| 赞 | 5 |
| VIP | 52 |
| 好人卡 | 19 |
| 积分 | 6 |
| 经验 | 4394 |
| 最后登录 | 2023-5-29 |
| 在线时间 | 961 小时 |
铃铃塔的守护者
- 梦石
- 0
- 星屑
- 626
- 在线时间
- 961 小时
- 注册时间
- 2010-10-24
- 帖子
- 2768

|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
以前曾经写了一个,貌似那个贴已经失踪到不懂哪里去了,所以今天重写了一个。而且之前写那个还可以玩围攻,这个是模仿口袋的战斗换人,功能就是那样,没得介绍,插入脚本后即可用。- module LimBattlePlug
8 x9 k+ i' s% l/ J2 x( s% s$ Z9 {
! t5 Z% n9 s# z" S- # 队伍最大人数- ]1 i2 K' O4 w! j; H
- MaxPartySize = 8
; z, V& T0 a; z! |( O - - K0 t j% R; z- X. m( W
- # 出战人数
) ^- h! f- x3 Z+ [ - MaxBattlerSize = 1
- \; S. r0 Y6 u* {5 a/ Q5 J! \
. T) K C9 A* q1 {- # 换人语句* a5 ?" o. u: F, c
- WordChangeBattler = "换人"1 t9 r6 _9 ?7 ~& u0 h
+ ?9 A: t, h( v$ y* q- # 换人时播放的动画- v1 o' ]) c- w4 w- w2 y" J
- AnimationChangeBattler = 26 F7 g) s6 V; L; ~- X
3 s( W) Y1 | H l% E1 Z- end1 l8 A0 }' O+ D# Y) I1 B; J
- F- ?: H" I) ]1 o; [; Q- class Game_BattleAction
* h: P9 @+ p( {0 h3 w. i6 z - attr_accessor :change_to_battler& R* }$ n2 z. D8 W) `9 M! h
- # 初始化
( i4 D& U; t8 Q% c! O/ l - alias lbp_initialize initialize
5 n2 N$ e4 c$ Q - def initialize
% G4 D; ]& m, } M9 n3 | - lbp_initialize
4 V$ B! a+ w) v" v, S( o - @change_to_battler = 0% p8 k) P% h8 ~- i3 Q6 z
- end
3 b& N' b+ D% K1 E. R - # 欲更换角色编号
) Q5 y- A# w+ B( v2 ^1 q4 x - def set_change_battler4 e7 L( E: \1 U' l- w: W- H
- @kind = 3" v3 H0 z: }! G0 Z0 M: R
- end6 e2 U+ y- W9 c5 X! |- i
- # 判断行动是否为更换角色
+ u# |! [" O# K; _0 t - def is_change_battler?
# f5 K7 @* I# k - return (@kind == 3)( ~9 N! B3 s) f: {& @
- end' N. Z# V: F& ?0 J) y
- end
, c; L- A7 G) L) c7 W( r/ n - 4 g: v1 v" q3 v3 O5 E
- class Game_Party3 l1 g+ T( N# ~
- include LimBattlePlug) E% [: y8 i) B' _ R
- attr_reader :actors2
0 T4 B$ c% o; s( K- X - alias lpb_initialize initialize8 C G) E- ~) g1 v0 C+ s( b
- def initialize
/ e1 [8 i' t4 @$ O0 g4 x - lpb_initialize- e# U3 m6 e- A% O7 X* h. Z
- @actors2 = []) F$ C/ |; C& o: U8 ~1 X! o
- end0 l+ K2 v/ Z, V5 o0 e
- # 角色加入
1 Y; \% L5 q3 |; t I - def add_actor(actor_id)
, s* \, N5 Y0 ^6 t% ~: `2 e1 ^! ^, } - actor = $game_actors[actor_id]
3 }( {5 ?/ T3 o' X2 K/ R - if @actors.size < MaxPartySize and not @actors.include?(actor)
& ]) Y; ~& q" C - @actors.push(actor)& ~/ [6 h( o& A! A
- $game_player.refresh/ |: l5 W2 i2 Q' ^9 e/ x
- end
, g8 U2 r, k* h- j2 s8 |/ U - end
/ U0 u( m( i" Q L$ K. z - # 设置战斗的角色: F# D% e4 L! d; p6 V3 m0 E
- def set_actor_to_battle# s- S+ i. o2 {& G
- @actors2 = [] e& L0 n* K6 U# F: m
- @actors.each do |actor|9 k# j9 a$ H$ [* g
- @actors2.push(actor)- |5 d6 z' {, J( B$ @
- end
) r/ v, `" c, W; E: c k, e7 P3 J( l: d - @actors = []) Z, j" e8 p; z/ M# X
- @actors2.each do |actor|! j G( h6 ~, V
- @actors.push(actor)! M# n% ]/ J% A% N4 T9 y7 c
- break if @actors.size == MaxBattlerSize
4 S! y. C7 _2 J. V9 J5 h - end
1 N' k6 @7 v ~8 L& { V - end* x6 G3 o6 m! q/ \) f
- # 还原战斗的角色, I$ \6 [5 c3 J* \8 } o
- def set_actor_to_normal# ~6 ` {; i- B; X5 g- _
- @actors = []. w9 l L9 O5 B" v9 Y
- @actors2.each do |actor|
3 I2 V d }- p1 m7 { - @actors.push(actor)$ ~. j% T* B# V" r1 H* G& k5 _
- end
' S4 Q O6 x7 [4 W - end
