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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 LimBattlePlug5 _; E, w8 f7 j8 b Y# k& Y3 [2 |
- + S1 R, a4 t+ M5 U
- # 队伍最大人数6 j0 w/ [7 m8 \" X' Y$ |
- MaxPartySize = 8
7 [0 C/ Y, e3 u$ Z5 M2 X - : T* s, j% J, k7 m3 x0 s. i7 N
- # 出战人数
/ d& x @' f$ H, P/ V - MaxBattlerSize = 1
6 x# C$ R. z" u$ Y# o7 b - % O8 U& g, J9 j, i6 c/ J; N
- # 换人语句( w$ }% W1 f. k1 V# |
- WordChangeBattler = "换人"$ R) }3 g5 b$ y4 e0 |
, G6 I6 [* d) Q* O$ h- [- # 换人时播放的动画/ K) O; l* ]- J T( J
- AnimationChangeBattler = 26
% R; `9 a# B7 G6 l8 W5 r2 `2 H; d - * v8 _! P2 q3 m- [+ J1 J
- end$ N# q" Q* ]- M# Q4 M
- " u* R8 \! S/ M3 |. x: {& X5 z
- class Game_BattleAction
0 s( c3 d9 i4 k1 {8 G - attr_accessor :change_to_battler
, ?/ T' C G' N' X, }9 u - # 初始化( [1 \% T2 D8 a# y+ U( U* h! F
- alias lbp_initialize initialize( T6 K" t3 p) b/ X4 }6 U; N
- def initialize
4 d7 f' [% T; O - lbp_initialize( _7 ?# i! N" n( b$ a1 E7 }
- @change_to_battler = 0
/ \; p5 _6 y- Z - end
8 i3 ~' e1 y! |6 r# V/ ` - # 欲更换角色编号! @8 {- x; {; O/ |
- def set_change_battler ? U0 j; k; ?# ?$ c9 ^
- @kind = 3
; ?9 W" U9 B3 v3 r$ v% N0 @# \ - end
) ?6 x7 }5 a& C4 I - # 判断行动是否为更换角色7 z( V! j8 L$ \2 X( d
- def is_change_battler?
& p: f9 l# l- u n! K2 x, N - return (@kind == 3)" M2 C$ o9 G5 B [+ ]+ Y
- end/ s' W% K0 u& j+ }) B
- end0 L7 D5 i% w: u5 f J
- 2 b. W' g l& N% u/ q; s
- class Game_Party
0 U: M9 ]. r3 e4 L$ U5 ?' o t - include LimBattlePlug. m" Q' Y; m" `" G& g
- attr_reader :actors2
5 |1 Q5 f' \$ @ h( g& k2 V; t - alias lpb_initialize initialize$ D- ]6 x3 B5 d: R
- def initialize
7 u' x% t+ d( x! S - lpb_initialize
2 s* o! f' G* t0 C) d - @actors2 = []& v& P% }$ |6 R3 q9 P
- end7 a) d, B& v& D& X
- # 角色加入
e3 S4 y* H2 o4 }. a - def add_actor(actor_id)/ [. P l" s' Y5 m% B4 _" [7 L
- actor = $game_actors[actor_id]( C4 B; J" @2 l/ y& I: e
- if @actors.size < MaxPartySize and not @actors.include?(actor)
2 P' C9 q% C( g7 ]4 v - @actors.push(actor)
5 c& V8 C$ I: @* W4 D - $game_player.refresh P( `; M! t" V Q+ J* p2 J" R
- end8 L# F' ]5 t6 G3 E# \$ H% X
- end5 [' r5 u9 X6 v5 [7 H
- # 设置战斗的角色3 U1 }* q) |! ^, T. _+ J( A
- def set_actor_to_battle
, l- W9 O0 a0 m; a9 R& r - @actors2 = []
" i) K8 q6 v: r* U- k; B- I - @actors.each do |actor|
* O* T8 v/ ^" x$ |* Z3 p - @actors2.push(actor)
% c1 n, J/ J3 o - end
* c" k; I! ?9 V4 l3 ` - @actors = []* T) k0 g" S" j7 K* A; x. W- } \
- @actors2.each do |actor|
8 z0 u& t0 ?0 J6 v& l& H7 T - @actors.push(actor)
1 s# L# r Y7 G. l4 _7 x - break if @actors.size == MaxBattlerSize
# t+ d7 b- l2 K - end+ `3 W& p3 E8 C" ]- b, j. C) q# J
- end, |( d8 Q" P7 @; R6 Q: D* q1 L
- # 还原战斗的角色
* b; x4 i; O5 @! ?9 x - def set_actor_to_normal2 t0 [& ~1 U |9 J+ {% J
- @actors = []6 \; _/ K) T- g7 p) l2 d3 I1 [
- @actors2.each do |actor|3 a$ I+ n7 {( G9 g( ^" l' [5 T1 P
- @actors.push(actor)
. q: f* {' c, |4 y' a5 V) P - end
3 a! q- _) g: C" O8 c$ N! U& o2 X - end( M; p+ w# l, `- H8 U! X/ v4 I4 _ u
- # 获取角色id数组0 C9 a8 \! ^ ^; e0 J: L( h
- def get_actors_id
