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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/ N0 v& _* |& t0 g7 X4 R
- % x8 A G# M1 X& Y" o
- # 队伍最大人数
; x. b; }# j9 z* d1 }: f - MaxPartySize = 8
+ X& l' y$ R7 w: L) U9 g$ E: h
" I8 u; k2 H5 g g9 B# F- # 出战人数
* l4 T) o: w) A( f, F" U0 H: V - MaxBattlerSize = 17 h0 @9 i6 E" D0 `# r
2 e0 F6 `) O- P- # 换人语句& a0 m3 _* @& A9 ~5 {9 v& |' h
- WordChangeBattler = "换人". }0 ~- ^% k. b0 ]
- , l; \: _3 S& a, j! {' s! t
- # 换人时播放的动画
) q4 L! m( K/ V2 z - AnimationChangeBattler = 26
9 t9 L( p; ]% t) |' c2 J8 L
0 S9 x4 w6 F( U3 |- end
6 @: ~1 K/ O) g# a: I/ O# @" b - * y4 [5 e' u, H7 h4 O" \
- class Game_BattleAction, d0 h7 ~3 l/ C7 M5 I) s3 S
- attr_accessor :change_to_battler- l0 F6 G+ J7 y4 {7 N4 C
- # 初始化8 a0 d' j8 m: g7 d: M1 g( U
- alias lbp_initialize initialize
/ W, L: K; v7 g% D! @: T* Z - def initialize/ V/ s$ |1 i# L; d- v8 U' ?
- lbp_initialize) T4 r e( `% [/ `2 U2 [, a' [
- @change_to_battler = 0' `: t; {8 h s$ M
- end/ V: O: M. n0 t2 O
- # 欲更换角色编号
2 p7 H! ]8 z4 ], U; @ - def set_change_battler S8 S1 i% u$ U: g4 t" J! Y
- @kind = 3
) L+ T( z- v9 `9 A2 Z0 H1 @ - end( i0 }3 M ?# P! f& n+ L5 w D6 B
- # 判断行动是否为更换角色) a/ l6 k- n3 I1 H# j
- def is_change_battler?7 b3 F; n% o9 N4 J" s
- return (@kind == 3). f# a3 x! Y8 H
- end
& |$ I3 q! K+ }- q1 N - end
3 Q+ M4 x: t- F* b0 n
5 c9 H/ i. @: W4 a+ q- class Game_Party
) d5 o# i/ L& k& | - include LimBattlePlug7 v$ `8 k/ \) P
- attr_reader :actors2 s$ M3 |( h/ ^
- alias lpb_initialize initialize
1 V1 c- K9 K( ^! ~# p+ \ - def initialize
: S- B/ a( ?2 @1 H - lpb_initialize
: }( [! a) ]0 L3 o - @actors2 = []
/ E5 k; o- _# Z9 L - end
: h: W" ?' z* e/ b8 f - # 角色加入3 D3 ]" m8 N! {
- def add_actor(actor_id)1 F4 H. l/ i' U8 }8 f4 {4 o
- actor = $game_actors[actor_id]
( E( A6 J& i9 G' [- w - if @actors.size < MaxPartySize and not @actors.include?(actor)$ N. T5 k2 V, L9 b* O! I
- @actors.push(actor)4 O5 G; ~. o5 `0 r! d9 U
- $game_player.refresh5 _ M7 n, y' r1 p
- end- h. x) b7 @4 ?! }' B4 \. y
- end
6 R" @# \$ P# h2 D/ v - # 设置战斗的角色0 J: d n/ u/ S8 D+ L0 X0 v
- def set_actor_to_battle
0 A: O& @5 J- N3 O o s - @actors2 = []9 f% s2 v$ J5 U1 i( i: t1 j) h5 N
- @actors.each do |actor|
# I1 t" ^1 X! R9 L3 v - @actors2.push(actor)
Z b, s5 L, H8 M - end
( n3 }. ~# q2 ~ - @actors = []5 }3 Q; p( p7 b: d ?