+ ?; L; h; F" f; ` - # 获取角色id数组2 Q# c `2 v+ Z$ T/ }6 ~
- def get_actors_id
8 I' L! l! k& Z; K/ i( u# K - id = []% [; S/ t1 {+ K+ N2 A1 |4 H
- @actors.each{|actor|id.push(actor.id)}' _6 ~" K+ {( m. \ s
- return id, v7 e2 z2 W6 {1 ~
- end
$ M9 ]3 L2 \2 G/ ^ J5 C J/ }! B& ^ - # 获取角色id数组
) r9 m* w' \# ~/ z4 d - def get_actors2_id! Q1 \3 t F8 n1 [% P
- id = []
4 t, [1 `6 H* ^6 N- D - @actors2.each{|actor|id.push(actor.id)}# w9 f4 ]- `# v3 G
- return id
( _: ^7 Y% K; N7 j - end
- v# }$ T4 s+ T" o1 U - # 兑换角色
6 k- f% b3 X c( f; N$ r9 k - def change_actor(index,id)
5 a1 p2 l t; g( h) | - @actors[index] = $game_actors[id]
, G7 @6 u2 |; ]$ U - end
5 j s1 v+ w' z$ B o! o1 i" M - # 全灭判定+ h% S, e% |# i' J1 Z2 A
- def all_dead?" a: p0 @2 i8 y) `# c; Y% {" ~& N4 ~
- # 同伴人数为 0 的情况下
. f& r4 R/ a# ]1 L! I - if $game_party.actors.size == 0
( ^* D. y# W! v1 L3 R( A" e - return false; Y$ j! i8 a/ ?( _8 x/ E+ A
- end$ p- [. A+ K/ ~- ]" I0 I1 |- B
- # 同伴中无人 HP 在 0 以上
2 T, q" q/ S* {4 m$ [4 N# q - for actor in @actors2
& C5 n G& P" Y7 Z" Y2 z - if actor.hp > 0: r1 @: C9 I3 T+ X [; z
- return false& Q! K: E' B& L! z) V: e, c9 O7 t
- end
* P- N- S: N: ^ - end
: U" A @+ `* n- e8 e - for actor in @actors1 I0 M+ S6 M2 f* u* b+ A+ ^; {
- if actor.hp > 0
# w% }# {9 b& a ~* ~5 n& B; J0 A - return false D- Z8 x2 R; I8 x; g
- end
7 H4 l* x$ [! T, X+ e3 c - end5 U4 {, Y5 p% Y" t" P. C x
- # 全灭5 ?' ~5 |; Y) D, w% w% c
- return true
7 k2 t2 l1 A7 s) Y O8 J - end
$ z X5 F# F* K - # 其他角色
~4 L: } E0 k& \! [8 y - def other_actors, e) z. }# q- z
- actors = []! g3 u' P2 y/ X, l
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}& F' `, f8 A4 Y
- return actors
4 g5 y# v* J$ T; v8 s. ]: i - end
' t F4 y& S: Z( m. \# Y# Y - # 角色位置互换, I; W2 t4 y+ l
- def change_actor_pos(id1,id2)
% ^# y3 [' g2 `5 I3 M - actor_id = []4 h& h/ [! L- j' e0 f
- @actors.each do |actor|' o6 y5 E$ l$ Y9 o2 f
- actor_id.push(actor.id)6 T' m. B: H2 |8 J! k' g* ^' f
- end* R. r2 ~! O+ w
- return if !actor_id.include?(id1) and !actor_id.include?(id2)& j* I+ q( P2 e8 ~* v* K3 h
- id1_index = id2_index = -1
( L0 h# }' B6 L5 X% Z$ _ - (0...actor_id.size).each do |i|
6 H7 {3 L+ Y7 \ N: |# I R - if actor_id[i] == id18 t% |6 {- ~9 v7 |, {- H! {1 J. `
- id1_index = i
8 Q- u6 X$ D8 f* j0 ^ - elsif actor_id[i] == id2
5 V, D/ E$ N0 j* J/ w/ d8 ~( {* Q - id2_index = i) O ]% r8 w# [$ T1 l% \
- end
2 i* ~: M( m F Q, E& s5 k - end: o& K5 l8 a3 Z/ {
- temp_actor = @actors[id1_index]
4 C9 d7 p: d: ]" | q - @actors[id1_index] = @actors[id2_index]
, S3 T0 Y6 O- I- I1 v" `4 B4 C) Q/ L - @actors[id2_index] = temp_actor8 Q( e- t( ^& t" f* S1 R9 L
- end8 y( C1 a" o! c' q! X
- end! H% t+ \$ p4 T+ c" b! C
- 7 F( k$ u' J/ O1 _0 }
- class Window_Actor < Window_Selectable2 i, L; K1 H' C( Q7 W
- # 初始化
! r. A) T( m1 y) ^* q - def initialize
" x, A2 B) b# `2 F - super(0,64,640,256)- `9 F8 H, u M; {3 x9 _# n. }
- self.back_opacity = 160
* k0 U, U9 k/ C+ D7 I/ L - refresh
x* W' d1 D4 a Y" E& Z! q - self.index = -1- r F6 ]- ^1 i+ t
- self.active = false
2 C' w. V- i: V0 ^! @' K - end: T n6 Z. d" e3 C- d7 i8 S1 P- B
- # 刷新
