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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% H: `$ H8 i" i( G/ V% @. h
- ; r# ?9 I o/ G! I- ^! l" S. U
- # 队伍最大人数
C H* Z3 }; }1 p! u - MaxPartySize = 8
: t/ e7 B2 \$ p0 A) c
. `! Q" K4 @' x4 R1 r- # 出战人数
# R+ e" {0 x. |* u( |' f/ k - MaxBattlerSize = 13 j) y% o5 w, U5 S7 M6 K
- 6 `2 P7 g0 D! W( ~( Q' C P+ l" ^
- # 换人语句$ X* H3 s% o( `2 F/ _
- WordChangeBattler = "换人"# U5 e+ g' }1 v
- - K7 Y& O$ h6 n4 r( v
- # 换人时播放的动画
. j* u5 s8 e! c1 V0 Z. N4 U7 u- }! G! N - AnimationChangeBattler = 26
; T. L) [) c# P8 [0 y% g - ( V$ j" b( C& L$ e1 d% }& X
- end' L6 H# @* ?2 o
- : w9 ?1 \8 S8 O, I% r' H
- class Game_BattleAction3 y2 J* {! `; |3 O% k
- attr_accessor :change_to_battler" P1 \9 u4 f9 z3 b
- # 初始化* P0 h3 s, Y" D9 y) O
- alias lbp_initialize initialize
( L! b" N* \) j - def initialize$ g- n& i3 z, c
- lbp_initialize
* \: y* g9 p" l3 D+ L6 z - @change_to_battler = 0+ h% p( P+ k* n$ W8 U) E! z
- end5 g( o, L4 x' W& O `5 n" R! _, m0 W+ E
- # 欲更换角色编号, F- z/ }! ~0 x# h- i
- def set_change_battler u, q% M7 r# N0 J0 {3 q& N
- @kind = 3
, |# w0 P- Q* s& | - end
7 m" k* I# H1 e7 m - # 判断行动是否为更换角色# W. t* h0 C. S- ^7 a0 c; U1 b$ T
- def is_change_battler?
1 t* `# T- U6 K7 S+ {2 M" R - return (@kind == 3). G) A6 x/ E, z2 W0 g7 Z" G
- end
, J, v; l% m& _. [! } - end" d/ Z& I3 ~7 F& v$ S0 p' q. Q
8 c; X' N; q: o* E$ Q4 P& y. q- class Game_Party2 D! k0 o, \# P% e& U( Q
- include LimBattlePlug% a8 K k( E, k; m3 x" H; }* m- q
- attr_reader :actors2& b0 ], G7 K: b6 y
- alias lpb_initialize initialize+ H$ b/ J! }2 l- x1 s7 Q
- def initialize
/ K. T+ s. G& V# P' q& ? - lpb_initialize: }$ G1 L8 e: |- W
- @actors2 = []
/ F+ O. i% @5 Z2 g - end# E$ p& C! i6 n |
- # 角色加入 ]4 v( e. P9 ^" G" U' W
- def add_actor(actor_id)1 a4 ]5 m; ` S2 O! [1 F
- actor = $game_actors[actor_id]) i, [, Z2 Z, [- c, ~% |. }/ U( M/ V
- if @actors.size < MaxPartySize and not @actors.include?(actor)8 O7 M1 d0 k# F, ]
- @actors.push(actor)
% w* V1 L9 N6 {+ v' v% C - $game_player.refresh
. p( } F3 n* Y6 i/ t - end
0 R8 J# {* y* U: D, ~ - end& L" x( Q5 z/ U- k
- # 设置战斗的角色# ~" `4 @' W7 A9 Q
- def set_actor_to_battle( H. E( E5 W8 G! N2 R, e$ S4 }
- @actors2 = []
" \8 f8 e( L9 N4 X D. L) _ - @actors.each do |actor|
8 W9 T, ~- `8 f1 Y1 V J4 q- e( Y/ M - @actors2.push(actor)
8 L7 A+ W$ u7 j# { - end3 d' J s( l6 s' v( K/ E
- @actors = []
# H3 s6 P% A* ~ - @actors2.each do |actor|+ v5 z4 V! @' U; ^+ D6 j6 h
- @actors.push(actor)
; j4 c" x4 [9 E8 v9 v2 m" h - break if @actors.size == MaxBattlerSize# \$ g( ^& `1 c- H4 h. B
- end% |. d1 c) X" j+ E, B
- end) b; x* A: R7 R% |
- # 还原战斗的角色
& M% p2 V* Y- K8 i' R - def set_actor_to_normal
3 z- `0 Q) _5 h0 C: [ - @actors = []
, |1 o1 y% Y0 @7 d0 m7 C - @actors2.each do |actor|: v5 y" E5 H, E$ v7 Z+ h! M5 j2 K
- @actors.push(actor)5 o0 u) ], H" l0 i, R. y9 h
- end" J% J; J8 s, v X( w
- end
. J* H0 b9 w! Y9 I2 H - # 获取角色id数组. A. {7 K; j6 `; |+ b
- def get_actors_id8 v& ]+ Q: X! u9 s/ X$ s4 D
- id = []: g* M4 F8 K# \
- @actors.each{|actor|id.push(actor.id)}3 }; n0 X" z% n" y) r, r4 N, d
- return id
+ _) R* B' w5 f# ]0 } - end
, _! |1 N3 _4 h" u - # 获取角色id数组; V' \6 B' c& |2 S/ A6 Z6 }
- def get_actors2_id4 D7 m! Y9 p7 ^9 m4 l! o' |7 d G
- id = []
, U& w) P: G6 X' m - @actors2.each{|actor|id.push(actor.id)}# ?: T; f8 D _' G/ {% l
- return id
' a& C# F* l+ Z8 i1 k- v5 S, o. a - end
6 K2 D/ i) ]$ ~; z- q - # 兑换角色
0 a- E8 [; \0 x. Z) ` - def change_actor(index,id)
3 _' H$ p, u6 ^7 Y- w) l$ T - @actors[index] = $game_actors[id]9 U/ \6 ~ L" l! P K0 J3 S7 r
- end
; @# x1 b+ u1 E - # 全灭判定
0 t& ?+ @7 ^ m' ] u( { - def all_dead?