- @actors2.each do |actor|
5 q7 \. |# s( v" c( w, u6 ~1 k - @actors.push(actor)3 Q6 T0 X4 j: p& o! M
- break if @actors.size == MaxBattlerSize
G1 s! K) y% T( }6 ~ - end; ^! z7 y9 u# t1 ^
- end
" v8 m$ _/ d* s* u8 Q# L! | - # 还原战斗的角色" [8 d% d$ y8 \: r
- def set_actor_to_normal
* ^: _& H/ k) u1 j. l2 i - @actors = []0 f4 [+ {- e: e- p( l4 G1 B3 n
- @actors2.each do |actor|2 `2 a# C4 o) W: V$ S
- @actors.push(actor)
7 i/ O7 [+ B: O1 `: l2 w* o - end7 t4 a) b/ k4 H( I
- end
) K% Q+ {! x) g) I e4 M @ - # 获取角色id数组# Z f( |; A; h3 `
- def get_actors_id
8 S1 U* t+ |/ m - id = []
) K8 ^9 i) r ^0 \ - @actors.each{|actor|id.push(actor.id)}3 y/ C' c9 O# |; U" O% j
- return id
7 p! [3 b$ [* o; d% ^5 s - end9 `! B' h+ \0 W' |4 G2 f& k1 g- A: q! O
- # 获取角色id数组
# g8 y: \! e1 E - def get_actors2_id+ `. ], S6 h2 f( T' F
- id = []
3 P( s: ~& @- {& i- e* B. }! \ - @actors2.each{|actor|id.push(actor.id)}* b5 a) y& B% F- ?) k
- return id
* D3 r9 @3 c9 o* i$ \8 t9 n - end6 v7 h3 V; k: W% k
- # 兑换角色
- b- y# Y, f6 c# T - def change_actor(index,id)+ c5 X4 A$ Y6 J" e% p
- @actors[index] = $game_actors[id]+ r/ y6 O8 I9 ?. k
- end
- M$ ?1 S2 v% s - # 全灭判定5 X) }( E5 K( \ t* I" B" Y
- def all_dead?
+ t) }( W" i: g$ T3 N. | - # 同伴人数为 0 的情况下" W9 p5 V1 W9 Y* ~# p, R
- if $game_party.actors.size == 09 K0 c) N8 o: }% H r9 |2 V1 q
- return false3 |9 o1 b+ j4 C G" A8 f$ Z
- end
# K3 V- l4 X! h! x2 ]2 p! Y - # 同伴中无人 HP 在 0 以上$ p1 D" c! D; s9 Y. k" X: Y
- for actor in @actors26 p$ f- h8 s% r& q) j/ G" G4 }+ {3 v' _
- if actor.hp > 0& P" P4 y2 P: H6 v d
- return false
0 w/ a5 L+ Y# c$ V# o1 B, ] - end# m: d- T3 i4 Q8 H( d
- end
7 ?- v+ Y# c4 O% v7 E - for actor in @actors4 Y. [ t2 H' \4 ]3 C* r6 N
- if actor.hp > 0 |1 ]; r+ T' ^' K8 \: q
- return false) q! e) T# C: N) Z* j; u
- end
" x: @ u% z' E) m* @8 o/ j - end: A# Z' W, |1 u% h) s3 f
- # 全灭( v s# P/ \& x8 }
- return true
7 g y' `1 u7 x- W/ ~' b3 e. H - end1 w' D0 i5 ~, |' q m2 [. h
- # 其他角色
4 k% o" v0 @5 M3 j! K1 b! W6 o& Z - def other_actors
" g' p3 R, ^8 m - actors = []
! X4 ^$ b# q+ A5 j9 F& L/ L - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
5 h. [7 }2 _$ c1 H8 n( Z - return actors
% r8 L/ m+ N/ c. \2 u9 u - end2 o! I' f. R* v, J6 G( b& `
- # 角色位置互换# d# [4 R6 a! l5 p' w+ y/ n
- def change_actor_pos(id1,id2)
% ]& Z" X: C# s% I4 J- x - actor_id = []
. s% d) W- ^; l! W/ ? - @actors.each do |actor|
w( x, R9 B# i0 _) z7 w8 H - actor_id.push(actor.id)2 M1 K6 N* H3 K+ l. v o
- end
0 D5 R$ S, `0 }1 `5 T( Z - return if !actor_id.include?(id1) and !actor_id.include?(id2)0 g& R/ W1 u; F- \, Y. f! \
- id1_index = id2_index = -1! ~- P1 T: t- p: D1 Q v9 h
- (0...actor_id.size).each do |i|
/ j; c ]4 o e; X2 @ - if actor_id[i] == id1- O* W: p+ C* b
- id1_index = i
$ T4 j7 p: \4 D( q4 M, R, ] - elsif actor_id[i] == id2