2 R; C- G9 l, a: s; Z5 f: `7 z - def refresh6 n0 N! W" f5 i5 a
- @item_max = $game_party.actors2.size
@0 E& I2 }" x - @data = []5 l% S1 H# L i% q
- $game_party.actors.each do |actor|
% c2 g! k1 `" L7 q' j - @data.push(actor)
" n% ]4 }8 \. ~: p' E7 y. Z - end& u6 ?3 a6 Z% H, d; P0 @$ _
- $game_party.actors2.each do |actor|5 a$ F$ q! g& u9 g5 F+ K
- @data.push(actor) if [email protected]?(actor)
1 P4 n6 H% x6 \/ C# Q. O) n& S - end: A$ m$ E! {0 K
- if self.contents != nil y2 K( s/ p. O4 g
- self.contents.clear
: [3 x8 n; M. \3 W; w - self.contents = nil
; K+ W; [7 D O4 E - end
. H3 g! A7 Z, W - self.contents = Bitmap.new(608,@data.size*32)
! n: ~! _+ ]1 I - x = 4
2 ?1 Q* Q# h4 G R - y = 0; l+ ~& x+ U7 l4 K4 ^* r; Q. z8 y
- @data.each do |actor|
$ V& p! n1 ?2 _$ p - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
9 k2 S6 x6 W! U W- V/ K' \ D - rect = Rect.new(0,0,bitmap.width/4,31) V0 D7 V; J0 _% z3 d& T6 b1 i- n
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
6 F g' u; e" O s - draw_actor_name(actor,x+36,y)
, s D0 y! p2 U* p: k4 [ - draw_actor_state(actor,156,y)5 k5 H& |/ x) K
- draw_actor_hp(actor,x+256,y,96)
; Q0 s; s9 s6 {6 p; F; { - draw_actor_sp(actor,x+376,y,96)
# L- z# O8 }- A6 _8 _ - if $game_party.actors.include?(actor)
7 u2 l% o6 m" s" S2 Q - self.contents.font.color = text_color(6)5 `2 b1 W; K) b$ k+ Z y
- cword = "出战"
; J3 \( Q/ U* w& ` - else8 u; {2 b1 m/ K0 h, K7 V" H
- self.contents.font.color = text_color(0)
, r, g) P. _5 ~- z6 g1 @6 I - cword = "待战"9 s) u- D8 ^; K9 k& s; ]: J
- end1 I4 H) f& ~* g& q
- self.contents.draw_text(x+496,y,60,32,cword)
: |, q4 ]% V! K& J" x9 Y - y += 32
E4 J3 j" D4 [+ C( N1 v) g - end
3 b9 g {- R1 F! }* u: ^, X - end
5 V, m) R3 @( K - # 获取当前角色编号' o- E# c: g$ S- j
- def actor_id& p. y8 H/ W5 g9 m- N4 ?% u& _
- return @data[self.index].id
7 s- t0 x2 D4 I6 R - end
7 \. j9 ~. e/ f, { - # 刷新帮助
: F5 N. l8 n: l: L# k0 L" h - def update_help! e; c4 x% Q# c" C3 @+ ^5 ~+ K
- @help_window.set_text(@data[self.index] == nil ?\
0 |* O( L& N7 v- I - "" : @data[self.index].name)
T4 X. n% ~8 E* X - end
, g$ ^$ p7 V0 K+ U - end
( r4 S2 }4 B( l0 R! v
# h1 M$ @& T$ Y; ?0 S- class Scene_Battle( g8 X# j5 `1 H# i( j \% r, B
- include LimBattlePlug
! ~' C7 k/ q/ L& _- G - # 初始化
# n$ f' y; C. N8 Y* P% m1 [ - def initialize- H |% l+ ?' f/ I! v9 Y% w
- $game_party.set_actor_to_battle
`- Q m1 i Y8 M - end
0 a- `' Z; d$ ^1 j+ o7 n) r' c( O3 d - # 主处理1 S- n5 p5 g2 A, k+ @& S8 W
- def main
1 R, D6 Z. v% o1 z$ y3 F: ` - # 初始化战斗用的各种暂时数据4 A9 T& U/ g3 U$ A; t7 P4 p$ B6 V
- $game_temp.in_battle = true
- @3 h: c m7 Z8 H2 I - $game_temp.battle_turn = 01 T4 L! t5 T, L/ ]
- $game_temp.battle_event_flags.clear
, V: y" Z3 l! I, U* V( T: x# B - $game_temp.battle_abort = false: Q# A1 e! g% n0 X( u# Q. x# T! _1 u
- $game_temp.battle_main_phase = false0 I3 y" ]9 H3 \3 [
- $game_temp.battleback_name = $game_map.battleback_name3 O: m9 U. |) t2 d2 K3 h
- $game_temp.forcing_battler = nil
3 m- R f- X7 p! K0 W+ R- U - # 初始化战斗用事件解释器5 S/ a2 F) {% v0 C( X
- $game_system.battle_interpreter.setup(nil, 0)
