' |) A - end( d* R3 s0 \4 U1 B: T. {
- # 判断行动是否为更换角色6 C0 d" A" t" Y0 V% ~
- def is_change_battler?0 N" V& T% L8 L6 u+ G/ `; e9 S
- return (@kind == 3)
' K4 c W0 I) O# i - end- a) Q0 Z& [( }( j8 E+ X. @9 k0 E
- end
! [4 ]$ J9 p3 h- k" E, }* B7 [# U
- \! |" Q' D- F, D5 D! c: Q/ V0 a5 f- class Game_Party* I* ~3 e0 h" Z2 I
- include LimBattlePlug0 o! i5 A: x) t/ T/ F% k
- attr_reader :actors2
, o6 m- c% D. S - alias lpb_initialize initialize
( I' `7 {, ]. w- Y* a) H9 ^6 c7 C( w3 ~ - def initialize3 o" Z& y0 y- i# L P! L/ E
- lpb_initialize
# n: [" I% R3 y! Q# }' Q! G9 e - @actors2 = []9 v" y3 [ [/ H: U
- end; Z- Y0 s5 V; s [: ^
- # 角色加入$ [- i) V- y. m9 M
- def add_actor(actor_id)* L7 s; E. E5 `- f8 @' a+ q* T( E
- actor = $game_actors[actor_id]9 Z0 B' b5 L) z& |
- if @actors.size < MaxPartySize and not @actors.include?(actor)
+ x- [& F# o+ z; G% n0 S7 v - @actors.push(actor)
7 Y, }- b4 M' N& _0 I4 y - $game_player.refresh
, Y5 v' t% h( k- U, f) x# |) M6 s( d6 v - end
. I( |- V6 G4 H# n - end
; j! f) J4 B. \+ o) c p$ f - # 设置战斗的角色
: _4 }5 ~( H4 s8 g$ K- J6 E/ q - def set_actor_to_battle
3 g) _8 y/ d# |8 b/ s1 m/ T/ K - @actors2 = []
- u6 A' y9 L$ r8 n/ b1 }6 I - @actors.each do |actor|
, e- h5 V8 y5 a: T7 A% x8 K) U - @actors2.push(actor)- X$ Z% r" H3 u. M% W2 U
- end
8 y F% d. a& X# B - @actors = []
3 w3 P5 K, \ c - @actors2.each do |actor|: g- @8 k7 Q1 [
- @actors.push(actor) t( q9 i" M9 l4 I1 G& K" f% B
- break if @actors.size == MaxBattlerSize
( O) x& r1 k! Z; Z% v. W - end
' Z5 b S6 x" d& z. b X- n - end2 V3 ^3 H' S8 R! k1 m; R+ `
- # 还原战斗的角色5 j& O% H2 o4 p @* E9 R
- def set_actor_to_normal
1 P1 ~- m$ ?3 o - @actors = []4 n8 i9 V3 {% N* w! G: c* O2 h( b3 x
- @actors2.each do |actor|
8 B- K* J1 Q. S3 x: ]/ k; M - @actors.push(actor)# m% A' ^/ x: j7 U `5 ?& `
- end
0 s5 i5 `5 J7 A7 ^' x$ | - end
0 {7 D" ^2 V& S! w2 D5 H - # 获取角色id数组% |3 x! d3 G- p# S
- def get_actors_id
8 \0 G# N" O* \ - id = []3 e5 i' ~+ \" V' q M: O1 V8 ^
- @actors.each{|actor|id.push(actor.id)}
* g& }% R( L/ B! {; P7 M0 ~ - return id) {& a \3 ^, V+ q$ Q
- end
% o( D$ y' d" Y - # 获取角色id数组
1 s! f& U3 @ ?& W. a: k6 I - def get_actors2_id
$ N5 B# Z7 }: F: R! `0 c( S - id = []# v8 ?. a( i: J( j* {
- @actors2.each{|actor|id.push(actor.id)}+ R1 F! v$ a, q2 s+ F6 U7 l
- return id
4 g% c( @/ O' A+ O9 a - end [$ j0 L" K& a+ v+ \2 ^; Z- G% ^
- # 兑换角色
`! ~* B8 r0 N) W( k - def change_actor(index,id)
; c4 d) j4 Q! c3 S9 X - @actors[index] = $game_actors[id]/ A, n& ^6 b; n+ |9 N+ w
- end
B' X* }# t$ v# e+ ^6 I - # 全灭判定3 G/ q+ c* R1 o; G; |
- def all_dead?- k4 E& r o J; M
- # 同伴人数为 0 的情况下
- D4 A" d, q4 D0 ^2 c. i$ r - if $game_party.actors.size == 0) H% K# G8 T N
- return false9 d1 }. {8 ], n" B
- end
, @) F7 N. x$ m' A; I3 P8 k9 h - # 同伴中无人 HP 在 0 以上 L& D u# y* I! ?$ A0 C9 E
- for actor in @actors2) y5 ^$ U3 e7 b O) f9 {
- if actor.hp > 0
! G3 E) l" `6 I# R - return false# i5 \& j P) g
- end
% i% z2 V: c$ f: L. Z0 B. l - end3 H# o$ X3 Z. e: H, p+ m% v5 X
- for actor in @actors
* u7 K# V. ~$ P( Y5 _ L' S - if actor.hp > 0
; ~% j" ?/ }+ w0 w - return false
( U, S! w! m% z! Q/ ^8 N1 E - end: O9 r! O/ H; A3 D c
- end9 J4 q+ z) e, a& e; L' ~ t7 L: B