/ u$ j+ @9 C! n, w7 o6 A$ c* s - id2_index = i% ^6 b6 c" \( Q6 H y# `9 w
- end
3 k/ E; V! j" I( V* g0 k8 c - end
7 y5 o9 Y/ p6 E5 K2 l - temp_actor = @actors[id1_index]# P0 p! x% R! q
- @actors[id1_index] = @actors[id2_index]
' c' x, f2 i. m& S0 W' T - @actors[id2_index] = temp_actor" {3 ]& @* a" z, Y% a
- end
3 D: U" e7 j. h" t3 E6 M/ Z# V7 C - end, v! ~/ T6 V3 \! ~' j0 g! ^% d
8 ]! d0 [4 e! ]- class Window_Actor < Window_Selectable
) U p" V4 @8 j% S0 u* [ - # 初始化
1 E& A2 \0 b/ p& y9 o - def initialize9 ~1 v: _2 I( v6 ]; ` f
- super(0,64,640,256)) X! K' n# c3 O) c9 x
- self.back_opacity = 160( k% r: h9 a& [/ z
- refresh
+ \$ F& t! [% C, b# L8 p& Y5 h - self.index = -1 @, ]) a' m' F6 V$ p) ^
- self.active = false
1 C) O. P0 [8 B$ {7 o9 r+ c - end( H u6 |6 F7 [
- # 刷新1 H: o( v: \" \6 j7 Q/ G
- def refresh4 k/ d9 p' S8 F8 k
- @item_max = $game_party.actors2.size
# C! q* X O6 t. N - @data = []6 U' a4 o4 T. I3 G1 e- _! D
- $game_party.actors.each do |actor|
/ a& {% n$ Y$ {8 S$ Y( E - @data.push(actor)
* n7 m9 H3 ~7 I3 P - end
) w" y' N1 [" v3 F' k5 u9 a7 e* ~ - $game_party.actors2.each do |actor|
# H8 h% E% l( X9 j - @data.push(actor) if [email protected]?(actor)
+ x3 t' }2 _8 v1 W5 c1 v - end+ D3 C& i) q' t6 m: N' V
- if self.contents != nil
3 _" U. n1 Z; a. F5 ^2 Y - self.contents.clear7 O! `6 c' _* _- a2 u
- self.contents = nil1 j! {% G- N3 p
- end
, u, ^' [' D0 E( Y( v - self.contents = Bitmap.new(608,@data.size*32)$ W# h( }: M0 j% K% j" d
- x = 4
; p# J3 t; g0 A - y = 03 r5 Y; X' m6 v1 Y! K
- @data.each do |actor|
# {9 y9 L( f; Z4 n$ d6 ` - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
* ^; ~, h: b2 h y - rect = Rect.new(0,0,bitmap.width/4,31)
% e, ?2 L( a/ u4 G/ z3 O - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)' U0 J9 ~% ^! k1 S
- draw_actor_name(actor,x+36,y)
0 e: g- c' f4 M! @9 G - draw_actor_state(actor,156,y)2 d1 o: Z: Y, }, o! b% ^( s6 y
- draw_actor_hp(actor,x+256,y,96)
4 n) Z, a9 h0 r5 G8 x+ q - draw_actor_sp(actor,x+376,y,96)* }( U( y- ]/ q* T. {; n. e( e
- if $game_party.actors.include?(actor)) {6 ]* _0 g3 G* Z! r
- self.contents.font.color = text_color(6)
R$ W4 g( S" p* P( _ - cword = "出战"2 a, J" s% }- Q! Y* M$ i
- else
, c3 N* O# b* o( F3 J - self.contents.font.color = text_color(0)
: }% C" i: m: O' L - cword = "待战"; ~$ Z6 P1 [! g' `/ y
- end4 j5 U4 x1 j5 `- x% }4 ~- O1 E
- self.contents.draw_text(x+496,y,60,32,cword)
6 W* Z: `7 S) G/ Z( y5 W7 V - y += 32
" J: D4 M) V- L l2 e& i. {8 W - end: v; \: X! Q8 g5 |
- end
& l" O: l& e7 W; D5 p - # 获取当前角色编号
( G2 @% L# A8 o- b- ] - def actor_id9 U, c3 Y: c; N6 V7 z0 |
- return @data[self.index].id8 X5 U# Z/ \; k- G O2 A# h
- end4 F1 c. Y& S# {: U% S- z4 k
- # 刷新帮助& l% ?7 b, @0 l
- def update_help