& r, K, l, i% C2 L) v4 l0 t, C - # 准备队伍
6 v. W4 c2 J) @, k b - @troop_id = $game_temp.battle_troop_id
& V4 G. X% z6 b5 S" P3 e: @* @ - $game_troop.setup(@troop_id)
" D( S; \+ u, L' g+ F* q* o! Y+ | - # 生成角色命令窗口
' b+ ~, m- h% H# @5 n - s1 = $data_system.words.attack
, p# R, x* \; z) ?* M - s2 = $data_system.words.skill" B' Z! j+ j* L& R' o
- s3 = $data_system.words.guard' g1 S- W' I( I o4 q
- s4 = $data_system.words.item; D8 J% ]3 s( Y, e7 W* G
- s5 = WordChangeBattler
' r) [4 @8 h" T3 P( ^: S/ x8 b - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
$ P/ h- O; ~1 X- {5 u3 b - @actor_command_window.y = 128" H; P8 b! `% ]0 D, H
- @actor_command_window.back_opacity = 160
' e* G8 E% T; |) ^ - @actor_command_window.active = false' I+ t; j1 D, P' D9 W- W1 b
- @actor_command_window.visible = false6 M7 N) ]% s6 O2 Y: Z
- # 生成其它窗口" }# ^+ C% Z9 g" g0 s
- @party_command_window = Window_PartyCommand.new
. S' Y5 k: H- n, D2 G5 ^$ e$ V - @help_window = Window_Help.new
J$ D$ Y5 z9 Z5 u- o0 Y( I: q5 c - @help_window.back_opacity = 160; `6 U0 y" n k* H
- @help_window.visible = false8 k. h+ L9 j! x9 {: ^! S
- @status_window = Window_BattleStatus.new7 [5 w1 |! R. M9 Z! A
- @message_window = Window_Message.new
9 C9 i9 ~& K5 U7 z0 S2 O8 B3 Z - # 生成活动块) I# V; r8 W6 O6 S& {
- @spriteset = Spriteset_Battle.new
0 }' S7 f9 o; F+ F( w* a9 H - # 初始化等待计数0 H9 x0 e/ h: W' f, h
- @wait_count = 08 T- P; S' y( s0 j7 Q+ p, N
- # 执行过渡4 p/ D$ J0 b: K) F8 G+ R" e1 d$ C J
- if $data_system.battle_transition == ""4 J2 M/ b+ w b$ @
- Graphics.transition(20), c$ K1 @) o/ L: t8 I
- else" u0 I& Q" H2 i I
- Graphics.transition(40, "Graphics/Transitions/" +
) j! j e J0 H: T. G# ^ - $data_system.battle_transition)
" F: V l: T! ~' W - end
7 |% L7 p" m, L9 @% A0 j. F - # 开始自由战斗回合- z/ d; K. F" ?: e3 n( I; T5 p; _
- start_phase1
8 a# o( \; R k$ } - # 主循环% j8 G5 s0 d/ p' U
- loop do1 b8 ?6 ?" l6 H& o
- # 刷新游戏画面* \ z$ a- p k s! y
- Graphics.update
3 U) w( r* r9 i3 _ - # 刷新输入信息
; G+ j/ ^6 u& q - Input.update
# P5 a" i' O& q/ H1 `8 U - # 刷新画面
& L5 R: y# `5 e% ~+ z - update8 I# {: ~# n4 `- s6 j! ^
- # 如果画面切换的话就中断循环
7 @- ~: y- @) s9 Q% @% P- w, u - if $scene != self
$ |1 P% l& S5 @. b' r- I - break* ?- n0 k/ T! I3 \9 y
- end
3 J6 d" H5 B! h; [+ R* u5 D6 ` - end2 x! L, D$ J: t
- # 刷新地图) z& ^/ b+ |, x* y c8 M/ h
- $game_map.refresh
. J" R7 X9 B" u2 I5 |; l2 G - # 准备过渡
% `7 @+ e' y$ a. k! Y! ]& j - Graphics.freeze4 e. b1 q5 a; K. \. e
- # 释放窗口9 c7 _6 N/ B* ~; I
- @actor_command_window.dispose
2 x% a, a; p) b7 d6 C - @party_command_window.dispose( v( ?0 h4 E ~4 z4 s3 P
- @help_window.dispose7 k* S$ p1 R$ I5 E$ K: [, I
- @status_window.dispose" P ~& E4 C+ |0 ^
- @message_window.dispose3 Q' K" }8 [1 s/ G
- if @skill_window != nil) A) l1 {! H' X3 [, ^
- @skill_window.dispose8 ^- {( ]+ t6 Y7 s, N
- end k5 `5 x+ j6 i4 s# M! D2 i
- if @item_window != nil) T# |( W' n& _8 a) t( c. f0 _8 ^/ D
- @item_window.dispose
) Y4 s! q5 t; S* @ - end, ~: J K P9 B
- if @actor_window != nil
, y9 a8 F7 X. v4 j* D# C - @actor_window.dispose
' M& x5 i! Y7 D* X4 q - end# |' {, N! n: S' Q, L$ g
- if @result_window != nil