- # 全灭$ W+ P- J: K% m& k
- return true7 n! i8 A0 ~6 {, U2 g/ o# |
- end
2 J4 i9 F* o2 E7 x# j( ` - # 其他角色
6 A% _: a7 U' {* e* D6 i; u+ N+ n - def other_actors
- a+ D2 m+ u2 B, m4 t) k - actors = []+ ]+ j. q- q$ s/ ^/ @' q
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}/ u; t( [- J; Z( h7 C* Z' `6 p: c
- return actors( Z- P# X8 m. ~* Z
- end) Q3 u: b3 B; I8 X6 F/ z) U
- # 角色位置互换
% L3 z5 @1 \! T4 _1 }# C - def change_actor_pos(id1,id2)* G5 |. h/ }3 G; Q- u! {% }
- actor_id = []
; M+ o. h, X" I9 P8 r9 G - @actors.each do |actor|
' D5 a7 w# y# `0 U" `* R& v9 @2 c - actor_id.push(actor.id)$ d3 `/ N0 u9 A( s2 C4 U
- end
, O1 z. W- y3 o0 w" N- i/ H0 F/ P: u - return if !actor_id.include?(id1) and !actor_id.include?(id2)
7 F0 ?7 ^" @3 U1 ` - id1_index = id2_index = -12 |/ |" l J5 E9 ]0 z
- (0...actor_id.size).each do |i|
N7 }0 {5 L9 I2 a - if actor_id[i] == id1
3 m$ {1 X; t$ P' |, ] - id1_index = i
8 r& I8 U# \" N- V& D. i - elsif actor_id[i] == id2# X9 p# p9 g* W2 ?4 G
- id2_index = i6 @" h$ ^& b# W
- end
: h* V* E6 {$ x: v - end
+ v4 h2 P) T4 b' `7 S) U - temp_actor = @actors[id1_index]
1 ?0 M4 t; \, [* Z: u - @actors[id1_index] = @actors[id2_index]. P* Q8 p0 p' O# a7 z7 p( v
- @actors[id2_index] = temp_actor S8 S6 O' N/ Q1 m: p
- end
7 @" \; i( o* W P - end( E3 k2 R, B0 [
6 ]$ e. U X# X: B9 S( m0 ]! F- class Window_Actor < Window_Selectable, b! c0 l1 F" J* L; r y1 b( P$ {
- # 初始化" Y- }0 X; a; M# j% G, R. b
- def initialize
2 j0 X% W3 w/ Z, H2 D* o - super(0,64,640,256)5 R* E }1 ]. d
- self.back_opacity = 160
% ^* {4 N0 x- z Q( O9 x' U' } - refresh( ?) m: X+ F/ G5 v4 ~
- self.index = -1
. h/ M. b/ z& N( O u - self.active = false5 H: n0 S# i# m/ j# y7 Y! m
- end
$ M1 N! \, r2 l2 T: R/ k - # 刷新
/ w4 Z" a% [8 K3 J' }% V: a7 l - def refresh! w0 f* ]4 K: U# c; _
- @item_max = $game_party.actors2.size$ @9 l" r# b2 \" z3 R; |
- @data = []
; O G5 m8 |0 w, n. d2 a* F& c" O - $game_party.actors.each do |actor|
2 V, s% l: ?- C" p - @data.push(actor)
6 L3 O' r: \" O9 X! T: q - end
o& M2 C, B1 [& l& W' N - $game_party.actors2.each do |actor|+ y9 f2 c! y# I
- @data.push(actor) if [email protected]?(actor)% L. C. D4 q# M
- end
# x# d) W8 f# s7 E" P$ g - if self.contents != nil
( ^* O5 G* |6 N) f! \' A# p - self.contents.clear
! e5 @/ _: Y; A# e, V* C: z - self.contents = nil/ u" E; }" a# M
- end
* Y$ _* P8 w6 |" t5 Q; O! r - self.contents = Bitmap.new(608,@data.size*32)
' ^4 C3 v. B& M8 H* P% } - x = 46 K- P8 O5 d( ]& N- S
- y = 0" H, ?- c# `5 @4 o' A5 J9 C, q
- @data.each do |actor|
3 @- {$ S. k5 W) Q0 m) T0 R( p# @ - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)! }' @* T1 a, z4 n/ }+ T& ]& }
- rect = Rect.new(0,0,bitmap.width/4,31)
6 v$ j: T5 U( S; N" ~+ H! V - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
n- _- M- N f i. ]9 P; ` - draw_actor_name(actor,x+36,y)
" m4 W' F& _! K1 T* p - draw_actor_state(actor,156,y)
: W/ Q- r% T3 P9 i - draw_actor_hp(actor,x+256,y,96)0 ^1 N. l) a. K5 O# g* w3 i; M6 ]/ P
- draw_actor_sp(actor,x+376,y,96), r9 x( U% c6 b8 X4 Z
- if $game_party.actors.include?(actor), ]; m1 |) u% O& E9 b1 e- d5 w
- self.contents.font.color = text_color(6)# r# M/ M8 b$ H$ @/ ?