# A- h& M0 f, J U" _" Y - id = []' I8 p- z$ U9 q3 U2 V
- @actors.each{|actor|id.push(actor.id)}
! K: m2 P5 J3 Z( P( } - return id
$ [' h8 ~* N/ U - end
9 t% z# W0 T' M/ Z( e" a9 K - # 获取角色id数组* n# Q4 l* P1 O6 I$ H; R
- def get_actors2_id
0 n7 A$ S8 ]1 [$ u - id = []1 E0 z- ]5 E* k' {8 _
- @actors2.each{|actor|id.push(actor.id)}- ]! U4 x' D# A- s+ o4 N% ^
- return id
9 ^, @' P6 }) ]* ]/ i - end
7 {* ]( p, c, K4 `. l- `. z - # 兑换角色8 q9 V: d! o) D/ y0 o ^( s
- def change_actor(index,id): ~+ O" a! w# v M8 V
- @actors[index] = $game_actors[id]9 ]5 @' q- w( c0 W7 g" s- J
- end8 ~, }4 e) T3 Y! j
- # 全灭判定
) B5 `: N0 C% w5 _ h( b - def all_dead?2 i; i$ d6 r0 A8 {6 g3 C6 a; X
- # 同伴人数为 0 的情况下
, J/ l* t% q: @% T* Z5 | - if $game_party.actors.size == 00 T ?$ i ^% M0 ^
- return false
$ ^( n9 }' |" G% I! H; Q - end
* T$ E- W$ a, t7 n8 u - # 同伴中无人 HP 在 0 以上
1 q. e6 V, R0 h1 V% T - for actor in @actors2
# B4 | ?' s. f% {( V9 i% D - if actor.hp > 0
6 _! ?! R& l9 [$ w3 V! O - return false) ^0 i) w7 k8 Q/ {/ I
- end
7 T+ x! _/ l x4 {' [" _ - end9 O _: B0 s/ }2 s2 S
- for actor in @actors4 |# d/ Q; ]: }$ P' n8 M
- if actor.hp > 0
% A$ M0 {! l0 _! _; g- |( Q# ? - return false
! z8 {( \3 q# x- P/ G1 u" \ - end
% L& H" b8 e, R' T' w - end
; r# g7 U' _% b3 q- q - # 全灭
% I& E& S) B0 h" F- S$ M( D v - return true3 [. R' M) q: r
- end+ b+ U' w5 b' C8 u+ s% I5 _
- # 其他角色
7 a# V2 A) }, @, Q6 o4 R9 c - def other_actors
' ^5 K) V! t" X! t. V# M - actors = []
7 m7 Y5 c9 a. b - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
9 F, ?4 V( i! V( F, D2 e( B8 ~: E- s - return actors$ { C0 {0 d2 G7 c
- end
, N ?, s* J; Q' G9 F1 W - # 角色位置互换
4 e" I% {( U" E- S& D& \ - def change_actor_pos(id1,id2)$ p7 X" u. N9 @1 j" _
- actor_id = []' ]! B; t7 C& v( {, B I) U) \
- @actors.each do |actor|
1 L7 b7 ~* a0 t" e% E - actor_id.push(actor.id)
8 P7 k: u# A4 Q( Z3 D - end. ^3 |4 ~% W0 q
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
/ O1 g$ K- Q8 E ~ - id1_index = id2_index = -1
1 @3 h; X6 R7 s- F' f5 D - (0...actor_id.size).each do |i|2 k3 P% c8 x/ m0 k$ v
- if actor_id[i] == id1 Z& }" c$ B1 S: F' J, ~ K
- id1_index = i, h6 X2 j+ L0 @3 F% Q8 p- s$ F- S
- elsif actor_id[i] == id2
" l2 ^9 j! Y2 i: D1 @$ Z - id2_index = i3 P$ V# n8 u7 _6 S, t+ d
- end8 p7 m0 V2 p+ u7 i3 K8 |
- end
( S5 s, ] n# A& [8 F4 @ - temp_actor = @actors[id1_index]
1 U+ R$ B1 B/ a8 G2 {8 k - @actors[id1_index] = @actors[id2_index]* O" |" h3 y4 S' p+ l1 \! a4 E
- @actors[id2_index] = temp_actor
" ?" a3 }9 _( g% b1 U: p9 W - end
0 r5 d8 l! Y" L0 e - end
0 O4 F% |% y9 r5 j - ) r, B5 @; ]7 }+ u& h8 B, M8 I
- class Window_Actor < Window_Selectable6 L) T# T7 q2 u0 V! }9 z% \3 Q
- # 初始化
( k2 x, D3 z) l - def initialize" H( d* H0 B* W5 e1 x# Q2 M$ x. W
- super(0,64,640,256), F1 j8 b3 X, k( j) B; {* A8 g3 ? C
- self.back_opacity = 160
' x( L* A+ t9 m' t - refresh
) M6 w* ^0 ?1 |# I v8 j - self.index = -1
: z& O/ s% Z1 b7 | - self.active = false
' N6 s( j9 y# d - end5 _5 N+ }7 ~& W. r/ h; g; K) @
- # 刷新( n3 {1 c' |$ X! S0 P- S. P
- def refresh