' ]7 h! `4 s# s f% h2 V1 H - @help_window.set_text(@data[self.index] == nil ?\
% m- K' p e4 u5 W8 O - "" : @data[self.index].name)
" l- I# X6 V4 @- d( T3 A; Y$ M - end
% t1 P- |! w- k/ M" o - end
# L+ H! V) V. i# U+ V& q
1 Z/ G* {! Y& k* f8 E- class Scene_Battle8 m) u9 w$ Y- @! c1 J
- include LimBattlePlug
! V w' l; s& G0 r# X% o9 a - # 初始化
" y( r& M9 R9 [ - def initialize& v6 r8 V3 ]* Q z$ V
- $game_party.set_actor_to_battle
3 m; }# J7 h" k0 u2 @/ J( t6 d - end
/ H% y+ g9 D. P - # 主处理
5 p Y+ N5 `* f; w9 `& G - def main/ X1 b6 G2 ~# g- _4 Y: z1 B
- # 初始化战斗用的各种暂时数据
8 s8 D: g4 T% I4 p - $game_temp.in_battle = true
" v( x# d% \5 b* U* a - $game_temp.battle_turn = 04 w# }7 T) C* {. N* X4 [
- $game_temp.battle_event_flags.clear
. Z3 R% h& {: d. i( C3 h - $game_temp.battle_abort = false$ [8 w3 b" T: i1 [
- $game_temp.battle_main_phase = false3 V. U1 r8 \$ d) U1 F- n7 y
- $game_temp.battleback_name = $game_map.battleback_name
+ D4 C" _* z9 L. X$ h4 \3 `* D - $game_temp.forcing_battler = nil& Y2 R; a o, @* S( Y- W1 f
- # 初始化战斗用事件解释器! _4 y1 W8 F6 U; O# [
- $game_system.battle_interpreter.setup(nil, 0)8 v4 C! z7 r/ r
- # 准备队伍9 V/ h' ?8 F% v- \( ?6 I9 ^
- @troop_id = $game_temp.battle_troop_id( P2 A4 ]6 m1 F- [0 e
- $game_troop.setup(@troop_id)8 i8 y: ?) m& P8 T
- # 生成角色命令窗口% c1 r( ^4 I, Z) f7 e
- s1 = $data_system.words.attack
# G" Q+ E- S+ q4 I7 w - s2 = $data_system.words.skill% w, z% g8 z) _
- s3 = $data_system.words.guard
( O1 `* H' Z: t8 D4 t7 B0 U; b - s4 = $data_system.words.item
+ k6 m6 R3 v8 p0 m - s5 = WordChangeBattler8 d. A' D9 V+ |- v4 P: Z
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
5 e6 L4 N1 K$ {; ^, W" k+ F6 H$ V - @actor_command_window.y = 1286 T! N! A4 c; c/ D Z8 v+ o
- @actor_command_window.back_opacity = 160
" B! |/ W, d; Z: ^) T; _3 O - @actor_command_window.active = false
9 U5 w& }( M) m+ x$ ]3 B2 L* \7 a( o, g - @actor_command_window.visible = false
6 |0 n/ q: |9 {) C - # 生成其它窗口2 Q' ^3 ?6 I$ X1 ?) ~! h
- @party_command_window = Window_PartyCommand.new$ `7 d; Q$ |! F1 @. h& K7 K
- @help_window = Window_Help.new+ U& ^: f$ B8 u
- @help_window.back_opacity = 160
9 J8 ?8 H/ i/ E9 d - @help_window.visible = false
; q1 _, B3 ]. B$ j; E5 l a% \; r" } - @status_window = Window_BattleStatus.new
, i, s- O, o" P9 T - @message_window = Window_Message.new9 h8 ~4 z1 x7 j$ n! f. H
- # 生成活动块9 K$ b* J& U+ ]
- @spriteset = Spriteset_Battle.new
G' q# B m0 c+ U+ L - # 初始化等待计数
- e- b: ]: R% C) D3 y9 y) T3 b5 I - @wait_count = 05 a7 J9 ]$ z# q6 M6 [
- # 执行过渡
- z9 u' C" R, j- ~3 {$ F - if $data_system.battle_transition == ""
3 B0 C7 x% `& J# m0 ]4 [ - Graphics.transition(20)
- B- \* U3 C1 p3 q9 O3 E3 b: N - else) A/ w8 y4 z% g1 o9 o5 m, H& b
- Graphics.transition(40, "Graphics/Transitions/" +