- cword = "出战" K$ C- Z8 |5 _) i o
- else
5 v) C% r. m5 @% d; x - self.contents.font.color = text_color(0)3 R7 E% o% ] R5 a; Z) I
- cword = "待战": j& M) {% B0 W+ l. a" t6 u
- end+ D# X( ? r+ B3 p, T* F
- self.contents.draw_text(x+496,y,60,32,cword)
0 c: F3 U: K1 Q! X$ z - y += 32
" i6 |) k+ Q$ x9 y - end6 r6 R% b# o% ~! i! x X
- end
+ u2 J( F% i5 F& y0 R+ \: R: k - # 获取当前角色编号
3 |( `5 @& C* S, C8 T4 p3 p: u - def actor_id
( w! F1 `- I5 I$ a4 T4 k# V6 a - return @data[self.index].id" }: q# X! N' m: y. Y' `
- end
3 J6 b% ]: b5 U! [5 O- t8 c - # 刷新帮助
3 G3 m% [; ?! x8 C+ D# y' b - def update_help, e3 e. E4 U& m
- @help_window.set_text(@data[self.index] == nil ?\
$ y) ^# t- v3 O - "" : @data[self.index].name): m% p! w' t7 p* w9 X* n. \8 w
- end
1 y" F" w7 k. _) j( b: b0 D8 u - end1 L. l+ l0 A3 G8 M. \# u" i1 D( q
* y0 V0 ~& Z( M8 B- Y; ^3 ?; u3 k- class Scene_Battle
# g/ r/ U. A9 }/ H& ~! D* r - include LimBattlePlug6 z9 o+ \) Q. V& L$ E
- # 初始化% d+ E n2 N/ a
- def initialize
5 t, o. b3 r2 h4 u4 u+ s# C; } - $game_party.set_actor_to_battle
/ S) n1 l9 P' G$ K( o" T" O- p - end9 C1 v: u+ a5 `# Q0 E4 a6 Q
- # 主处理% ?; i8 ]) R! B5 B2 U
- def main
; f; H O3 R, R( a - # 初始化战斗用的各种暂时数据
) O+ ^7 i8 x6 O$ p/ I) m - $game_temp.in_battle = true) v( Y, Q! H# ^/ Y2 |+ E
- $game_temp.battle_turn = 0
* A: i% W2 ~; L0 {9 i - $game_temp.battle_event_flags.clear
6 J" W/ k) e& s/ Y0 E& Y. Q& a - $game_temp.battle_abort = false
. C* C# B4 L1 I$ \0 @! p - $game_temp.battle_main_phase = false
. ?) ]1 ~& x7 a; a9 U t! F, S - $game_temp.battleback_name = $game_map.battleback_name6 m" w- N) U( O- S1 _6 {/ S' U6 K" g
- $game_temp.forcing_battler = nil
# l4 N8 N* x, A - # 初始化战斗用事件解释器1 r3 p" ?. E* V% o$ Y
- $game_system.battle_interpreter.setup(nil, 0)# [$ N" B# a: ~: H% z% M, x
- # 准备队伍
8 D$ R; }, A( v! M9 P$ h4 S - @troop_id = $game_temp.battle_troop_id2 w+ E5 @9 `0 k" E$ l( z2 {, e9 [
- $game_troop.setup(@troop_id)9 {+ k) O! w9 r" i- Y3 H
- # 生成角色命令窗口
2 L! j8 E' Y- ?3 _: l: D/ s - s1 = $data_system.words.attack
: M9 u T; f C; s! w+ n$ E2 W - s2 = $data_system.words.skill2 l2 w; i. z. C* ]: A6 F: G0 m
- s3 = $data_system.words.guard9 ^- B9 u0 o+ w+ p: o
- s4 = $data_system.words.item
/ N e% i$ W$ W - s5 = WordChangeBattler
* [7 ^- O# x4 [1 t; `5 | - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
6 Y: q8 T8 _6 E$ E: T+ ~9 B - @actor_command_window.y = 128, u5 p. f( S4 K6 N, A; M2 X9 r3 c- ]
- @actor_command_window.back_opacity = 160
) n7 P% L6 \* \/ Y6 t. _ - @actor_command_window.active = false e: ^: n& _. K- Z, U
- @actor_command_window.visible = false
8 L4 b5 e1 m O& h7 @ - # 生成其它窗口
- m7 Z; B+ H% H# m4 T, A# X - @party_command_window = Window_PartyCommand.new: U9 M) H% J/ w& E3 S
- @help_window = Window_Help.new# w d5 ^6 K9 H
- @help_window.back_opacity = 160
$ m8 O2 v2 s) [ - @help_window.visible = false
, b8 @; E7 _5 c. o5 t - @status_window = Window_BattleStatus.new/ S/ ~6 Y) y2 o+ J; v' W1 ^
- @message_window = Window_Message.new
3 z+ I6 R1 x* H( \4 W& ]" m* E - # 生成活动块
1 z _/ A* l E% r2 h) _ - @spriteset = Spriteset_Battle.new, x, \+ b a$ |. r4 V
- # 初始化等待计数
m3 O, j: Y* \1 j0 I: l2 \ - @wait_count = 0# o" {% |+ \, o/ d
- # 执行过渡$ D5 J; p! ?5 E. J+ ?