' \' R6 f9 p; {$ p - @item_max = $game_party.actors2.size
: Y6 ^2 m) G: P) @$ s$ ?) H! h - @data = []- u! m" g& A. l) [* Z7 Q
- $game_party.actors.each do |actor|
# T, m! h1 I2 B$ B8 a - @data.push(actor)0 Q! r" s* ?5 w; ]$ Y9 v
- end
, i) ?$ S! C: g7 l4 T - $game_party.actors2.each do |actor|* e5 \& T* |, \8 T
- @data.push(actor) if [email protected]?(actor)0 c- T- x7 K; b
- end: g9 M' y& x& ]
- if self.contents != nil; r% e, A" _! }* a
- self.contents.clear; K* Z$ E6 p8 p, A$ E/ K+ ^
- self.contents = nil
8 ^' X5 e; C7 x9 ?# D4 x5 u - end
* r4 o ~" X5 S9 o$ T; x% q - self.contents = Bitmap.new(608,@data.size*32)
. T% i7 Y0 ^) U/ _ - x = 46 ^, Q. u x! _2 y; F/ f% R) q
- y = 0
! k+ h9 A2 `5 i+ D3 g - @data.each do |actor|
& E# Y+ z" i4 ]( L: m - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)$ S; _" F$ D' o/ N; m$ b5 Q" y
- rect = Rect.new(0,0,bitmap.width/4,31)
+ U2 Y5 A! b9 _# Q - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
! X0 ^( \' w' v$ i |- Z - draw_actor_name(actor,x+36,y)3 t+ E6 c b, V7 ~# ]- q
- draw_actor_state(actor,156,y)0 B# A2 `: m6 m3 d; J6 R* T+ @
- draw_actor_hp(actor,x+256,y,96)
9 _; H4 K; f$ j) j# O) ? - draw_actor_sp(actor,x+376,y,96)
# X' I# y$ K3 T5 p - if $game_party.actors.include?(actor)
0 G- d7 O, S5 c, N" `) |! F - self.contents.font.color = text_color(6)
X" f" R8 G6 K- D) B P% [ - cword = "出战"+ e3 G; s7 Z' c' i4 r5 |3 x
- else
2 `8 S+ \7 J* `7 [. ^ - self.contents.font.color = text_color(0)
( l# x3 h8 t* m4 Q4 ?* e - cword = "待战"9 _# b" }5 Q- x
- end' w9 H4 O# ]4 \" T' P( o
- self.contents.draw_text(x+496,y,60,32,cword)* u0 Y6 c/ [& w+ t; d6 {( b/ b
- y += 32
: [" p! s D: o - end
% A, w6 k6 T- O. h/ R( Y - end
, l0 x, n' |6 Z - # 获取当前角色编号+ v e4 t$ ~7 F2 O. E5 L6 G
- def actor_id
" o; I; Z) c* x S - return @data[self.index].id0 h& M X1 `* W9 i) `8 t# G! X
- end
! r& g- R' d# Y' f - # 刷新帮助
' q+ b3 d; n( N - def update_help
6 U( Z" I7 d+ d( Q8 ~- g" L2 | - @help_window.set_text(@data[self.index] == nil ?\
% G9 ]/ n. ^7 {9 A0 P6 H4 T. J - "" : @data[self.index].name)
4 v9 j a& k' H' s: ?- E - end3 [. ^/ g+ M! ~2 f
- end' G6 t- f: ^# `( I1 h" L4 V
3 h+ j* G3 |% I. [- class Scene_Battle
- n- y+ g5 g# Y n5 m - include LimBattlePlug
) [: |3 `% W' C1 o9 m; C - # 初始化) I, |0 D# p( a0 i3 @7 c
- def initialize
& u& _1 ` z) s" Q. {* Z. i1 t/ A - $game_party.set_actor_to_battle$ C: b' i d) q5 c
- end
- S5 R! a6 ^4 E" P: f - # 主处理
4 _' K9 V. m; \. r8 `6 n# m - def main2 c7 i% P0 m5 r
- # 初始化战斗用的各种暂时数据
' u) P- y! B5 B! i - $game_temp.in_battle = true
1 H0 q! U/ i) |0 L2 b - $game_temp.battle_turn = 0
# U( P* M+ ^7 O( f9 b, m' H2 S - $game_temp.battle_event_flags.clear/ c. g' `$ `' ?% k n
- $game_temp.battle_abort = false! P% g' G! d2 E1 l# u
- $game_temp.battle_main_phase = false
2 q2 I& `+ t' X - $game_temp.battleback_name = $game_map.battleback_name. F7 p& \# _9 P& o! U+ h9 H
- $game_temp.forcing_battler = nil& g6 f9 P9 q" R8 ?; _
- # 初始化战斗用事件解释器& o+ L" i" `# F9 d* r. _: l
- $game_system.battle_interpreter.setup(nil, 0)
7 f$ s8 ? N1 ?( v - # 准备队伍* v" ?' ]. j, ?