+ n" U2 |: K7 c$ k) N" I9 d - # 同伴人数为 0 的情况下8 Y' s& W l8 C0 P/ X9 z4 L$ |) A
- if $game_party.actors.size == 0
0 b! Y6 N& O; a - return false
. F; t3 H8 Q7 J: |) T7 X% V4 o& l7 j - end
4 j2 ]* n/ ~$ A7 o; ? - # 同伴中无人 HP 在 0 以上
- W* s0 `# ~4 P1 V- I4 Y - for actor in @actors2
* x3 y7 v5 i2 A$ E* o - if actor.hp > 04 e( j7 |$ U/ O7 F' p( j
- return false' D, J# C% ] p; E
- end
( _, |: K9 M4 [, k0 M - end
" T" O3 A! |2 C - for actor in @actors
. k& r4 X, i; Q u; q - if actor.hp > 0
& Q9 b: X: L, U$ L7 M$ i - return false
4 z. f1 b) X( `; O' j. C - end
+ M& M3 v5 `& h3 p' _2 i9 N - end
- P8 H) {) l$ b( e - # 全灭! C( y2 C) K7 C$ I! f' Y
- return true0 a( t! H N3 Z0 b- Z3 N
- end
- i* H) i' B$ Z( i+ \$ i - # 其他角色- s/ x: R" n$ o! x7 m0 L
- def other_actors& @* M6 s' c, A
- actors = []; f5 S. [+ @/ U" d3 B# y5 @
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
+ T5 c8 X# \. Q& k; c7 ] - return actors
8 c5 K% c. i" l - end
0 L' O7 H- y% z# ]$ @: F# K - # 角色位置互换
8 e# m; ]3 }' K - def change_actor_pos(id1,id2): z) k' I1 S, v
- actor_id = []
1 d z: D4 _* ^ - @actors.each do |actor|, M( n- f% C+ B2 M
- actor_id.push(actor.id)2 p$ t% N/ R4 ?# `5 x3 j& j
- end; p& e. l' V3 `, E
- return if !actor_id.include?(id1) and !actor_id.include?(id2)4 c6 B: B7 I% y( X5 U! Y4 B
- id1_index = id2_index = -1" _0 ^6 O- l1 t( S0 N
- (0...actor_id.size).each do |i|
9 A, D2 q' @* v+ L. }4 W - if actor_id[i] == id1" W) z5 }; _3 `( Y
- id1_index = i0 J# e( ]4 M; A9 k! j h
- elsif actor_id[i] == id2) s5 w2 U1 Z y
- id2_index = i
" F! [$ c) @4 o& ?/ `" Y" X1 h6 R - end
/ V# E2 m+ l" o/ S3 Q3 f - end! J; H, Z4 X% g7 K- K
- temp_actor = @actors[id1_index]7 \! @/ W+ a0 K. y3 z( ]: t1 i% U
- @actors[id1_index] = @actors[id2_index]* X3 d \ O6 f1 \* T: {3 T1 E
- @actors[id2_index] = temp_actor
3 \4 |9 Q! c: ^- a4 v2 | - end
& k- j1 [2 d' e - end
' S* ]* j1 c) Z. e3 K
, I4 O' W; ?( ?5 a- class Window_Actor < Window_Selectable J( Y. H( A. a- t$ z2 }7 B
- # 初始化
! r# i/ }- W R% w) I3 ] - def initialize
+ H! O- n7 }. \: P$ } - super(0,64,640,256)- p# X* S( O, J! w
- self.back_opacity = 160
3 B5 ]/ a. M- Q" x& Z: I4 `7 ~ - refresh
* P0 R# h& ?. o* x - self.index = -1
# U- u. E( w/ G% c% `7 `; c - self.active = false
( N) f! X2 M4 D& C2 N" H - end
! o! x5 G2 S. R' ]$ e% f - # 刷新
5 l) t% k O& t - def refresh
, E+ k" b( C# r! B, k - @item_max = $game_party.actors2.size
2 d, H n" @4 D - @data = []
6 v* l! [- A/ g, n% ]) _ - $game_party.actors.each do |actor|6 d5 s+ h0 n" s3 @& Q0 J
- @data.push(actor)( K, ^" y3 u }* }1 N
- end9 f5 |- X5 R+ G( ^: ^" U! c
- $game_party.actors2.each do |actor|
" Y3 s' h' W* [. I - @data.push(actor) if [email protected]?(actor)& }: K4 w2 X' ?& a( Q2 O
- end+ @/ P3 d* ?6 o% q* s0 K' u
- if self.contents != nil
7 ~2 j v! N2 R) |4 Q/ F$ z( K - self.contents.clear
9 U9 I, ~+ C7 ?# E4 Q. ^0 s. m4 H - self.contents = nil
& q9 S; G/ ~7 b' H4 |' R ^4 X }6 u - end
8 c$ T: a U1 j0 [ - self.contents = Bitmap.new(608,@data.size*32)$ h' u$ P8 o) p! P