- if $data_system.battle_transition == ""
+ b5 W- n8 r& O4 ^; u: M* t - Graphics.transition(20)
# I* z( [8 _% G- F0 K3 _4 _5 z$ { - else
o o. T- {, s6 ?" \1 E - Graphics.transition(40, "Graphics/Transitions/" +5 W4 D' P9 T" j' m
- $data_system.battle_transition)7 N; S$ n, w2 Y* g) x
- end8 K8 Z8 P" P/ _0 o+ B
- # 开始自由战斗回合
+ |& O' z2 T1 ]4 D& l& m9 o - start_phase1
4 t, C4 I3 e/ Z+ X) @/ u - # 主循环$ ]: J; }, t) g% A$ o2 G
- loop do
7 p+ A/ x" R# j9 x' C$ k - # 刷新游戏画面
& \8 x+ G5 Y3 z6 i/ ~4 Q7 N - Graphics.update
- Z0 |8 Y* d! j, ~8 f4 G$ ]; P - # 刷新输入信息
* ] Y5 b! ]2 s7 v9 K* G - Input.update
) _- q! j# w/ H - # 刷新画面
* V+ R$ W4 F T, D0 ^0 Z - update
# a P/ n5 p, M& N5 W3 F1 d( c/ V( A - # 如果画面切换的话就中断循环
% X. x6 s' F, Z$ l- x% H; S" |# l - if $scene != self
0 F$ I* `0 [- A U& i" i9 G - break3 m" N2 b2 J, S0 @$ X" o; L& H
- end
/ z) w, N7 I3 d: f: c - end: f, e9 t6 C2 d/ B! r, z$ s" i
- # 刷新地图
! T. i0 z/ U$ p8 k: _1 {+ u - $game_map.refresh
5 J4 h* h- b% O+ f4 D4 N5 K9 R - # 准备过渡
8 h) r4 M4 S; e. g0 Y - Graphics.freeze
' S( P" f, h2 q7 J - # 释放窗口* T- d/ j( e7 i6 i d) J2 Z
- @actor_command_window.dispose1 O8 D; ^1 m# M z
- @party_command_window.dispose
0 x9 Y$ N1 n- g+ E7 x( e" R' I - @help_window.dispose
5 ]- l) ~. w- T2 ~) p5 U7 Q" g - @status_window.dispose. ]# o m5 |8 d
- @message_window.dispose
/ @9 [0 ]5 Y1 }$ ` - if @skill_window != nil& I' v- M, r D* f# f
- @skill_window.dispose/ J3 i |4 n, C# ?
- end( o0 ]1 I6 ^6 \7 p1 N# S$ x+ z8 S
- if @item_window != nil
' m1 b( ~/ J; { - @item_window.dispose& t9 u' o/ t( ?7 L
- end
{, l7 S/ s2 x6 D - if @actor_window != nil) g6 `+ e5 o) X; y/ U
- @actor_window.dispose9 H5 A0 v9 f7 U( B# ]! f
- end
$ ]4 s# a, z0 R% H# B/ N - if @result_window != nil9 ^9 h A) E3 X$ o
- @result_window.dispose
( L9 {% L: q) _# u# b! m* t* w5 J" K% x - end( l1 a; U8 l; ^6 ~8 p
- # 释放活动块
* I! j. ]3 Y/ Q* g% N3 n - @spriteset.dispose( w: t& j& T) ?