- @troop_id = $game_temp.battle_troop_id* Y" m: H6 C3 m0 w5 N1 p- b% d0 V
- $game_troop.setup(@troop_id)$ [$ F" } S! I
- # 生成角色命令窗口
4 H! H7 Y1 l' Z( H! i- U - s1 = $data_system.words.attack
, X: k% H$ H3 w0 \ - s2 = $data_system.words.skill% N6 _$ @/ c2 p$ Z1 x( H
- s3 = $data_system.words.guard
] J* d$ g) Y) I0 w" E" U+ O - s4 = $data_system.words.item7 }5 v1 m7 x9 p# c, F3 r3 m6 n
- s5 = WordChangeBattler- W: x( S, s0 [- ^! s/ k# `: {
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])+ A g1 |$ G' c$ g" {# ^
- @actor_command_window.y = 128, m# H8 G2 B% O; N9 |
- @actor_command_window.back_opacity = 160
' Q9 y# y% k& \4 \ - @actor_command_window.active = false
! O& S6 n' i, j - @actor_command_window.visible = false6 P4 x+ r8 a+ f: @! k
- # 生成其它窗口" t9 o* a! F/ @- {6 s1 d
- @party_command_window = Window_PartyCommand.new
$ f: v. H. [& r5 h1 s6 k - @help_window = Window_Help.new
' Q- B6 F% z9 X1 F% [7 z - @help_window.back_opacity = 160
4 u; I$ z1 [1 L - @help_window.visible = false
+ ?5 f$ z. ]+ R8 | R3 l - @status_window = Window_BattleStatus.new
' Y8 c: g- y; i) c- l+ }. v: Q - @message_window = Window_Message.new
; L) {& n! D! L. W: F - # 生成活动块
! T B3 p! W5 Q8 ^. P; A3 W - @spriteset = Spriteset_Battle.new
" K6 d+ o: r7 R5 ~% }4 f - # 初始化等待计数
! O: X$ d! n( ?+ m' D% ^ - @wait_count = 0
: x" C. V9 U2 Z - # 执行过渡
) n7 m7 I: c# L0 c- ]% n" @ - if $data_system.battle_transition == ""
, X5 s% n- S' w5 L - Graphics.transition(20)* }, J, D' x: n, C7 C. {; m
- else
% p8 `) H$ t3 v9 l, M7 z% o# A - Graphics.transition(40, "Graphics/Transitions/" +
3 y" ?" Z$ |2 a5 {3 C: l - $data_system.battle_transition)
3 C0 N5 I- j! G; ~, ~" V - end
9 |2 u% Q/ z& ~3 r% J* y. S - # 开始自由战斗回合: H2 {% J# L2 o$ I3 Q$ \
- start_phase1+ U6 q2 [- B* B; u7 c3 M8 i
- # 主循环: h% ~ T* T9 I+ O1 B# N" ?
- loop do
' \" u/ r& Z k" V - # 刷新游戏画面0 |& V- p7 ?0 g, e3 u
- Graphics.update
4 c. B4 g+ T4 ?! N( H) f7 X - # 刷新输入信息 \7 U% J6 w1 A7 g3 a" r: Z
- Input.update- x R$ ]5 N7 ]( s" E+ \7 [& {
- # 刷新画面
; S+ k" \6 I6 N+ i. L9 ^! H - update4 X- J; u5 w9 z4 r5 |" p
- # 如果画面切换的话就中断循环
9 ?: h+ |1 ?. e( b0 a5 [ - if $scene != self
6 u7 f/ k$ ~( M. g" _5 e - break6 N! r4 h& l2 G: O6 I# y
- end' k" O, t2 T% d% G& y3 B" i
- end+ c% ]% s" l1 P- `" _' n
- # 刷新地图
, B0 ^/ B3 V# m3 B( J4 F' J9 C - $game_map.refresh$ i6 L$ t9 W4 l) Q' T
- # 准备过渡
6 v: L! e& q- |. e' B0 h - Graphics.freeze
$ |4 N9 w! D2 S8 ?- @ - # 释放窗口
* U' ?- G" ?( U, a0 Y( }2 i - @actor_command_window.dispose
7 {8 y4 R, l' n* O$ X5 D - @party_command_window.dispose
1 a9 T0 t% H# i0 J3 b9 c - @help_window.dispose
" ^, R4 B1 ~( A8 a - @status_window.dispose
/ n9 h# @) f2 M( r s& F - @message_window.dispose
$ d5 i' E" S" G2 S4 D - if @skill_window != nil
2 [, y, |. Z3 y/ k0 X8 e; W - @skill_window.dispose/ ^+ E$ |! G: C! @
- end# L+ g: k: O2 Y9 p6 g) d
- if @item_window != nil
& N4 n/ E3 r' i* S" O& Q - @item_window.dispose: Y4 U* m" D0 C! }$ T
- end
- C9 @1 ^" V. p4 f3 N - if @actor_window != nil