- x = 4
$ {' K# ^$ G+ e1 Q: a( r2 o5 a - y = 0
; T% M5 M5 I* g, Y1 F - @data.each do |actor|$ ]! j8 L) y& z9 `6 q' L
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)$ P$ q* Q1 p: p9 i& Y6 I, O) _4 \& \
- rect = Rect.new(0,0,bitmap.width/4,31)
' o' o" I/ u. q5 E; r7 k - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)' R2 H3 n* d1 f, _, ]) A
- draw_actor_name(actor,x+36,y)
- m( [; y Y+ e - draw_actor_state(actor,156,y)+ s6 u6 m0 J( W# f& F
- draw_actor_hp(actor,x+256,y,96)
# {1 v6 H, c u8 p: ~ - draw_actor_sp(actor,x+376,y,96)$ K g& V# u; _" J8 j, z5 p
- if $game_party.actors.include?(actor)
* r! D$ t, k3 A+ r( Y - self.contents.font.color = text_color(6)
+ Y+ {/ p) m h* y( m' v - cword = "出战"
; y' i4 q: m9 R4 M D9 }2 M" G- J6 y - else" W$ ~/ e. g5 x' V, x' _7 e* s/ ^
- self.contents.font.color = text_color(0)& \1 S) V# S. p- n) X5 I
- cword = "待战"
! R% t6 `% D4 l/ G& f* n F% {; a! E - end$ L) U& }: a1 T& J! \% q
- self.contents.draw_text(x+496,y,60,32,cword)
* j7 o7 x; z% S0 d - y += 32
! @; ]% o& Y+ n, U8 {* o1 q# k - end
+ p8 m$ V( |: N' y - end( H/ s8 M, r0 s+ `, s+ @+ I5 ~
- # 获取当前角色编号
6 f! x1 e0 Z7 _: U$ a9 m% i - def actor_id- {( D5 x/ ^: a/ m( M* ]0 t% [
- return @data[self.index].id
/ B% {3 N" Y7 b% @ - end# |) B. [9 a A- \, u% S- S4 D
- # 刷新帮助& ]* K2 A4 w T
- def update_help7 R( H& X8 H& b" _. e
- @help_window.set_text(@data[self.index] == nil ?\* m8 Z" h2 ]+ E9 _* a( u' |+ y
- "" : @data[self.index].name)
& G1 N" t- r3 G e$ ^ - end
- I1 b1 T. D) N% R# c - end3 r/ H" n: ]/ Y& c# T ?/ C
% b$ ^' f6 p5 b6 q3 V- class Scene_Battle. P$ j6 o! E5 d5 P" q' s
- include LimBattlePlug# u, A6 E l0 h' ]+ D
- # 初始化! C, I; D) `6 Y5 `9 ]+ k
- def initialize7 |: S' P+ m4 X; D- f) j
- $game_party.set_actor_to_battle2 Y. @( v! g L% a
- end1 P% r+ Y5 u# @" }
- # 主处理- [, D! ~( I/ l, y) g8 a
- def main. J- d( n% G8 C, N( S
- # 初始化战斗用的各种暂时数据" f* g2 D, ^5 _. O! r3 p
- $game_temp.in_battle = true0 {; s% W8 M7 c! Q! Q7 F6 [4 C
- $game_temp.battle_turn = 0; j' Z4 j& J& y/ L3 v
- $game_temp.battle_event_flags.clear* W" Q F! g o" ?$ d
- $game_temp.battle_abort = false3 h Y+ V/ v" k. ^( O
- $game_temp.battle_main_phase = false
0 w0 a- f [: [# k - $game_temp.battleback_name = $game_map.battleback_name- x: r2 s6 b6 q$ }+ |" @7 ?& H
- $game_temp.forcing_battler = nil$ \% G9 Y* T# u! H
- # 初始化战斗用事件解释器# V1 v+ C5 m% e, c
- $game_system.battle_interpreter.setup(nil, 0)
& u8 G& i; k; E - # 准备队伍
9 D/ M" C0 L" J( G6 ]. s - @troop_id = $game_temp.battle_troop_id
6 a$ J. W- }' m# \4 T. b" z9 q - $game_troop.setup(@troop_id)
2 J3 G* A( u4 y* I - # 生成角色命令窗口4 c9 K8 Z# o+ W6 z5 B
- s1 = $data_system.words.attack0 M* n& I: Q; v& S4 E2 r
- s2 = $data_system.words.skill
: ~3 D0 D; A! `, N4 C; P8 L - s3 = $data_system.words.guard
3 t, L. |7 H' _$ `. o- J - s4 = $data_system.words.item" Z. H) n% A( p( C: p
- s5 = WordChangeBattler b- x, o2 E( P1 ^# b0 m
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])8 U- g# t9 j/ A# h
- @actor_command_window.y = 128