- # 标题画面切换中的情况0 C8 a) ^& w& M p! B5 Z
- if $scene.is_a?(Scene_Title)
9 N4 L6 W7 b' i- j) ? - # 淡入淡出画面
o( J6 D, H, `; `( n& Q2 U& v- x* h - Graphics.transition8 v* R2 {. q/ l3 B3 P* R. L) v
- Graphics.freeze
3 u0 O& Q$ ^) ~1 [3 g - end
; P! U8 {, N6 R" ^4 O - # 战斗测试或者游戏结束以外的画面切换中的情况
9 Q+ r6 N% x. C& [2 {$ ~ - if $BTEST and not $scene.is_a?(Scene_Gameover)! T& m5 c4 u6 E
- $scene = nil
8 Z" P4 S/ ]4 B* P" q7 G% K - end
8 r& W$ s* |' @; _/ h" W. _ - end
# U; d% d. p# J+ |& h$ B; v - # 战斗结束4 b3 _2 q0 @6 L! ~% j1 c- k
- alias lpb_battle_end battle_end( a, p) [$ g" ~# _% k/ m6 M3 F/ T# }
- def battle_end(n): w' w! j( H4 O4 b8 R& \% j
- lpb_battle_end(n)1 z8 a5 _( I4 a; n" V* D+ L
- $game_party.set_actor_to_normal
8 s) k& R0 f+ L4 I - end
7 t" x1 J: d$ x1 ?( {! _( t: @5 v - # 开始回合3
* p, m0 H K; F0 K A: w - alias lbp_start_phase3 start_phase3" O9 L& \% b/ y- |' t
- def start_phase3
6 `1 L. _; w" ]( t- Z - @changed_battler_id = []
+ b3 N8 d# j* }& S8 L; @ - lbp_start_phase33 g5 D$ ?5 c8 f- m/ k5 H
- end# B3 `' m1 J0 y# x
- # 刷新角色命令回合画面/ l9 Z) E% o& U4 K
- def update_phase3
% u$ \ L- o2 u) p2 ~ - # 敌人光标有效的情况下7 `- L: e: F$ O
- if @enemy_arrow != nil
1 V0 @* Z9 t7 F5 Q - update_phase3_enemy_select
3 C0 u8 Z$ N a0 A( X0 j G - # 角色光标有效的情况下: ]% S/ T( }6 Q8 u
- elsif @actor_arrow != nil2 j2 g, p# g; h3 G
- update_phase3_actor_select$ K% p; O. I8 r; i4 I8 K
- # 特技窗口有效的情况下$ f5 p- L1 d: R8 Q$ k% V4 N
- elsif @skill_window != nil
! w1 @* `2 C6 w7 F/ b! p; ?2 j - update_phase3_skill_select$ G' g9 T) }& t1 R" g
- # 物品窗口有效的情况下
# C7 B2 F$ |# n- j - elsif @item_window != nil
0 G, ]2 J8 F: y% O' L! m# d - update_phase3_item_select5 m! g9 D( F* L" _8 s' E% J" Q
- elsif @actor_window != nil
0 |& D B# O) \3 N: c - update_phase3_battler_select
5 b# Z3 c6 o ? - # 角色指令窗口有效的情况下% `! G7 |5 _6 o
- elsif @actor_command_window.active& K# p) N$ Z* k" V1 r, `3 Y) L2 Y
- update_phase3_basic_command, D! j& {! w L6 N
- end
1 i4 s3 t9 H$ Y; p8 K L - end" `& _& k; A+ v* \# |. m* w
- # 角色基本命令
& U! r2 R# Q4 n% A$ a) k/ {1 w1 D; ] - def update_phase3_basic_command
" d) g1 h1 [" ], v5 M6 ^" M - # 按下 B 键的情况下
" n: C6 _$ `. t0 _$ z) g7 X' N - if Input.trigger?(Input::B)
. Z/ T) F1 s& E. W1 Z8 i/ P8 g - # 演奏取消 SE
- u, m9 r" T0 F' m* F% ^" O& m - $game_system.se_play($data_system.cancel_se)
, Q, X3 p9 _) N1 k% M$ I - # 转向前一个角色的指令输入! a Z/ y; N2 [# n8 G2 ^
- phase3_prior_actor
, J+ i8 n/ |8 M' W - return7 H; G B6 P) a" |* G
- end7 o! y5 X7 P, `: J
- # 按下 C 键的情况下
1 K) [# x0 _3 \ - if Input.trigger?(Input::C)! H3 u7 K0 B4 W: ?
- # 角色指令窗口光标位置分之
* m* G2 L- T# X: b E5 E$ ^" f - case @actor_command_window.index
7 C7 ]' t9 _: }2 p$ J. D - when 0 # 攻击
/ i/ T' g L0 [4 d - # 演奏确定 SE9 C/ O) D7 g- a
- $game_system.se_play($data_system.decision_se)0 r- n; T7 [- I* D8 ], R9 L. b
- # 设置行动
7 {3 k" z6 j& T2 A/ i$ Z - @active_battler.current_action.kind = 0- H3 m9 M9 s# R( \: ~/ t$ X
- @active_battler.current_action.basic = 0$ Y* o2 U* g8 D9 W" c3 C; {
- # 开始选择敌人
2 z1 Y% `5 q8 k" c - start_enemy_select' k% Y0 A' ?. j8 ?2 `6 ?