& m% C9 H' v( {! `4 k, M5 t. G! i - @actor_window.dispose/ x! X" j+ K+ j. `9 L
- end4 _3 N' u$ n! W' d3 f( P ^
- if @result_window != nil# h1 i$ G) k' K: o- |
- @result_window.dispose) O& d$ Y) E! n$ @, |, ^
- end& j t, n0 V" I
- # 释放活动块0 G5 A2 a- t) H. e' }. w
- @spriteset.dispose# p. e; H( R4 H
- # 标题画面切换中的情况
- q$ C3 v" O5 }+ r - if $scene.is_a?(Scene_Title)# z8 `) U; L$ F3 b2 u
- # 淡入淡出画面$ S9 s, `6 J6 `4 ], t
- Graphics.transition
, w- ?# X, E. O2 C - Graphics.freeze
( Y# |3 S6 S g- J& e- ^ - end
" x0 j! Y: q5 t - # 战斗测试或者游戏结束以外的画面切换中的情况5 o( ]9 W/ B' q- j! u9 V6 N
- if $BTEST and not $scene.is_a?(Scene_Gameover)
1 t- `' f6 l1 I; U( B - $scene = nil
* |. H9 Z3 O. W" J z+ X+ Z y% [ - end
/ _, m+ Q' q* T7 L) Q - end1 y. U# n% A0 }
- # 战斗结束
6 {- W$ Q+ g: _* C/ N# N( p6 m - alias lpb_battle_end battle_end
- B$ v, f: j8 f+ O% l - def battle_end(n)# F& ~' ^9 }9 T/ V# c% U% R# t4 z
- lpb_battle_end(n)
% [8 G% K7 L+ n% B, o - $game_party.set_actor_to_normal0 D5 p4 E6 E1 d1 p* a( b2 D
- end2 `' V& `$ w: c" _8 L
- # 开始回合3
/ j c7 ~/ F+ q) Y5 v4 P - alias lbp_start_phase3 start_phase3! x( {1 d; K2 F5 ?9 Z* s
- def start_phase3
1 ~/ F8 k6 B% V% @ - @changed_battler_id = []5 \0 r1 X0 H9 M
- lbp_start_phase3# X; l& j* l+ m0 t' c( Y
- end: j' ]1 ?0 M2 N9 u9 ~. |- W
- # 刷新角色命令回合画面
) R$ x- q. y: z) b - def update_phase3
, k- b# v) f4 M* m& d0 b - # 敌人光标有效的情况下
2 J# V0 L8 o/ X, b/ z - if @enemy_arrow != nil
7 v+ w+ z7 k4 _: T; b9 W - update_phase3_enemy_select
* j# D3 ?( J( f" l! f - # 角色光标有效的情况下
6 t4 f9 v# ]* h6 v3 W u - elsif @actor_arrow != nil& `& \# D/ Q( W+ z( F/ j/ G7 f
- update_phase3_actor_select
2 u& i4 U. P3 e: W - # 特技窗口有效的情况下9 }& i- D' B' R; I. U
- elsif @skill_window != nil
; U! r5 A* b. @ - update_phase3_skill_select
2 g% R: o* C l. Y% O. \ - # 物品窗口有效的情况下
; D$ v2 p, h# u4 P2 J - elsif @item_window != nil
" K+ N0 [( {# t5 x5 |9 y" ^7 M3 R - update_phase3_item_select! q% c2 I7 a* P Z' |3 d( @* r
- elsif @actor_window != nil3 O% I5 W) ] t9 W, x, L
- update_phase3_battler_select
" V5 m% j# O" d" j3 s - # 角色指令窗口有效的情况下
, O$ O6 n. x/ x @: E" ^ - elsif @actor_command_window.active
9 k$ i3 u8 g. ?; {4 r - update_phase3_basic_command
" z- A2 a, [+ p+ E - end
0 m7 A. J! E# n; K8 E - end
8 p$ ^. U* ]0 E/ a* `: N* w - # 角色基本命令 @" d* Y1 i( s
- def update_phase3_basic_command4 N3 }9 _$ y( d3 d4 o- f
- # 按下 B 键的情况下1 x N+ z% g7 p7 H4 S
- if Input.trigger?(Input::B)9 D; f9 u; l$ |
- # 演奏取消 SE
3 K) U# C( ]- c W& ~+ i$ h+ ] - $game_system.se_play($data_system.cancel_se)5 c- o$ K, Z [! p; X1 E i* s
- # 转向前一个角色的指令输入: O1 ]4 ^' ^ \5 Q! W/ H g
- phase3_prior_actor- T! A ]8 e6 t; ]; O
- return7 s/ w+ i$ V4 Z# }. W8 v0 L
- end9 j; ~2 D" K& q G
- # 按下 C 键的情况下
/ S+ Q' S, r f p; p - if Input.trigger?(Input::C)" p7 E0 E& G+ Z n8 q6 k
- # 角色指令窗口光标位置分之
' }0 P r- E# _3 g, j- L! ] - case @actor_command_window.index) J3 g* S) \* i# n
- when 0 # 攻击& u1 ^/ H! d8 E; D1 n
- # 演奏确定 SE
2 t3 C& i6 D6 ?! w9 ]' X - $game_system.se_play($data_system.decision_se)# q- w4 d& k6 }4 K! q
- # 设置行动