3 K( |: ?3 p$ M - @actor_command_window.back_opacity = 1606 [; p2 X t0 Q0 ?5 w
- @actor_command_window.active = false8 _; Y& U1 q7 U! r
- @actor_command_window.visible = false% M* u8 D w- `: h8 g& b7 ^" l& u& c. i) {" X
- # 生成其它窗口9 I. }. `" o$ e! W4 C2 u
- @party_command_window = Window_PartyCommand.new& Y* B- k: F5 R' D: F$ G1 t
- @help_window = Window_Help.new/ a; k! O& U5 f- |% G; O+ G
- @help_window.back_opacity = 160, N1 r/ V2 a8 S4 V5 Y* A( L3 @
- @help_window.visible = false/ i: U: d6 d5 {3 m
- @status_window = Window_BattleStatus.new! V3 Z1 @; w: `9 u5 v
- @message_window = Window_Message.new6 }8 O( ? q& Q% Y) Y9 I
- # 生成活动块& A2 U* G* \2 Z4 ^
- @spriteset = Spriteset_Battle.new
8 x1 j3 Q% z9 d$ d" O/ G - # 初始化等待计数" Y; o, o4 n% [0 }+ J
- @wait_count = 0
4 z" z6 r+ I3 | - # 执行过渡* g* K- Y1 R4 R) v" ?4 C
- if $data_system.battle_transition == ""- G* @. a& C: s" J7 M
- Graphics.transition(20)
9 ~+ l7 {5 v1 B# S" Z% m - else
3 {/ M3 ~* \ P. w7 _2 t' m - Graphics.transition(40, "Graphics/Transitions/" +
; Y9 U( E/ q4 q - $data_system.battle_transition)
+ Q, j: A# C% M* I: A" z - end
3 ~ p' T5 g; q. D& d7 z - # 开始自由战斗回合
$ r2 Q8 w l: \& W: K0 r9 I; e - start_phase1& W) S; i' Q0 x6 ~
- # 主循环
t( t+ _" f+ _+ c% g- L - loop do
* B) ?5 W6 N+ I5 P" c: B d - # 刷新游戏画面
1 q$ ]$ E& y. b - Graphics.update# U1 ?: V9 K1 j. U5 ~: Q: I1 I
- # 刷新输入信息2 x& T4 o% A# l V% h0 x( `
- Input.update$ h- L/ s/ a" h! w4 _) a' @1 q
- # 刷新画面. F$ x+ E& B+ W% F$ C
- update' g; J$ b- x( R% |
- # 如果画面切换的话就中断循环
8 F+ P" }3 o+ T# H( K$ s - if $scene != self
6 J3 S% W; Z# g* D! a' { - break! X1 p {& I! k' E ^' S# c1 u8 a
- end
" t2 Y# S4 n. O+ q( n1 a" q; q' @ - end0 y7 A, }- [% N) h _( i) a- d
- # 刷新地图
( T$ V3 N+ F- r7 {0 e9 y - $game_map.refresh
( T6 U* b: |; \- W1 s, U - # 准备过渡
$ M$ q1 u8 T; m6 A - Graphics.freeze
4 K# x) i) b: g" l - # 释放窗口$ h5 m; I6 ]' a+ T, q! {+ c7 O
- @actor_command_window.dispose3 \' X& j. j4 D- J0 n/ p3 Q$ S
- @party_command_window.dispose
2 G& n( D* [" @- T/ p - @help_window.dispose( i: J+ l e3 t! }4 y B" r
- @status_window.dispose
+ V4 S# n7 @* X3 O, f# j7 M - @message_window.dispose
/ p Y" K+ h, p$ ~; n" u6 | - if @skill_window != nil
/ |0 u3 l) r- w1 Y% J) G4 ? - @skill_window.dispose
7 m8 ^& `1 `8 w# I* p - end
$ T- o$ x$ t+ E3 U - if @item_window != nil& Z. T3 N6 E" F0 W% \
- @item_window.dispose1 V2 |6 E4 c( s" I
- end, e1 z# T) R0 E. D( X
- if @actor_window != nil
0 I3 a' R# Y6 P, F - @actor_window.dispose
5 i) ?2 G# g2 E: ~. |. @ - end
# O4 V6 ?/ z O6 G$ W( x9 g - if @result_window != nil4 O% u# @: I: }6 W3 Y
- @result_window.dispose
) `- m) I. {& q! o6 y - end9 F2 X2 R* `; f/ S: P D1 t
- # 释放活动块
+ r2 k% A: ~! N - @spriteset.dispose
4 @# c8 K% o, ?' Z( Z9 [ - # 标题画面切换中的情况; X1 Z" u2 O5 c- W" \! b* \) \0 J3 k
- if $scene.is_a?(Scene_Title)
" ~9 U3 C' T! F( m$ }+ l0 s - # 淡入淡出画面
- t# b7 P4 P9 ]% e6 n( w3 j! u. S _ - Graphics.transition
2 Y$ a4 ~8 ?( X9 v; ^ - Graphics.freeze7 ^; A0 f0 ?- Q5 m# h+ e
- end