- when 1 # 特技
4 E3 X R& x* R - # 演奏确定 SE2 y% F) J0 N, c* g
- $game_system.se_play($data_system.decision_se)* F9 V2 G5 S2 o
- # 设置行动
( R, ` G1 V! \& w - @active_battler.current_action.kind = 16 W9 n4 K' _* g2 N! Q6 t$ }
- # 开始选择特技 [ K% r! o0 r+ A
- start_skill_select' C" H0 d/ F+ w8 i, J" Q9 a4 @
- when 2 # 防御0 Z( O1 T1 v( ^$ g7 X: n
- # 演奏确定 SE( D* |4 T! Z) u: P; `. ~
- $game_system.se_play($data_system.decision_se)
4 \6 ?4 S! t- }/ ~$ A - # 设置行动& p$ j0 b. a& m2 L3 q0 M' T
- @active_battler.current_action.kind = 0# c. r$ t$ T# L7 h1 q8 g% b4 A7 U
- @active_battler.current_action.basic = 1
- [& Z: Z8 }1 }) C' `& a - # 转向下一位角色的指令输入- d6 o7 [- [1 n5 U
- phase3_next_actor+ A! }; n* W. h# s+ S3 ~+ T) ^) w
- when 3 # 物品
1 v1 \- f1 z9 h L - # 演奏确定 SE
+ Z. F; x* n# z# K: V: v+ _ - $game_system.se_play($data_system.decision_se)
: e3 D9 C5 B$ L' r# g6 F - # 设置行动
" A& ~4 O" ~: P+ y4 ?1 g - @active_battler.current_action.kind = 2" D$ ^; h3 ^+ _5 h
- # 开始选择物品
9 J U4 m5 ], v2 R) Y# y; `5 X" L! R" O2 { - start_item_select# U9 n+ s# G, _, O) [0 K2 s1 Z- k
- when 4 # 换人4 ?7 k- g7 F& k( o: i3 Q6 M2 B2 E
- $game_system.se_play($data_system.decision_se)/ q5 a. u$ s1 B a, N2 t' ~% l2 v
- @active_battler.current_action.set_change_battler
' X0 O9 Z0 ~/ A, @4 E" ^- V - start_battler_select
7 z6 R5 e5 l8 r! Z2 W' s - end
7 _: p3 z$ E* v - return( Q& S7 ]( P% j5 v5 [
- end* p( r) E& V9 m6 p* T% v: g2 r! ]
- end
$ |2 s& u* U n$ Y: s - # 开始角色选择, o$ ?) L: q- g3 x& t$ E
- def start_battler_select
+ d5 c9 b1 @) C# r9 T1 q - @actor_window = Window_Actor.new
5 g, j' Y- x6 ?; T8 U+ c# ~% ] - @actor_window.active = true2 s6 n4 D" y5 I7 a
- @actor_window.index = 0 \0 A6 }- t& \0 j
- @actor_window.help_window = @help_window/ i" b0 z' t, R B" @& k/ P
- @actor_command_window.active = false; ?" K% K1 r/ u/ a! G
- @actor_command_window.visible = false% S$ K) q, {5 I- n3 o: K$ \1 `9 u- a
- end
; T! c2 ^ X) P) j - # 结束角色选择# q" ~/ Q# \5 o" y2 |. \' H
- def end_battler_select
1 F/ x/ _, [0 Q& I - @actor_window.dispose
. G! a+ f- g* {! n/ d; a/ }5 W - @actor_window = nil. |/ m; }+ W8 n( {* a) {( C$ K
- @help_window.visible = false8 I; x- t$ y, t& Q3 o
- @actor_command_window.active = true8 G$ K( m; A6 D& J4 I* |
- @actor_command_window.visible = true
- g- P3 f/ W1 h7 Z1 S" s - end
/ o9 {' F! `( u; a, W1 R - # 刷新角色选择4 D1 M) p$ B8 {' ]+ M7 {1 B
- def update_phase3_battler_select
# v3 i. j3 N: v - @actor_window.visible = true
* C# O% i' ~! B7 f - @actor_window.update
0 d$ e& n* x1 s @, H6 w - if Input.trigger?(Input::B)
6 K& b8 F! k: A6 [0 d' @ - $game_system.se_play($data_system.cancel_se)# D o6 g, ?/ o1 \! I
- end_battler_select0 I' I }6 a9 n1 I8 Z/ S
- return
: Z5 r* q4 w( s: E - end
& z! c1 |4 I) V7 ^$ ]% v [6 f4 v - if Input.trigger?(Input::C), s. B2 Z" n9 E+ s5 r
- actor_id = @actor_window.actor_id1 H4 Q" G, T, A7 e
- if $game_party.get_actors_id.include?(actor_id) or0 o) Y: `6 o% Q6 X. {: w @4 Z9 [) I
- $game_actors[actor_id].dead? or i$ m9 P5 B" ^) y; a
- @changed_battler_id.include?(actor_id)
- y: y3 i4 o9 B7 v; N7 t - $game_system.se_play($data_system.buzzer_se) N& ~: T; {% _$ O8 n) C9 J
- return
; r; x& x9 F5 y) l1 o* J - end2 p" U8 W' L! \
- $game_system.se_play($data_system.decision_se)- e6 ?3 J' w! F: u
- @active_battler.current_action.change_to_battler = actor_id
. K& |: g1 h2 m1 ]5 n5 Q9 f - @changed_battler_id.push(actor_id)* h: P* K( [9 V. p% x: F2 [
- end_battler_select7 Q5 s1 Y% [4 E f r' o' V
- phase3_next_actor. K6 g) x; M0 d1 i0 X
- return. u. [+ @ |. r2 B
- end) [0 h: [* o9 M4 n
- end$ A+ \1 j' z! q0 Z2 X
- # 行动方动画6 X' m$ c& }3 V
- def update_phase4_step3* x0 q* J2 O1 U- p5 n
- if @active_battler.current_action.is_change_battler?