9 Y' B- t" I2 A; _5 D - $data_system.battle_transition)
/ c4 n4 R3 b5 c. q/ j% w - end/ s; z2 B e" |3 S4 t
- # 开始自由战斗回合
! ` n4 O6 n5 u+ X# t - start_phase1' ^7 _9 y) ]( H7 j. z
- # 主循环
9 Y4 S& m2 s- t, m( T; W - loop do: n! K! U( C9 C: J5 U, y
- # 刷新游戏画面
) F" ]% K- ?3 I* | - Graphics.update
! E, ]( _4 i# y% X/ L2 L' |; ^ - # 刷新输入信息9 b, ? P0 m9 {0 N6 a y( O
- Input.update
% O. x) ^1 t. ] F - # 刷新画面3 t3 _4 j: D, m% g. Q& G9 G
- update
* q6 n8 V% s' a3 l - # 如果画面切换的话就中断循环
; I/ m) n- Z0 u: m# o - if $scene != self) F* u' |+ B; @2 W$ W& U0 L5 v
- break h6 u! f/ A% \7 v& ^" H
- end
* ?. x( D2 N4 e- H - end
1 T% F( C( O' [5 Y- [! y - # 刷新地图
7 o. u$ m; n9 ~+ i# X - $game_map.refresh9 h% S4 h, j1 x3 Z, P" I1 T# D
- # 准备过渡6 b, L% S/ Y* x9 v) }# P# z: m
- Graphics.freeze
; j$ e( I2 e1 t* q7 S+ S - # 释放窗口
0 v3 ^/ {+ h" d5 Z3 B& k7 l3 x - @actor_command_window.dispose0 b9 S8 L. u8 D7 C8 P6 v. k
- @party_command_window.dispose
! q/ v9 P6 ]3 b3 U5 E - @help_window.dispose# Q6 [$ O+ ] D" Y r" I
- @status_window.dispose. C- ?+ T3 w( L$ ?7 U+ ], k# ^" }
- @message_window.dispose8 [: V Y) e/ K' E0 C& A
- if @skill_window != nil' p5 U) ^7 C1 w+ E& a
- @skill_window.dispose a$ T9 f5 h) E6 s+ {5 A* Q7 f
- end
; _6 s1 F- ?1 D- _& s, q+ v$ Q" X - if @item_window != nil% ? K' X: p% @ a$ G) |5 e1 u6 Z
- @item_window.dispose
/ R. N) D* z% n7 H - end1 G2 i- F6 c# Q$ V# f' q* C# Q
- if @actor_window != nil
! K% s1 _2 `6 _: T - @actor_window.dispose
* e8 d' X; F0 K2 w# n3 j - end. ]+ w7 i; f. _. t+ k% o6 o
- if @result_window != nil y" `" h3 G$ `" I8 Q8 ^' {
- @result_window.dispose
6 d6 H1 M/ a, q3 v2 l* I - end
0 ]2 F E" p7 l! F. h! I4 M: a0 N9 l - # 释放活动块( l2 P, I; w: u- K: r3 [
- @spriteset.dispose; @. S7 \* N# y( a
- # 标题画面切换中的情况+ b7 I" Y& z/ y. |7 o
- if $scene.is_a?(Scene_Title)
Y% K/ N0 f! o/ X - # 淡入淡出画面
; g( V+ |- ?3 k9 D - Graphics.transition/ d4 W5 t( Q6 I1 Q
- Graphics.freeze& o8 Q- S# B' ?7 e" G3 W, v
- end8 H6 |! Q- c/ {; v6 ^
- # 战斗测试或者游戏结束以外的画面切换中的情况
. y. ~; G5 g! U - if $BTEST and not $scene.is_a?(Scene_Gameover)4 f4 [: f5 n% {+ n( g2 J
- $scene = nil
- g$ o* y/ m5 r5 E9 P' P - end$ J+ J- p$ q+ u4 Z+ Y9 X% @
- end8 U: Z& A" h, l, M/ V5 {
- # 战斗结束) V- J A6 \8 O% W9 h5 A
- alias lpb_battle_end battle_end" Q# e3 X; j1 h! j' [# s" q4 E
- def battle_end(n)
2 k7 q( q% z8 @" u1 ]& |, k Z - lpb_battle_end(n)% |$ Y& G5 f' s w9 o; b
- $game_party.set_actor_to_normal
6 f. X0 e& m6 z7 ~ - end% d; q7 l: ]! m3 K$ ^
- # 开始回合3
) E% s5 S' H: @! V0 B# | - alias lbp_start_phase3 start_phase3
1 ^' D+ z, B9 S! U4 Q! p! A - def start_phase3& {- `. l1 @4 ?5 L
- @changed_battler_id = []
0 z& X. M$ O( ?& h0 i% I& p* y - lbp_start_phase3
3 M* w- c. t' n - end: }- x5 d; _( f; g* P6 e; c* c/ D
- # 刷新角色命令回合画面 c( w7 Y5 A) j8 G2 r
- def update_phase3