4 l7 s- }* {. d - @active_battler.current_action.kind = 0+ Y2 [$ a" \/ w0 e1 Y
- @active_battler.current_action.basic = 05 l. W, e- A9 q( x
- # 开始选择敌人# M! I- J/ G# o- [- Q+ P, [3 D Z2 p
- start_enemy_select+ k6 ?9 O5 X1 @6 H
- when 1 # 特技
6 \9 M; R9 W2 P+ a! i' Z - # 演奏确定 SE/ W, n# h7 h1 |7 r
- $game_system.se_play($data_system.decision_se)/ i" H; p* W, D
- # 设置行动
7 j! m2 g4 a5 V - @active_battler.current_action.kind = 1
4 U3 s% I6 @! w9 D1 I - # 开始选择特技
: o" V, C9 K9 } D9 ` - start_skill_select0 f" V" F: @/ f' v
- when 2 # 防御' B3 M' ?2 n2 A
- # 演奏确定 SE
( _7 i0 U5 X* ?" k - $game_system.se_play($data_system.decision_se)
3 P. I; ?3 q$ w% w - # 设置行动; S; m# K8 m& y$ V* k
- @active_battler.current_action.kind = 07 Q5 j8 @. Q3 F. ?
- @active_battler.current_action.basic = 1
% ]( z- `) \; L" M+ h - # 转向下一位角色的指令输入
$ x4 p' `9 b* o! x( d6 x - phase3_next_actor
" o8 }5 j [, G8 b1 D& J - when 3 # 物品
) N+ s4 M& x% Y - # 演奏确定 SE# A, p1 M& o( \; s
- $game_system.se_play($data_system.decision_se)
2 U' P* e4 L8 Z, f; D7 i) T - # 设置行动
* L L) r5 s" i9 ]6 v- w - @active_battler.current_action.kind = 2
. E/ v; D% A3 k: T - # 开始选择物品
7 }* B4 [2 W1 Q' W, L1 x+ b - start_item_select
7 h. r% C% W$ B+ ~$ Z5 G( F- e - when 4 # 换人
. B2 r2 t; A& H - $game_system.se_play($data_system.decision_se)
( ^8 V& Y8 i' J6 I6 U - @active_battler.current_action.set_change_battler" V& o# V2 ^. _5 m
- start_battler_select. h. c6 ~+ d$ U5 L) Q' _, M$ R8 ~
- end) C9 u! Z9 y! d4 e y2 N
- return
9 u( W% G" ]2 w* o - end2 |- s8 A1 u+ H& E6 Q# K* L% H
- end9 k/ Q7 L6 }1 F; h) y
- # 开始角色选择
3 n3 Q' ]$ H! v# N0 i' E6 d - def start_battler_select" R0 ~* }' F$ l7 i' n2 N: c0 y. Y
- @actor_window = Window_Actor.new
4 v6 Q8 C$ m; G+ |5 h2 o _0 ~ - @actor_window.active = true
5 U) `' c2 y J, s% t" D - @actor_window.index = 0( ~: t/ E8 Z+ H4 p* k2 E! E
- @actor_window.help_window = @help_window" ?4 ?" \( n4 C; S$ h7 p: S
- @actor_command_window.active = false
! S7 T4 P6 j0 ]* P - @actor_command_window.visible = false" W4 p6 d: v; S# W. v# R7 s" G
- end
) e% E/ }5 K+ Q# S; l" Y: k3 \ - # 结束角色选择; ^* k9 w' J6 n F
- def end_battler_select1 y( }% ~6 E& O" b
- @actor_window.dispose [6 m, I5 k9 b6 e5 j
- @actor_window = nil6 O: m' m% A! h) d1 M' J
- @help_window.visible = false
: i5 X) ^7 {) [2 t8 \ - @actor_command_window.active = true
' ~! \7 F- r( `% r# h- ?8 i - @actor_command_window.visible = true) R8 r0 h; t1 u7 a: V/ j
- end
1 k5 G5 [7 ^! p( F+ R - # 刷新角色选择
2 l& h0 i& _- J) { - def update_phase3_battler_select
2 R* S9 {1 W2 E( F - @actor_window.visible = true
7 c# y2 \; i, \9 B& s, ^ - @actor_window.update
# v- G/ ^8 W: O; }5 f( S - if Input.trigger?(Input::B)
" x+ H6 V. g! J% ? - $game_system.se_play($data_system.cancel_se)
9 p: I' I/ W/ L# w! {0 O - end_battler_select
0 }1 a! T* ]: | - return
6 b: _ Z5 O7 T0 o* ]( w - end
! P3 O$ @7 I& _# I - if Input.trigger?(Input::C)
1 B9 h3 F6 ?) I - actor_id = @actor_window.actor_id
4 d. B; N2 A5 W7 l" `' X, t - if $game_party.get_actors_id.include?(actor_id) or& y$ j3 v$ n5 q# ?