6 j" w0 T/ L# P' V - @animation1_id = AnimationChangeBattler
2 {( O- R8 R4 ?; W - @target_battlers = []. C$ s, Q2 B1 s' x+ v$ Q& f7 c
- end8 ?' ^+ S/ n) Z4 v
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
& R; o, G& T/ r: M - if @animation1_id == 0
* X3 g2 o9 w! N - @active_battler.white_flash = true* ~) u% f6 J3 v
- else
6 N: t2 n) s* \4 I F7 V - @active_battler.animation_id = @animation1_id
+ z4 g' Z; J, g' r- Y - @active_battler.animation_hit = true- |. W6 W: f) p- ]: O
- end
* x- f& O4 V, n- n( b, }" b5 [: p - # 移至步骤 4
% }- h% r) r8 \& t" B2 H - @phase4_step = 49 j, i' J# m( w3 ~ U
- end
4 z/ z \# ]0 I: E8 J( o/ m) s' V - # 对象方动画
3 ~/ k1 i6 t m# P/ j5 c- d( c6 F. s3 Q8 L: s - def update_phase4_step4
0 o3 b5 c* p5 l6 h; u N - if @active_battler.current_action.is_change_battler?4 M/ {; i/ L8 @% j
- actor1_id = @active_battler.current_action.change_to_battler( z/ h! ] Y1 t6 H
- actor2_id = @active_battler.id
; a! a" }1 P9 f! ]) ]) ?6 p - (0...$game_party.actors.size).each do |i|) M# K% b! ]6 B) ?
- if $game_party.actors[i].id == actor2_id! V+ b3 |7 H: |* K1 s
- $game_party.change_actor(i,actor1_id)6 B4 Y& y# j: z F
- @active_battler = $game_actors[actor1_id]3 S# _$ C# u1 ]7 F2 W8 u w
- @status_window.refresh: D8 T* i* ~0 K& W# Y
- end
. F0 H; L; u4 ]7 [. S6 W2 Y - end
. D1 y6 S' G2 [4 D; p - end0 m% b, W% t$ b" r1 s9 J% b4 Q# m
- # 对像方动画
2 S+ @8 K, g% F& J+ O+ `; R( L7 x% J - for target in @target_battlers
( n( E$ E; r+ l' F4 }% ]( | - target.animation_id = @animation2_id
" R! Q# Z' C8 e) u1 u - target.animation_hit = (target.damage != "Miss")1 D, i. D7 V8 o9 u8 M
- end
$ A S$ ]9 u% J' u& L/ p+ R3 ^) q - # 限制动画长度、最低 8 帧' ~8 v2 s, J: G% W+ V$ n. a6 J
- @wait_count = 8
: _" g; e0 I1 m" [/ e/ G8 m - # 移至步骤 5, b1 {$ e: S: _ W9 q/ ?) L
- @phase4_step = 5
0 J- t# h1 W) ~; \/ z3 U - end, J. V4 E$ p8 {% Y ~/ n
- # 公共事件2 a) {8 h; ?0 ?! Z4 r* T# W9 u
- def update_phase4_step6, K6 G! d: |. e% C1 l
- @target_battlers.each do |target|
# [% ?9 `$ g0 _& Q: R - if target.is_a?(Game_Actor) and target.dead? and: c8 L+ B5 k- Z4 W3 l
- !$game_party.other_actors.all?{|actor|actor.dead?}
! f$ F1 e' @5 i9 k# D. v7 K - @actor_window = Window_Actor.new
- q( O. E. ], A, |3 r - @actor_window.index = 0
+ t$ i8 O: @) y) Y2 j$ m - @actor_window.active = true9 X' a6 ]; ~% l0 S0 W1 t, x( u
- @actor_window.help_window = @help_window6 s$ h2 r9 {/ n i+ c. o
- actor_id = -1
9 l$ i" s) O% j4 m$ p) U - loop do Y+ D+ ^1 h h
- Graphics.update
8 L, B2 ]0 U; ? - Input.update# Y) D6 j9 t% w0 L$ s {* U) F
- @actor_window.update
$ ~; E7 R `% H5 P7 n, b8 S - if Input.trigger?(Input::C)
3 C- J8 Y4 E' [- c/ i7 G - actor = $game_actors[@actor_window.actor_id]) s0 q- b8 V5 @1 ^/ U. o
- if actor.dead? or