1 v& z! ]% M1 {9 E3 h! p - # 敌人光标有效的情况下
$ C! l7 p0 K% i3 s" a5 [2 d - if @enemy_arrow != nil
: q0 D1 G5 h' t- W - update_phase3_enemy_select
. ` B2 d* I. ` @* E - # 角色光标有效的情况下
; }, t% h9 ]& }; x6 Z" j' y: ^ C - elsif @actor_arrow != nil
6 K) s& a* v* u7 |/ N/ r - update_phase3_actor_select
+ c; V+ C% ?; G - # 特技窗口有效的情况下, W/ M& U5 M+ X8 [+ j! D# V+ q
- elsif @skill_window != nil
# T) o _* z% b( Q% L& o9 k - update_phase3_skill_select3 x2 { V. o" X
- # 物品窗口有效的情况下) y3 e0 }/ }: v, O% p: {
- elsif @item_window != nil5 M, O3 E1 _0 b; x; y7 P- T
- update_phase3_item_select$ C. H% v, w& [9 |; J
- elsif @actor_window != nil C5 |$ [# d& C" D* h
- update_phase3_battler_select
7 j" b7 a: L) r ~( v& e - # 角色指令窗口有效的情况下5 z& [* M! J- V f, h# D
- elsif @actor_command_window.active6 k9 B1 R6 b+ \3 I7 O* u4 R0 U
- update_phase3_basic_command
! ?; ^ D9 Y, F - end, T$ A9 e; S' Q" }" m! r
- end+ _: q+ t" Q* x& E/ _ U! K+ ?, h
- # 角色基本命令
7 J& t G2 j, J) } - def update_phase3_basic_command
& y# r) y3 ], e1 y/ w, k& a - # 按下 B 键的情况下& T" P) O7 d/ N4 N) Y
- if Input.trigger?(Input::B)% ?# R7 d) H0 Y4 x
- # 演奏取消 SE& u# A# D0 D2 t8 ]6 b% R# {9 E
- $game_system.se_play($data_system.cancel_se)
- I+ T4 A7 a- Q) Z8 I: ]! R: K' l - # 转向前一个角色的指令输入
9 a$ q f, f7 | - phase3_prior_actor
5 n/ ^+ }& A [5 F - return- }/ }5 @/ |8 q+ N/ ^
- end7 ~. N% \0 z7 t3 F9 d) ?
- # 按下 C 键的情况下! X/ K3 x6 L8 r6 X/ t2 T
- if Input.trigger?(Input::C)* [2 {0 e/ d9 Y; \4 f6 k( S
- # 角色指令窗口光标位置分之* I& b5 R$ T2 G& x7 _3 t
- case @actor_command_window.index0 i- L. C( j9 a' x* F
- when 0 # 攻击
, }( ] @" [- F6 C - # 演奏确定 SE7 X3 D8 w9 H+ _: X0 @$ p
- $game_system.se_play($data_system.decision_se)
: X7 l0 h7 J$ r: L0 s, u) o u A - # 设置行动7 O9 Q- V! f+ Q1 a9 ^
- @active_battler.current_action.kind = 02 _# ~. B6 W- }
- @active_battler.current_action.basic = 0
+ N; n5 X# O& s9 ] - # 开始选择敌人
$ G& g7 }" f* y7 f: Y* Y4 T - start_enemy_select
* W& y' F8 F1 \9 w - when 1 # 特技
; X. S3 b* ^- [2 n) } - # 演奏确定 SE
$ r! \' Y6 ^' G0 V - $game_system.se_play($data_system.decision_se)* S; M$ W! k5 N: J2 J2 y
- # 设置行动, o$ t N( Q: Z
- @active_battler.current_action.kind = 1
+ q* m. }3 [9 ~3 p% ]3 r - # 开始选择特技3 m% ?3 p8 V5 w( e
- start_skill_select0 h+ G. R `# q0 p
- when 2 # 防御
- `: V! C4 D$ z/ W - # 演奏确定 SE7 S( L2 c# _ [5 b4 y/ C. J8 C
- $game_system.se_play($data_system.decision_se)
0 t2 n8 ~5 i! Z, I - # 设置行动
. s6 \! m0 v0 I# w" a) _ - @active_battler.current_action.kind = 04 T) q% t2 W! A2 }1 g3 A) w
- @active_battler.current_action.basic = 10 n' ?8 J/ [3 A$ z5 p
- # 转向下一位角色的指令输入
; q G: d. P1 v - phase3_next_actor9 W2 s7 n0 g7 `% M1 _8 E& M6 S
- when 3 # 物品* ~% M2 T& V. ~, ` M9 w
- # 演奏确定 SE
$ r; q$ e1 L B2 t - $game_system.se_play($data_system.decision_se)1 c4 @5 G) I+ J% T9 K
- # 设置行动; c, Y/ a* U" E/ G# M