" v8 _# j1 @3 e) a - @result_window.dispose
1 \0 Z2 P b2 ^: C3 V! M) Z8 ~ - end6 Y! g$ c$ ~& [$ Q2 }0 o
- # 释放活动块) [4 n: i6 R% N& q$ a
- @spriteset.dispose
9 f+ z: d+ B' i8 {. }4 o0 h! V6 ` - # 标题画面切换中的情况
9 P* E. g# {, o' ? - if $scene.is_a?(Scene_Title)
& v8 r9 V* A: ^, K - # 淡入淡出画面; J7 @ ^0 i% {
- Graphics.transition6 f; o: n1 z I' L
- Graphics.freeze
6 b' D1 p9 n6 y - end' ?0 d& d+ e( V: A* v1 }
- # 战斗测试或者游戏结束以外的画面切换中的情况
: Y: s1 y+ s: E - if $BTEST and not $scene.is_a?(Scene_Gameover)* U6 U8 e! G* |$ r+ b5 h/ }
- $scene = nil4 ~, R+ I9 D, ]8 z
- end
' [7 b8 F9 x0 W6 e1 z - end
& O- ^. l2 t1 p/ s) S& X - # 战斗结束
, }1 B( A8 \ r7 K- i* V5 l - alias lpb_battle_end battle_end* |; ?8 n+ u& I& F
- def battle_end(n)
6 E. K3 @7 U7 s+ M' l - lpb_battle_end(n)5 l8 U9 m" i+ ]( ^6 [, K
- $game_party.set_actor_to_normal
4 a) R2 T1 F( v% ~# Q4 b) u1 N - end
/ U) T1 `( k( |6 i$ X6 L; c! v& H - # 开始回合3
$ t) [* M4 `: K: S - alias lbp_start_phase3 start_phase3$ r" m2 m# V) y! A' [/ ?# V
- def start_phase3) c2 R; `- U5 W; R! W
- @changed_battler_id = []% j: H) C: _) \7 _: f0 D% k# G
- lbp_start_phase3) q8 Q# W3 u! K; @; {
- end7 [' W( O% _1 c
- # 刷新角色命令回合画面2 c/ W: Q; o$ v* `4 C$ o
- def update_phase3
; z' G& p. p6 D) C$ |( U* |: Z - # 敌人光标有效的情况下
& }( z! S. C5 G! {0 e - if @enemy_arrow != nil/ M' g0 P1 u( n8 t# ~/ l1 I# Z
- update_phase3_enemy_select
0 S3 T0 s/ V# v4 d* E* y0 J% C - # 角色光标有效的情况下
: m# ^4 p% n' l" M) x- A. U/ i* M8 n - elsif @actor_arrow != nil
, ~7 p1 {* Q. C+ p' W$ Y- Z/ _5 L6 j - update_phase3_actor_select1 _" z0 _3 }. F# _6 `* r
- # 特技窗口有效的情况下2 {8 O0 G" b2 H( e1 K
- elsif @skill_window != nil0 G7 ?3 \0 V2 A0 Q8 S
- update_phase3_skill_select0 d: T9 d* V& S
- # 物品窗口有效的情况下4 C" O' j Y+ p( I% n
- elsif @item_window != nil' K) D% J6 O0 y p
- update_phase3_item_select
# H; H N( K' T - elsif @actor_window != nil9 |2 l: M4 i/ @* \! }
- update_phase3_battler_select
! O& l1 b( J n! k) g8 u - # 角色指令窗口有效的情况下5 W) d6 b4 i0 u+ s6 @! Z
- elsif @actor_command_window.active
+ T B0 H/ K* ~6 g - update_phase3_basic_command$ F" Y. m- E; f& ~
- end
( ?* h" S0 I1 Y/ R9 J" I - end
& P: l% h+ z0 r% S+ m - # 角色基本命令
5 W; E1 s- C. J% z - def update_phase3_basic_command
0 q* Z8 ]- Q7 B2 R5 ^) b - # 按下 B 键的情况下
7 e5 f8 o6 ?! y/ I: m5 z - if Input.trigger?(Input::B)
4 T. c m8 K6 i8 \# o$ f, j - # 演奏取消 SE- h1 {' t! X! r) g$ c4 Q2 w
- $game_system.se_play($data_system.cancel_se)$ }, P+ O: p, m |
- # 转向前一个角色的指令输入4 L& T" A0 I/ D/ L6 W( j
- phase3_prior_actor& i9 Q; J+ i# n! C4 D- Z
- return
0 l }3 |# }' b$ x - end& ?5 `0 o W0 o/ G
- # 按下 C 键的情况下
V: R6 o' K8 c9 U6 e+ ` - if Input.trigger?(Input::C)) p! |- z, n2 n+ j
- # 角色指令窗口光标位置分之
) }" Z$ L J% ` - case @actor_command_window.index* V. L% D3 u' |9 Y3 @$ ~ m
- when 0 # 攻击
- x) v- P; f& }& f, L; X. l - # 演奏确定 SE, k7 s- P. Q6 t! T* |9 Z) g
- $game_system.se_play($data_system.decision_se)
/ X$ l6 H* ?; V) K, T - # 设置行动
: w4 _, F2 G2 |6 y' H" R - @active_battler.current_action.kind = 0
6 C7 a) |$ [4 L; s9 P/ C$ x. k& v( j - @active_battler.current_action.basic = 0% t- H& W# X+ V# \- d3 Z