3 R$ Y: y/ a8 O+ X4 ?: U' D2 I - # 战斗测试或者游戏结束以外的画面切换中的情况
4 v' d6 ^, |& u/ f8 q: t1 ^ - if $BTEST and not $scene.is_a?(Scene_Gameover)
% Q" z# C& s( M$ M: J - $scene = nil
$ `3 V7 B$ G1 G, L# } - end0 Q9 y A' s8 b: C6 }& C
- end
+ v0 P; D. l6 }/ n - # 战斗结束# U. `0 g6 y. [$ g) W
- alias lpb_battle_end battle_end
( J5 g2 D! u+ X# _4 ]& x$ Y - def battle_end(n)* I: U" e2 V& E- r
- lpb_battle_end(n)
' o1 r* Y% N! g* s - $game_party.set_actor_to_normal
7 u' x0 z, J# C; a - end
" e# Y" J( c7 y+ S$ ? - # 开始回合3
' c6 q% G8 h! O* ]$ s - alias lbp_start_phase3 start_phase3 E( h) `6 ?# W% t8 ?
- def start_phase3 }+ r6 q7 b$ a* M
- @changed_battler_id = [] p7 o) F( H. _3 L$ [& \7 c
- lbp_start_phase37 h" }2 s! V E+ c1 Y4 K D
- end5 w6 r: K/ ?# s* t( @# ^2 v3 o
- # 刷新角色命令回合画面
* z; J! M, \; @/ r: o- h: g( n3 w - def update_phase3
; D0 J( t4 e3 p+ ^: ~ - # 敌人光标有效的情况下
* l5 s) H$ Z! |" U" f - if @enemy_arrow != nil6 v9 ?# s. h; K/ |( y9 d% U
- update_phase3_enemy_select
* J# Z: P9 E! t1 h$ q - # 角色光标有效的情况下9 E% h& L% I2 a; e3 L8 S e @- ^
- elsif @actor_arrow != nil: S! `; f- s" ]' L. A
- update_phase3_actor_select% X% j$ y9 ^+ f6 W
- # 特技窗口有效的情况下
. T% e+ z% c3 u3 i' }+ [1 n3 e# Y. E - elsif @skill_window != nil' N6 g' b; n$ C0 d8 [0 z7 X
- update_phase3_skill_select# t! h3 |- m, W2 P+ Z6 d
- # 物品窗口有效的情况下
0 W& @; W" n/ [( S2 X: L4 Y - elsif @item_window != nil
, U6 X$ n/ W5 h* S# g& J - update_phase3_item_select. _! S! i( v- |- q9 x
- elsif @actor_window != nil
4 p) R, Z8 u7 ?$ ~ - update_phase3_battler_select7 N% ]; R6 b) {
- # 角色指令窗口有效的情况下
# B8 t. V( s J. q8 G - elsif @actor_command_window.active
. v( c; g0 l( L2 X) \' G( H" G - update_phase3_basic_command
2 Q2 w, G% k9 v) }. R - end- l0 f% [; V7 ]& @, P8 Z' H
- end1 X6 W; U$ C: c' S, k2 p6 M
- # 角色基本命令
/ A9 \, c9 R& K - def update_phase3_basic_command' Y' J0 L# ^7 C5 \3 x, k0 M" w
- # 按下 B 键的情况下! ]3 e1 m; A6 N5 E' d* P4 ^% D
- if Input.trigger?(Input::B)
7 [" R3 I' s1 Y3 `3 ]/ e - # 演奏取消 SE. I9 r. F/ H5 @6 b" ?8 r$ @
- $game_system.se_play($data_system.cancel_se)
1 j! [( s- {: c a1 {, U: _' t - # 转向前一个角色的指令输入
- ?# U+ L" N% ?8 C - phase3_prior_actor/ x2 V- C+ C; O( R5 F* [
- return6 p5 h" b( [: V
- end+ E7 J7 G3 k( j' o6 m2 Z
- # 按下 C 键的情况下3 H& L# G5 H+ n: _1 L
- if Input.trigger?(Input::C)* I$ n1 p7 c7 }; O; n9 W
- # 角色指令窗口光标位置分之. Q( K; b, z( y- h" A: I# N
- case @actor_command_window.index0 Q2 |: ~0 R( @( b( j
- when 0 # 攻击6 U: U3 X2 x& c' y
- # 演奏确定 SE
# H0 ?$ n; p$ E6 o$ a( P - $game_system.se_play($data_system.decision_se)
* P- b5 _( h( t {& F' s( C8 c( G6 b - # 设置行动' q- L$ m: \" z! r. y
- @active_battler.current_action.kind = 0
$ J+ h; ]0 b ?8 G+ j5 c) G( v" l - @active_battler.current_action.basic = 07 j2 y0 Z/ t, ~0 c$ o) u4 h
- # 开始选择敌人
# f2 A8 U3 r6 f - start_enemy_select* j# c, T0 v3 F& `5 q Y
- when 1 # 特技
: R8 M/ Y. [( f2 v; x" d - # 演奏确定 SE. J- k& Q8 V2 g1 j4 C! d7 H+ G
- $game_system.se_play($data_system.decision_se)% s) `: I3 V( W' S. q$ Y
- # 设置行动1 Z' f& E, F7 I+ e