- $game_actors[actor_id].dead? or + X; O1 V! m( F1 k' U, e
- @changed_battler_id.include?(actor_id)
; v' x- X6 p s- { - $game_system.se_play($data_system.buzzer_se)" K! ^% m# L* |" i
- return( ^; G' ^6 s3 C( d
- end
- n+ p1 R4 `8 A5 I H6 I0 D. R' F - $game_system.se_play($data_system.decision_se)6 ]# g7 l$ n' T
- @active_battler.current_action.change_to_battler = actor_id) s$ |3 r' r, q% s
- @changed_battler_id.push(actor_id); l/ r% B& {. l' @9 @
- end_battler_select
( ]1 [8 o4 p" k; D3 g* o1 ` - phase3_next_actor, J6 }" c$ c0 v4 M: S
- return
: E, X$ s3 \. [8 U/ D0 ` - end4 P; {/ n* c1 l# A' K
- end
% G. U, _) Y# M; F - # 行动方动画4 L. t* s) G( J* D( U1 e
- def update_phase4_step3+ P9 X( T3 L$ A5 h& i ]) \
- if @active_battler.current_action.is_change_battler?- ]/ u$ g5 S$ v$ N
- @animation1_id = AnimationChangeBattler: `( y) G: q' T! ? D6 c1 @7 e
- @target_battlers = []
$ A6 M i6 V+ z% _. t5 V5 A, Q - end9 E4 y$ L1 v( q9 ~
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)+ B* d0 v V' z2 ~3 z
- if @animation1_id == 0
! L* n6 f4 }: T. g; V4 j9 x - @active_battler.white_flash = true
4 h: ~" G) @( M7 ?5 u: c$ w/ z' ]$ d - else: t$ Z6 W% B U
- @active_battler.animation_id = @animation1_id- t; _3 u: e' P: [; M
- @active_battler.animation_hit = true
4 w* s9 y1 w& o3 r4 q$ L - end
# w9 k* W4 y$ h - # 移至步骤 4
+ v6 G* V& k8 {/ q" d2 O$ { - @phase4_step = 4
; ~) @/ b9 v3 _) T - end
7 T4 X0 G- r, g1 S& S* z - # 对象方动画2 X B; \2 ^) r9 E" l
- def update_phase4_step43 n% G* s) W3 b% H9 R- \
- if @active_battler.current_action.is_change_battler?
; E" N8 f0 D# d# @' d$ H1 b - actor1_id = @active_battler.current_action.change_to_battler
& K l7 X* W- T6 Q0 m9 J - actor2_id = @active_battler.id
( u4 o8 @2 @4 G% z - (0...$game_party.actors.size).each do |i|
& T4 S1 I' m) X - if $game_party.actors[i].id == actor2_id; ~0 t4 I. T( P9 j
- $game_party.change_actor(i,actor1_id)
& @9 M' I1 s: ~" u/ @ - @active_battler = $game_actors[actor1_id]
% |' o) N2 @, F( B4 i7 E1 Z" ^/ U - @status_window.refresh, s) K- L4 H3 r" H% z H/ g
- end7 k! f1 M* g- b: S0 s7 t* `7 z
- end7 C) w! m# }# ]! x j' s
- end% f: V2 n9 \7 v$ E% e' L; I% b" j
- # 对像方动画. E8 { N0 N ?9 w8 [. V8 }
- for target in @target_battlers. e; O8 B# z: d- N1 ?% N# M
- target.animation_id = @animation2_id2 J' E& L, g& h% C& i
- target.animation_hit = (target.damage != "Miss")
" A7 ~; U# e: Q$ x5 |. A( p) O - end
, a; @5 L/ u* o& }1 t% Y4 I( ^% A - # 限制动画长度、最低 8 帧: ^+ Y0 ?# U+ L5 M
- @wait_count = 81 D$ E- f& t5 u+ ?