- # 开始选择敌人4 g, C1 G; L. d+ K( u$ @$ [
- start_enemy_select
( a$ e/ L- s8 D- ~ - when 1 # 特技
) }3 n( s% g, T4 V' @5 l4 U - # 演奏确定 SE; G! B0 Z5 Z4 U
- $game_system.se_play($data_system.decision_se)- i' S8 s: m8 I' k" J2 \
- # 设置行动
+ K2 a9 F8 I; R - @active_battler.current_action.kind = 1* v! y$ D9 L6 A! E2 s9 n# A( o
- # 开始选择特技- ^8 l1 X# y: a) G+ l( u
- start_skill_select! y4 y! B- c8 r) L8 C: P9 {0 B0 S
- when 2 # 防御2 N+ M7 M: g! ]
- # 演奏确定 SE. z2 w1 H( d( R! A" T' `
- $game_system.se_play($data_system.decision_se)
. v8 J( w! _, s* I4 K8 q - # 设置行动9 C- G7 z7 Z" v' z% ]! a
- @active_battler.current_action.kind = 0/ t3 ~! r, L, M
- @active_battler.current_action.basic = 1
4 u9 E8 T4 x/ ?- t5 V - # 转向下一位角色的指令输入
; u: B* K. {9 ~ - phase3_next_actor
& c# B* l: T4 Q* X9 }0 u8 K - when 3 # 物品
3 h9 J& h7 a: ~9 w* m - # 演奏确定 SE) P) D) L/ B$ b8 s m# \- w F
- $game_system.se_play($data_system.decision_se), I4 v+ o: h5 b/ [
- # 设置行动
/ I, N5 m- J3 C! I/ [ - @active_battler.current_action.kind = 2
% i& @ A; R+ B9 t - # 开始选择物品
& h/ x8 ~+ k# c2 R( O2 f; l - start_item_select( C$ i/ h1 c* P( F9 Q& k# f
- when 4 # 换人- m* O2 m) a- y+ X
- $game_system.se_play($data_system.decision_se)
% o. U% o6 u+ W4 Q2 u - @active_battler.current_action.set_change_battler
2 ]- x( n& A! _6 T1 O- n - start_battler_select
( P1 q0 y, p: _3 r - end
" E' M( [+ U9 {" i0 L" b1 B( \ - return( W0 u6 q+ f6 {1 _
- end
" N D' _3 j& W& _ - end
5 }$ `8 b4 F' H - # 开始角色选择
/ ^6 o$ g& E$ ~: Y$ \" T - def start_battler_select
) f8 J2 i' Z: ]2 p. ^ t - @actor_window = Window_Actor.new9 N$ T% V8 {( |: J
- @actor_window.active = true( @; A9 t) e% B7 G% T$ @
- @actor_window.index = 0
- M7 ?0 C" Y Z& Z, I8 s9 g - @actor_window.help_window = @help_window" M+ p! T1 |; Y& D1 Y, A! R
- @actor_command_window.active = false
4 X4 s3 N8 e+ P& O2 L ^5 P& I+ N1 \9 x2 D - @actor_command_window.visible = false% t. `+ I! N2 ]; k1 C7 V/ o
- end
0 }8 X2 y, z; Q8 M% [ - # 结束角色选择
1 n6 Q3 B+ i# |! ]+ V4 [3 B - def end_battler_select5 [2 j5 Z: m$ j" W# P
- @actor_window.dispose
6 o$ z4 I4 o4 \ - @actor_window = nil
) ?+ p; Z+ ^3 ^9 ]& @6 q& d - @help_window.visible = false y: b- q- {3 ~/ J
- @actor_command_window.active = true
7 l" X+ e k% w0 {+ T& i - @actor_command_window.visible = true$ h, Y, c, E& J6 P; j; [) y& Y
- end
0 l/ M/ ^- F- e& S* \( P+ e - # 刷新角色选择5 |/ Q3 g9 a* M/ p4 f0 N# J* g# M
- def update_phase3_battler_select
g9 ^3 C. {$ `& r - @actor_window.visible = true/ ?/ X- x0 O3 e. P
- @actor_window.update
: L3 N1 L9 i2 j, y - if Input.trigger?(Input::B)
5 N) a9 t6 H' i0 E. }! a7 u - $game_system.se_play($data_system.cancel_se)
; f+ G' A, `3 i! f4 n& E z - end_battler_select
9 g9 {) [; i4 ~5 b. E8 Q7 K) v- l - return
5 g, F& |, f) Y0 D0 s - end/ R, G5 W- G# G* ]
- if Input.trigger?(Input::C)
& |$ L, F8 R/ N; y# f - actor_id = @actor_window.actor_id% s8 l# \3 O" x1 r
- if $game_party.get_actors_id.include?(actor_id) or
1 Q6 k3 B9 l2 c5 E, Z" d4 L) [3 s6 q - $game_actors[actor_id].dead? or 1 x2 X( y0 C8 B! h, Q+ q8 ^; O
- @changed_battler_id.include?(actor_id)