- @active_battler.current_action.kind = 1
& g1 ~/ t3 |' t3 J6 J$ G( L - # 开始选择特技
. F0 J! N- N2 {5 V' m - start_skill_select
, k8 R3 W2 d! x1 E2 o% F - when 2 # 防御
3 `+ S9 u) `4 i% P j - # 演奏确定 SE* L, x5 h: m+ ]) D1 M- X
- $game_system.se_play($data_system.decision_se)
0 ]3 @6 z4 J6 P2 w - # 设置行动 P! I# D, W1 V/ r7 C9 }
- @active_battler.current_action.kind = 0
0 ^9 H* b/ w' {% E# I - @active_battler.current_action.basic = 1
. _- R' s. a+ }7 ^0 {+ x' O( f - # 转向下一位角色的指令输入7 ~% ?4 j5 t! U9 L3 G, T
- phase3_next_actor8 y5 I( R6 r8 A
- when 3 # 物品6 n/ j. o+ G4 D* l5 Z
- # 演奏确定 SE4 S, O7 |' R0 S7 r8 e
- $game_system.se_play($data_system.decision_se)
" [8 m. I& D9 U! e. H0 \" ~: ~ - # 设置行动/ X9 o/ H8 v/ I! I5 f
- @active_battler.current_action.kind = 23 V9 ?' P5 _6 W5 m. j/ W: N
- # 开始选择物品& z3 F' \% j' H: M" }: o% r6 I
- start_item_select
2 g+ ]' `4 M" v+ A2 M; ^ V - when 4 # 换人
- D3 m& m: F3 |3 K4 y - $game_system.se_play($data_system.decision_se)! ~ ]1 u8 s3 A, W. W* ?
- @active_battler.current_action.set_change_battler
: Y/ r2 q& s ]+ [, Z+ t - start_battler_select5 J1 J- i5 D E1 p; s
- end
( E) ~$ b s7 i) G: h5 J. E - return e: @9 a. B$ ~) c+ Q. d
- end
% x9 p& o& a+ X6 Y - end
! I6 N. }# b/ d& `) F' L5 o - # 开始角色选择
( \& F3 ^: N4 Y3 _7 r - def start_battler_select
( L# G! H0 B. h - @actor_window = Window_Actor.new1 |* k/ m: R; @9 x. ]$ u1 j% X
- @actor_window.active = true
3 Z1 D; p# U% e+ x, H - @actor_window.index = 0
9 j: J7 y+ Y* q% B0 |6 N - @actor_window.help_window = @help_window) O/ p7 l7 c4 y
- @actor_command_window.active = false
7 ^" G3 y* _: |; R1 m& X& P& [2 m - @actor_command_window.visible = false% s5 G! I6 m0 v8 ~: A
- end
3 i) y" _" @4 O% A. D" q - # 结束角色选择
, `, ^, x+ [8 K" I - def end_battler_select/ p4 C1 y2 v) p( R
- @actor_window.dispose
8 a3 j/ A6 m Q# v& R6 S0 W - @actor_window = nil
0 O, z" w2 j, g9 |8 K" n$ r - @help_window.visible = false9 h# u( Z) ?$ |6 I" M
- @actor_command_window.active = true
8 y4 ?) Q- t) Q5 _ - @actor_command_window.visible = true
' f! P% ^# W- x! F4 ^ - end- i2 q9 U! T' u V8 N$ C% u6 x9 F
- # 刷新角色选择
* [5 R' ^* G5 K0 W$ } W- B - def update_phase3_battler_select1 Z& J) o$ \& s P( S, @
- @actor_window.visible = true0 a( \' f) t1 ~+ r- H/ l
- @actor_window.update
7 ]& r5 y5 S# L% q - if Input.trigger?(Input::B)" T9 E4 L* M. E
- $game_system.se_play($data_system.cancel_se)4 z: n9 b0 p2 R! \3 L+ S/ Q; z
- end_battler_select; |4 N: s* k. ]: |% @5 J
- return
9 J& _6 S. B& A$ v' `6 i8 z - end
/ m5 m9 @8 A3 j! ^ - if Input.trigger?(Input::C)
% }2 ^9 T, k( C; x$ Q - actor_id = @actor_window.actor_id
, k. }$ R2 ^1 v - if $game_party.get_actors_id.include?(actor_id) or
/ l+ n1 w: B3 E% `" V9 v* j! p - $game_actors[actor_id].dead? or
6 p4 Q" I2 }3 X6 e% u' _4 E - @changed_battler_id.include?(actor_id)$ b+ l2 u6 [7 ~; |1 a p
- $game_system.se_play($data_system.buzzer_se)' ~+ y3 e5 G. @6 v& k4 K
- return3 a. f, I* Q5 a4 e8 A H
- end& _) b: \' f& R |- l( Q
- $game_system.se_play($data_system.decision_se)