7 E1 _+ S2 h7 t- Q; ?" B; f* o5 i6 D i - (@changed_battler_id.include?(actor.id) and
9 z M9 T' y" e: |! q4 J' _* E+ { - target.current_action.change_to_battler != actor.id) or* e; ^/ I% M3 h7 d( @
- $game_party.actors.include?(actor)' `' R) r) M3 Z
- $game_system.se_play($data_system.buzzer_se)6 a" `2 S7 R( f0 R! g
- else
9 I" |- r7 f& L+ C - actor_id = actor.id
- Y) ]: O! A- J) |. o; d1 d, ` - end6 S. _* S3 ]; B4 m' P8 t
- end
3 F; `7 C4 ~9 w& E - break if actor_id >= 0
8 m2 E; T% L+ [$ a - end F4 F; a$ V' z D, _0 l
- @actor_window.visible = false2 m+ F5 E/ \- M! u8 |; u
- @actor_window.dispose: i0 [2 N0 c3 d
- @actor_window = nil! b0 C& e2 l* p( ^. N6 Z# W
- @help_window.visible = false
% C# X4 u3 W/ A: k - (0...$game_party.actors.size).each do |i|* H. G$ W" n' l/ r
- if $game_party.actors[i].id == target.id
0 P8 _2 ?: A, v i) p7 _: Q - $game_party.change_actor(i,actor_id)
7 @2 `0 ^9 `% M9 ?$ O* y) T - @status_window.refresh
+ ^, r% T" Z! J( v. c1 r - end
" @, a- E( z6 u/ J) h% W& W - end; M. ^1 r2 v0 i! U, z* R3 z( V
- end; v* u* p. \0 D
- end+ O# \9 A* X8 |! G/ q; R
- # 清除强制行动对像的战斗者
- N7 y) x( n4 F4 ]/ X. C+ z - $game_temp.forcing_battler = nil2 ]9 p+ I$ D2 _# Z9 L! b" \9 x
- # 公共事件 ID 有效的情况下
, v1 }1 Z0 J) Z7 x0 A - if @common_event_id > 0
5 D: r2 T4 o5 ^. o. q3 Q - # 设置事件
6 g8 F& m7 Z) v- |- l - common_event = $data_common_events[@common_event_id]( y0 j7 w+ I: X! d6 Q$ u
- $game_system.battle_interpreter.setup(common_event.list, 0)
4 \* g1 d5 A7 I8 _; ] - end
& V/ h- h0 O5 c4 K m5 y& k - # 移至步骤 18 l% \2 W C1 g, s
- @phase4_step = 1
4 D! n% D6 A" B) @$ ]4 h - end
6 w }% Y& W7 b9 Q* r - end
; i" x3 [. h2 m+ [9 p" P
, d5 W6 D9 t2 u$ X! _- class Window_MenuStatus
% y) u% b7 S$ `5 q - def refresh
( N. ^0 {% m* V1 O' T - self.contents.clear
# e9 }$ n* Z4 x' P E$ G - @item_max = $game_party.actors.size0 d( W+ s7 J* f3 ^+ O, e
- for i in 0...$game_party.actors.size6 E& Q: j, C- ?
- x = 42 P! ?. T9 k2 c' T
- y = i * 32
) j' i: @& ?- L) J5 @2 b& S* m5 e - actor = $game_party.actors[i]
( ]1 w2 }. s. r& y6 z3 J7 i - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)9 j- G. E, H: L; u! T
- rect = Rect.new(0,0,bitmap.width/4,31)
- T0 h' G$ C p r - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
3 L0 c8 Q3 X# b- F# c - draw_actor_name(actor, x+36, y)$ L$ ~' ?) I, G& i
- draw_actor_state(actor, x + 136,y)2 c$ Z z) N" E2 I! ~
- draw_actor_hp(actor, x + 236, y,96)
7 n: H" d. Y: M) U5 L - draw_actor_sp(actor, x + 336, y,96)
1 |( U5 t# f0 W( |5 y - end8 }4 Q1 C* ] e: q" N" ~
- end/ s3 S% S% |/ t) H/ q5 O- k
- def update_cursor_rect
6 x. |; l# C( w5 R - super
) Q& o9 S& Z0 h: X K; A% T - end
0 V& @% r9 t" ^5 G* ?" J y/ j - 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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