- # 移至步骤 5
0 ?' x) `1 L1 L; ^/ | - @phase4_step = 52 a" V! v, P( P( y+ c( m! g
- end
6 v$ x* s# H2 H8 @5 F - # 公共事件
7 D0 W& K9 w3 c6 e* Z! g4 P - def update_phase4_step6
' {" p# ~" T. Q+ {& ]+ [: ] - @target_battlers.each do |target|3 z% `- | q4 S$ G- c* k
- if target.is_a?(Game_Actor) and target.dead? and
2 K, `, D8 F+ r$ A - !$game_party.other_actors.all?{|actor|actor.dead?}" y' D# L4 \. L3 k! t. s) m
- @actor_window = Window_Actor.new
) Y" @, I2 x! D - @actor_window.index = 00 L7 a, s3 g! @4 `5 J3 j9 m' z
- @actor_window.active = true3 B3 _" K1 H4 b/ s3 v" u0 H$ T6 \
- @actor_window.help_window = @help_window
. q% S. N5 R! Y3 V$ r3 U - actor_id = -19 z' l ^" d% ?4 N& S8 J
- loop do
* v8 n" o V& q" a b5 [/ ] - Graphics.update
( e$ _$ N, {' I0 k - Input.update
8 M8 A# m$ O! `: g( b; P - @actor_window.update
" }7 z" \ \7 Y. | - if Input.trigger?(Input::C); Z3 B# N: ~& f) f2 V6 U [
- actor = $game_actors[@actor_window.actor_id]
# V5 l0 d/ O V1 |% F - if actor.dead? or! A+ q5 h4 N8 u8 b, T
- (@changed_battler_id.include?(actor.id) and
1 q- n) w# p2 w. z* U S - target.current_action.change_to_battler != actor.id) or
- z) E# b" ]8 D: S1 g) y& `& m9 a- f# b - $game_party.actors.include?(actor)$ y1 J+ a% Q9 Q- E% b1 l% U: ~; i
- $game_system.se_play($data_system.buzzer_se)
/ ?% ^5 c Y8 B. g% v: q2 n* o2 S - else
5 Y; D6 Q# J1 i3 [ - actor_id = actor.id4 G- T, Z8 G- c. k
- end
% k; w) [% x9 g; m' I - end/ T! _- p& J( l2 w, d8 O$ {4 \
- break if actor_id >= 01 h5 I& Z4 B! u
- end
! d/ H# ~5 i0 C x ? - @actor_window.visible = false8 d4 a4 Q/ }; H4 {$ R0 M# W' R* H
- @actor_window.dispose
1 T% i5 @" N3 a; K1 m5 R - @actor_window = nil
8 I- g$ ]% ^) f' o3 [) \* z - @help_window.visible = false
: X, u5 s# P8 e1 N% i9 d' q N" d2 s7 f - (0...$game_party.actors.size).each do |i|
3 G2 k7 l5 `+ C - if $game_party.actors[i].id == target.id
2 o8 D- G' }# ~0 y$ g - $game_party.change_actor(i,actor_id)
' v/ t1 C( W* v5 l0 r( z* | - @status_window.refresh/ I0 H( L- z/ ^. ^
- end# R' m- I' D, J+ g* G( g
- end) `% M9 b' } I% x; n5 _
- end3 |! y; ^* S9 F, K) X+ E& h
- end
& Z" \, k: I2 | - # 清除强制行动对像的战斗者
3 F/ W% r: }( T/ H3 Z7 W J - $game_temp.forcing_battler = nil* N: O! R9 L, O' I# t4 Z
- # 公共事件 ID 有效的情况下
& ]# |; E- R+ K" m* L- P; _ - if @common_event_id > 04 L6 ?2 q; Z2 [" M$ T1 v6 B/ {
- # 设置事件
8 @ v- y: z6 w0 Z- b! `$ q; q - common_event = $data_common_events[@common_event_id]
3 l$ ?& s$ y; H- M$ S# Q2 d - $game_system.battle_interpreter.setup(common_event.list, 0), l: b, I- W& x1 N* Z, {6 V
- end( X5 _4 n. t8 ]: H$ o! K
- # 移至步骤 1
' ?2 \+ Q1 l9 N# Y - @phase4_step = 1
. g' B: {; a; r- Q, t* Q) G - end
; m0 O. M$ r! a1 J* [ - end* M* j+ d& M0 o% G
8 L2 l. E. I1 U0 K+ @: ~, v- class Window_MenuStatus& L& t' u. o5 @% S9 U n. [
- def refresh
7 F0 t% ~ |6 H9 o f - self.contents.clear3 r! m# N) x0 w
- @item_max = $game_party.actors.size7 F2 _! j8 c" y8 h
- for i in 0...$game_party.actors.size
5 _) I2 K( q/ ]$ F: r2 ^' @! ? - x = 4
8 N4 J$ g6 e% S5 G9 H1 X: q/ S; V* X - y = i * 32
' r T, H. S. E9 G- U8 {' G# } - actor = $game_party.actors[i]; s, G8 ^$ ]/ s' E
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)6 j* N9 n$ c8 C1 m
- rect = Rect.new(0,0,bitmap.width/4,31)
: H+ ~* b9 `' t - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)4 Q0 c1 B' }* N
- draw_actor_name(actor, x+36, y): k) w7 w6 a( m2 h r# S( J# O
- draw_actor_state(actor, x + 136,y)
& N+ p8 u3 N n# M/ B0 G; h - draw_actor_hp(actor, x + 236, y,96)) ^; R& o* l2 w/ ^
- draw_actor_sp(actor, x + 336, y,96)
- E) R4 ?5 j- f. g+ z - end
! E% F% G; N3 v, v/ L' C3 A - end
6 {8 Y" b1 F0 M. d5 ? - def update_cursor_rect' J1 b" ~4 Y, X' N7 m
- super
1 X+ d4 z2 G1 S) y( o - end
+ [0 L1 s& Y8 n; _$ h% l - 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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