0 F9 [) c6 u! M* q' a - @active_battler.current_action.change_to_battler = actor_id2 Q8 O3 \+ s' B! t' q
- @changed_battler_id.push(actor_id); R! G; h, p8 p2 r
- end_battler_select
# N* }/ z, m! Q( b/ a4 y - phase3_next_actor
1 k- N7 z& P" t* ]' W - return0 Z* P( k, w% P) ?3 y
- end' E7 z" Z& o$ b5 r
- end, ]4 z0 q* ]. X- _$ l2 J+ W! O
- # 行动方动画
% U0 P* K g( U6 w - def update_phase4_step3
* e! q* a' Q% x - if @active_battler.current_action.is_change_battler?) M, r. Z9 J: F: M
- @animation1_id = AnimationChangeBattler
5 L$ {; ]- I: `7 Y& ~' U) f9 ? - @target_battlers = []
8 S0 v/ \" Y; C( d- e+ e: Z0 o - end
0 X8 i2 U2 q) | v - # 行动方动画 (ID 为 0 的情况下是白色闪烁): A2 a/ D; ?" j4 i0 G1 V
- if @animation1_id == 0
( l# C% n0 o, D) l - @active_battler.white_flash = true& J% J2 l, e1 W# \. n7 r1 Z8 b
- else
$ |1 H. r$ d' I( _7 ~/ J - @active_battler.animation_id = @animation1_id) Y2 h. S) {' _$ f& n
- @active_battler.animation_hit = true9 Q, o7 Y |0 ]+ a$ h
- end
6 V# D% B5 y% c2 A - # 移至步骤 4
. e; X* k( o' c) d( E. J; @ - @phase4_step = 4 s. G/ @+ C$ ^" D4 Z- Q# A
- end& |! G E* w) A4 j2 s
- # 对象方动画
' p: A+ R/ |* ~. n7 t - def update_phase4_step49 |$ M" d9 B* D) I% E
- if @active_battler.current_action.is_change_battler?
& {) Z/ U% o( \: G) a- y - actor1_id = @active_battler.current_action.change_to_battler! t' n2 p+ s6 o, o4 Y; V
- actor2_id = @active_battler.id; b9 {% `8 K3 L
- (0...$game_party.actors.size).each do |i|" n- A0 C; O1 v4 d1 ?# E6 u( V7 H
- if $game_party.actors[i].id == actor2_id
( c; E- s. ]' f* L: [. Z - $game_party.change_actor(i,actor1_id)
+ R N: Y! N6 X - @active_battler = $game_actors[actor1_id]
5 i; e3 W" _: g" T& p$ x6 |( j - @status_window.refresh6 y' t2 C r- e. w( K! e/ }
- end
$ g; }$ ^0 {3 |: D, \3 z6 n5 ^. f - end1 D9 p) ~; R2 _- q2 q
- end6 E. T- s9 \- o
- # 对像方动画2 e, Z' w6 p% m' z3 K7 p2 h% a# {
- for target in @target_battlers
* A1 n' l& ?6 K) e) i - target.animation_id = @animation2_id
; p% `9 A, f8 a7 F- q - target.animation_hit = (target.damage != "Miss")! N9 y8 s% C1 w
- end
0 l& o6 ` t0 U9 O: z S5 w - # 限制动画长度、最低 8 帧4 S5 r7 K" M! `/ Y
- @wait_count = 8+ Y% H: ?3 r+ M/ Y4 I. ]8 S
- # 移至步骤 59 \" s# S: u$ Q: H3 }( z$ ?( a
- @phase4_step = 5
( C* v% c! j) F& E! W; T( x - end2 q0 d$ Q; m% a% O! @2 A
- # 公共事件
' y" G( P; |: A* X* w - def update_phase4_step6
* f1 r% A4 M8 H% p9 }6 t& q V - @target_battlers.each do |target|! ~) M7 i# I$ D8 h
- if target.is_a?(Game_Actor) and target.dead? and% P$ H' ^, P" q" Q; j' C( }' A
- !$game_party.other_actors.all?{|actor|actor.dead?}# `% b% ^+ Y; Q7 {7 O# Y
- @actor_window = Window_Actor.new4 H- \$ R7 c. \- d2 ]
- @actor_window.index = 05 d7 d6 X/ @# ^* t- Y
- @actor_window.active = true
% D4 K* G: h! E+ l& N6 o& q3 t9 o - @actor_window.help_window = @help_window9 \7 C* R: W7 P5 h, B* }. H& y
- actor_id = -1( D$ U! L8 ? B4 E
- loop do) `4 M5 Z0 W! Q# u% r6 G0 J3 K
- Graphics.update/ ^7 t4 D2 f/ u m8 I
- Input.update
! g* {; j) v' B ?7 g( r - @actor_window.update