& k% C/ v! z8 w" L% {4 Z* I - $game_system.se_play($data_system.buzzer_se)
$ Y# y; z. v/ H* h - return
, ^3 Z: N* R6 z - end
. _$ B' P [) f7 Q A6 `5 k; B - $game_system.se_play($data_system.decision_se)
0 a; A- K3 u, Q1 \; I - @active_battler.current_action.change_to_battler = actor_id& {: o% t( K8 S9 e7 p4 ~& V
- @changed_battler_id.push(actor_id)0 g) [ Z( E1 u! D1 t
- end_battler_select
& C0 i: g/ p, S* I* _ M: Z8 R4 d - phase3_next_actor
0 l* K) j: {& h( K( ?1 c - return
9 ?4 a; K9 [5 i4 } - end
5 p- Y4 a. X$ G - end
( C r) l. m3 N* Z8 h& y @ - # 行动方动画
+ n, y7 x5 A: ?; O) ]8 y - def update_phase4_step3$ @+ i1 m v. j% e
- if @active_battler.current_action.is_change_battler?8 Y' A m) u! R9 q1 Y
- @animation1_id = AnimationChangeBattler
, q- a, L- X# x* k+ }- U5 E - @target_battlers = []
8 T9 c& D8 ^8 q* |( o - end5 u" K' h5 Y2 ?. p
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)0 v. V: ~7 T1 t# w2 ^5 P l
- if @animation1_id == 0
}; Q& ]2 Q. c" A) r' c5 P - @active_battler.white_flash = true
) p- w7 I$ t) R2 P - else. X. c# O; S) D8 Z
- @active_battler.animation_id = @animation1_id/ z/ N/ _2 C! R6 U
- @active_battler.animation_hit = true
R; j) X, R9 F$ x% H - end
, ?# u1 i% A( |% N2 y+ r, W% O( d - # 移至步骤 4
6 B: Q. Q" n4 e, R( e# d. S - @phase4_step = 4
& E* y2 _/ o9 O: p8 a% w - end- t# S0 F' a0 [7 ?* { M5 s
- # 对象方动画: ^& Z' ?- N* R, w6 ?1 Z: `5 g
- def update_phase4_step4
4 d+ i* l1 o) a* p- N( a - if @active_battler.current_action.is_change_battler?
/ A8 ]/ T/ \! ]9 a8 |# `( w2 o - actor1_id = @active_battler.current_action.change_to_battler) r7 C0 I' Y- Q, N4 e
- actor2_id = @active_battler.id
- I8 }. P, L/ _! `3 P; J4 F - (0...$game_party.actors.size).each do |i|
) y$ c0 v7 [# y3 A5 C - if $game_party.actors[i].id == actor2_id% Q2 Z% a6 j* l/ ]! v$ w
- $game_party.change_actor(i,actor1_id)
( i% l" U9 o4 S) [ - @active_battler = $game_actors[actor1_id]
# V. A* M! p0 w$ K1 Y - @status_window.refresh
7 f: [ [! |/ y# I4 H - end
* C, R( ^2 _8 T" u5 H. s8 s - end
) h6 _7 {9 ^- W$ E5 r: O( u7 g - end
4 P) }4 x/ E+ b# T& l' c - # 对像方动画
, ~6 o3 y/ f8 o: ?1 y# H C - for target in @target_battlers
+ s: [* A8 e: q2 J6 z% e' C. O5 k - target.animation_id = @animation2_id
9 N Y. A8 @& F8 B+ w+ ?; v$ n - target.animation_hit = (target.damage != "Miss")2 M" e3 P D1 |" f0 J
- end( _$ N3 }) u5 I$ n, h8 ?* z* h" ~$ L
- # 限制动画长度、最低 8 帧/ Q+ c7 T1 e3 ^9 e3 v
- @wait_count = 8/ T# e) }! f5 [ p f
- # 移至步骤 5
6 p$ v( U" v7 C" O E: Q - @phase4_step = 5: h# o! ]* a6 k) |3 x
- end
3 U$ S( T, k! b - # 公共事件, r5 E* J# j8 k- b
- def update_phase4_step6
# H3 ^0 H( P7 ^2 c$ v: S( g - @target_battlers.each do |target|( D( Y" l4 G& T6 G1 N7 b- n
- if target.is_a?(Game_Actor) and target.dead? and
* P8 k3 E/ T4 x5 U; P - !$game_party.other_actors.all?{|actor|actor.dead?}, g9 A2 v7 q, v
- @actor_window = Window_Actor.new2 z! D4 ~' U6 P8 n) u- j* S
- @actor_window.index = 0
* C' q. V- Q7 D# ?( S% p& P3 F - @actor_window.active = true
, g6 G" e; I* M0 }* M$ r# q - @actor_window.help_window = @help_window
: }$ |' l2 K" ^" q - actor_id = -1
6 a2 z8 r: A. L. W2 O - loop do