- @active_battler.current_action.kind = 2# w l" s7 E8 D$ ] w! Z
- # 开始选择物品
' Q: \7 [3 I, B" r! ?* }+ w7 |# C - start_item_select) R0 ]1 F" j: L4 F( N
- when 4 # 换人6 z' h5 r! |8 i( m" [
- $game_system.se_play($data_system.decision_se)# U. v) l z1 e0 ~! c
- @active_battler.current_action.set_change_battler7 C0 P2 Q1 J& x) i1 I* s$ T J
- start_battler_select
- E% v; h' {5 M. g - end2 I/ {0 a6 |' X2 _: B1 }/ o
- return( ^" |% _8 D, ]3 k0 i, e
- end
4 L) |4 ]1 Q7 k4 t7 b3 z - end
: h! O4 j* b" b- b) i# \' l0 W - # 开始角色选择
5 d c, @. u3 t, A/ t! q' ^ - def start_battler_select( `+ f' }" { e1 Q" s
- @actor_window = Window_Actor.new
5 p) f$ v3 P5 I0 z6 Q. X - @actor_window.active = true l" C- Q6 ]& o0 U8 t; J
- @actor_window.index = 0' c3 {% S9 i6 Y
- @actor_window.help_window = @help_window7 L& y6 a6 a& [+ K" S7 m
- @actor_command_window.active = false
& T: ^3 [7 S+ t8 c' y - @actor_command_window.visible = false
, i/ d+ k9 Z/ x0 R* O - end0 q; p: r" M) g- ]. i: @ l- p
- # 结束角色选择
5 q. h. W; S6 ~. V - def end_battler_select
8 ?9 j v: {& h% X7 p+ K - @actor_window.dispose! T- x6 O' H% b- w' ?2 ?& r$ Q
- @actor_window = nil5 ?2 ]$ _9 j+ z0 L* \: ]
- @help_window.visible = false4 ]- J3 Y, m# ^! r
- @actor_command_window.active = true% s; G* d3 |, Z
- @actor_command_window.visible = true
) x3 s, \* p4 {' ~7 e - end
9 L, u; K- K$ T8 _ - # 刷新角色选择* ~: g- s0 @4 x) l6 I2 n- j$ ^
- def update_phase3_battler_select
% x7 ~6 M5 ~. U: d0 f6 ]1 D3 q1 b - @actor_window.visible = true' O4 M+ V5 B% J: Z3 x' ?
- @actor_window.update
& p, j/ I+ u- d* ` - if Input.trigger?(Input::B)
0 H/ t: g' V; Y9 m- F4 o$ W: ^ - $game_system.se_play($data_system.cancel_se)
8 e& ` y/ x# |: n - end_battler_select
/ n- i1 @2 A X/ ]8 V4 w% G6 Y - return4 J' w+ y( R3 J& \
- end
( i. }9 U, Y1 D6 q - if Input.trigger?(Input::C). |: X. f/ M6 S2 z
- actor_id = @actor_window.actor_id% ]8 Q$ N+ ]0 _
- if $game_party.get_actors_id.include?(actor_id) or) Y3 @+ B; _/ A3 h
- $game_actors[actor_id].dead? or , b5 [. I) d$ N& G+ ~) U
- @changed_battler_id.include?(actor_id)
- q0 s3 O$ d9 M$ _0 n! }! z( a - $game_system.se_play($data_system.buzzer_se)
. l- i j h$ f5 f* L4 G - return+ ?' \ p& g! J' B
- end
9 s* Y' \( q$ M* P M6 Z - $game_system.se_play($data_system.decision_se)
" o7 _6 }$ D# ? C: s5 } - @active_battler.current_action.change_to_battler = actor_id
. q" U: x7 V6 U5 V - @changed_battler_id.push(actor_id)3 a' Q# B% {1 n/ R# i. ]
- end_battler_select( y8 ]% X- l) X
- phase3_next_actor
( G W5 e' j; ~4 t4 @ - return# \" a0 v. J5 D6 G9 Z* T# L
- end: y7 F+ A# }) X) H& }* I
- end
6 {/ ~/ t7 ] k0 @ - # 行动方动画
( { W7 a( B! J+ L8 ~# ] - def update_phase4_step3" }, [/ }( G* O, D' Q6 `/ T' X% s+ U
- if @active_battler.current_action.is_change_battler?