: i' L& h0 L3 L# D4 A - if Input.trigger?(Input::C)7 `$ t7 V8 B" }6 q* {5 `
- actor = $game_actors[@actor_window.actor_id]" [9 p& I2 X) W" I5 x% ]
- if actor.dead? or# x# y8 Z$ k5 X$ g; q! A, C
- (@changed_battler_id.include?(actor.id) and
+ _, v/ d* V1 d( D" [ - target.current_action.change_to_battler != actor.id) or- ]3 t1 N9 S1 B
- $game_party.actors.include?(actor)0 R+ \" @: X- D+ I2 Z+ d9 l0 p
- $game_system.se_play($data_system.buzzer_se)- h! ], c B; T. M8 ^! H
- else
/ C: _# U7 ?! Y" `# \# ] - actor_id = actor.id
/ J9 E% V% a4 C: n' N - end
L* l9 }$ }/ w - end
' y$ w- G v! k7 Y, w# A2 m - break if actor_id >= 0
1 f" p# [- t# ~ - end* X# i* N a% v5 w- H, g5 K
- @actor_window.visible = false
: u p) e; Y7 ? B - @actor_window.dispose: G/ c' {. Z& X% f5 }* x* F! W+ ?
- @actor_window = nil
, p C$ _! d' n: @( K o" ] - @help_window.visible = false
3 B0 N# R- ?0 q# U - (0...$game_party.actors.size).each do |i|, v" n* k( J5 b" }+ j* N1 s; L3 T
- if $game_party.actors[i].id == target.id
' ]/ e# ~7 ~) @1 |2 O+ W - $game_party.change_actor(i,actor_id)
% S+ \4 Z6 J9 e+ @* n; J3 ] O* ` - @status_window.refresh2 ^* X* |: d% n B+ G7 {3 d
- end
6 D0 f+ z# \# I. z - end
5 C8 E5 ]0 r+ `8 q* W - end
0 `9 F/ V' ]6 g4 O, m" X( b - end3 O0 ?5 s' ?6 b1 H9 z- j, ]7 M
- # 清除强制行动对像的战斗者
; L; X# v3 d& H( } - $game_temp.forcing_battler = nil
- U1 B; X. N( g5 `- n" I - # 公共事件 ID 有效的情况下
2 H F) r: ?, Y# e* l) C - if @common_event_id > 0, d9 Y5 i) U) V
- # 设置事件0 ^- {0 D2 p! i1 W. q1 \
- common_event = $data_common_events[@common_event_id]
2 _ Q% t0 u- c/ N3 @$ y) S - $game_system.battle_interpreter.setup(common_event.list, 0)8 Z, u. j4 T: C* \& s
- end5 | E4 e+ ^4 j5 p3 l' D
- # 移至步骤 1/ Y. {( l$ \$ F U3 \- O
- @phase4_step = 11 m/ j* H/ t: ^ r
- end
$ g9 Z8 B6 h/ P6 F( f0 N - end' o$ Z" ]& q' J) t
- 4 ~5 N1 l! Y I0 z& F' r7 @5 c
- class Window_MenuStatus1 E& |* v6 t% ~5 d8 ~) v$ G
- def refresh; C) L6 h. }+ s- |4 B: k, T& C
- self.contents.clear4 W9 a9 H5 {1 m# Z+ \1 s
- @item_max = $game_party.actors.size) G. N1 n1 t# i# f8 z& D
- for i in 0...$game_party.actors.size7 }0 u! r- Q5 `
- x = 4$ r/ S: z# d( O9 G" N
- y = i * 32
2 z$ W6 C/ U) r9 @: u" M: s7 q& h - actor = $game_party.actors[i]/ \9 C T6 `- H
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
* f' Y7 {! v0 g- G; G9 v" U, _ - rect = Rect.new(0,0,bitmap.width/4,31)' z* T9 Z) f- h( K- r8 R- Q
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
; y! p8 ^, L) V' B4 F5 Z; ~ - draw_actor_name(actor, x+36, y)' ^- c" E: f5 b* G6 _2 _! v- Y
- draw_actor_state(actor, x + 136,y). H6 W& W, r( y7 O/ Y3 r7 N/ a
- draw_actor_hp(actor, x + 236, y,96). p5 [7 u" N. U8 c. N4 z' N
- draw_actor_sp(actor, x + 336, y,96)0 @0 a5 l6 P* i4 ]2 X" T6 ]$ N8 {' q
- end
( X8 r6 j) K3 t* ^ - end
" E6 {1 R6 d ]; U( |* @ - def update_cursor_rect
( b0 T( {$ ~) m# I* W, z - super/ x6 ^ W# e# ^
- end
* S+ ?' q2 ]. T9 J! Z: X - 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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