4 n* p. |( d Z - Graphics.update( `+ m$ E& A7 `: {) }. T
- Input.update
D5 C" t4 Y5 a) o+ D6 m7 g - @actor_window.update
4 W+ m/ @# a; O& l' C5 F - if Input.trigger?(Input::C)
0 C! h* u* ^7 y0 {2 a - actor = $game_actors[@actor_window.actor_id]
* K i& K6 f9 C4 C1 X; z1 U) w - if actor.dead? or$ a* F2 y' q; w) h/ h
- (@changed_battler_id.include?(actor.id) and 6 E' Z; M" Y3 j% r9 v- w
- target.current_action.change_to_battler != actor.id) or% ?1 U4 ^( S% i- O
- $game_party.actors.include?(actor)
: E: r( Z w6 T1 K, o& f - $game_system.se_play($data_system.buzzer_se)7 a- K/ ^. R# G! t9 @
- else) C* f2 w- U$ A @6 U9 T0 |
- actor_id = actor.id
) F9 ?2 t+ y2 X& [ - end4 P$ m6 M$ x, {. R% U% r$ ]
- end
8 e* F |4 @/ h# R/ p0 e - break if actor_id >= 0; V; B) w0 N& ?1 b+ E
- end! o0 P2 G4 R6 v
- @actor_window.visible = false
" t5 ^8 P4 @% R" M. a) q - @actor_window.dispose, D; K3 I/ x2 s% q; Y! E
- @actor_window = nil
" \, |) c' h7 s: \8 n& ] - @help_window.visible = false
5 v8 Y, w Q; u9 B - (0...$game_party.actors.size).each do |i|
4 N5 D( O' d3 ? U: g - if $game_party.actors[i].id == target.id0 }6 j% G8 i; P" j( q# t. x
- $game_party.change_actor(i,actor_id)
r: f% T( X* H8 f - @status_window.refresh4 H8 ]- Y7 f+ l5 y5 i8 [2 M
- end/ _; x5 p4 \6 Q! A: M! c
- end
, \# q. L% V( I - end
' ^' H/ h- v4 j; ?" x6 Z& p6 \+ d - end7 X: W7 F' a# a. {" }( u2 g; \5 c# a7 `/ O
- # 清除强制行动对像的战斗者8 t4 I8 u# M6 \6 f/ N! k
- $game_temp.forcing_battler = nil* }2 y. ~$ }/ @
- # 公共事件 ID 有效的情况下+ J/ w0 s9 c7 t: s' m% C' A9 H
- if @common_event_id > 0 n5 F e9 U0 k4 N3 \' f
- # 设置事件( E9 q9 E* m5 W; c$ w
- common_event = $data_common_events[@common_event_id]# F8 s+ b+ _7 D: J) Z$ _0 d9 J
- $game_system.battle_interpreter.setup(common_event.list, 0)
0 p7 |6 U$ [! I( y/ T8 Q5 r - end. m' j) Y$ N5 P/ J+ L
- # 移至步骤 1& K1 ?2 H" E* ?( X1 C
- @phase4_step = 1
1 K; g$ l$ b( ]4 {7 d$ m4 Q% B L - end5 R' @/ y5 B- V+ S" B# T' E
- end% A2 t# q3 E1 O& K& ^: K3 `
; M( `+ u' J2 d' }8 m- class Window_MenuStatus% | a- C1 c x# ]
- def refresh
( |4 W8 n- @! \" U - self.contents.clear1 j S$ Z8 Y: P" O- `
- @item_max = $game_party.actors.size
: T* A: F7 ^' ?4 v7 F - for i in 0...$game_party.actors.size
L# S- D/ q. A- e9 i7 M - x = 4* |0 H) }0 X" U9 p5 x- S- X0 E
- y = i * 32
9 ~/ e" [! y6 x3 H# n - actor = $game_party.actors[i]* n8 _% L7 G$ X) n1 r
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)7 Q, T" C- @ j# g8 N/ d: d/ n
- rect = Rect.new(0,0,bitmap.width/4,31)5 ~6 e& F7 `/ d5 ]; @- M) O$ w7 v% l; j
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)) [! { ]2 H" w% K
- draw_actor_name(actor, x+36, y)
! ?) y1 U* M% _8 m* w7 N p' G - draw_actor_state(actor, x + 136,y)
/ a% `3 w2 w$ |( v4 e0 A) {4 O - draw_actor_hp(actor, x + 236, y,96)# B( R) ?$ b$ V% L& ~9 O
- draw_actor_sp(actor, x + 336, y,96)
1 g- D7 h0 o- P- `! ~# @5 j! z# t: N - end% |) a) W) m! G q
- end8 s. L4 L5 n. u2 Q
- def update_cursor_rect
4 e( J" n/ e8 g3 z6 N, s; s# Q - super
# y3 D4 ? L" r1 v; i - end ?/ ~. r" p( ~/ Q$ A
- 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。 |
|