# o/ A+ J6 F; `+ ~ J: U2 r% ` - @animation1_id = AnimationChangeBattler
& |, M9 C8 @ ~. ^$ a3 p - @target_battlers = []: D$ e g- V" a) F3 I4 `
- end
, S$ o1 _ R X) K0 P; z+ N - # 行动方动画 (ID 为 0 的情况下是白色闪烁)% L$ Z% N6 E$ \4 R$ U2 L/ p
- if @animation1_id == 0
% w- t/ W# Z' @! ?% e" N# E - @active_battler.white_flash = true' t# L/ l/ |$ h+ c6 c
- else/ @: }* q4 i+ L& g
- @active_battler.animation_id = @animation1_id
7 v2 v: T+ R' D2 H! c \+ J0 E - @active_battler.animation_hit = true# |, Z: M9 x6 P8 M8 n* [
- end
, G) k0 L% x; z: G6 L; k. v - # 移至步骤 4
7 N+ B, k) |. u3 _/ G/ O5 s - @phase4_step = 4
" w0 A) G3 C1 ~1 S" h - end1 m. B' M* V( J9 _6 Z0 X4 A
- # 对象方动画. @2 u, s% o: ?! V/ F
- def update_phase4_step4) f( W; x: ^" @
- if @active_battler.current_action.is_change_battler?1 R* `" j! h! j% ? r
- actor1_id = @active_battler.current_action.change_to_battler4 M' b. ]7 F3 t+ Z: C
- actor2_id = @active_battler.id6 M( w; w( s' g. a8 R
- (0...$game_party.actors.size).each do |i|
7 o2 Q0 `: n3 c1 J - if $game_party.actors[i].id == actor2_id' m$ @) M7 r7 v, i: W
- $game_party.change_actor(i,actor1_id)
3 z1 ]1 C1 m7 Y# T/ g( Z - @active_battler = $game_actors[actor1_id]4 N5 c- b. ?( E( E
- @status_window.refresh
1 m2 ?; w* d' i! l) g5 F - end$ p, n0 b" k6 ]& a' D. U/ B) l: X; @
- end$ X' N. ~% z' ^2 ~# p+ w2 r+ {/ F
- end
( y! y* _1 H+ Y2 c) [ - # 对像方动画
) U& h9 s- I m# W - for target in @target_battlers
6 B* W' c8 u! K8 n1 l - target.animation_id = @animation2_id
2 G) h) K. U8 A9 f - target.animation_hit = (target.damage != "Miss")
6 A, I$ I6 I7 S$ q( O, d; c9 s0 I - end
5 S# j; |* j9 b8 U5 X8 `9 K - # 限制动画长度、最低 8 帧
/ O/ `3 c# Z( O0 N1 @ - @wait_count = 8/ a8 O- Q8 a+ s. W, X
- # 移至步骤 5
* `7 w& n ^! q- R( m6 Y I% L - @phase4_step = 5- N/ R" n( C/ p/ J8 _) O+ \
- end
: d( ]( d% e, R I0 D* \ - # 公共事件3 y) V: T8 \1 ^9 g' I" ]2 j" O
- def update_phase4_step6# h0 p G! s2 T5 D& @
- @target_battlers.each do |target|/ w! r' t+ j& Y: l g
- if target.is_a?(Game_Actor) and target.dead? and0 i: P+ O( a9 e& B o$ Q9 C
- !$game_party.other_actors.all?{|actor|actor.dead?}
8 E7 t. e0 F6 v5 q5 z* C- p" G - @actor_window = Window_Actor.new
$ ^) w; M) k, \# {6 H Y - @actor_window.index = 0
8 e$ g( g' B* i. g4 b/ w - @actor_window.active = true2 u6 d. F, N% ?8 ^' h) Y" i3 [
- @actor_window.help_window = @help_window0 M* q( {* P' K% w0 K
- actor_id = -1& Y9 X" g* a" S' [( G+ t
- loop do
0 u r3 \) l' |4 Y- e$ R% s4 J - Graphics.update L9 y7 s8 b3 Q/ E% q
- Input.update% `. |& N, p! O5 }
- @actor_window.update* T; ^$ i1 _* X) X+ `( P
- if Input.trigger?(Input::C)2 v' e+ }2 M. {' U Z! T
- actor = $game_actors[@actor_window.actor_id]
/ L* Z9 m$ l0 l) z5 w - if actor.dead? or
$ Z1 _& ?% W2 D) }% u/ r# Y - (@changed_battler_id.include?(actor.id) and ) ~+ F& f6 t) @7 N
- target.current_action.change_to_battler != actor.id) or4 U; \9 t3 y& g
- $game_party.actors.include?(actor)
* n- Q3 X. N8 ~3 O- h9 B - $game_system.se_play($data_system.buzzer_se)2 v! f* C9 g% C: u( ^. @7 F& @7 J
- else4 [$ M: m4 z% ~5 u8 b: h/ p7 _2 q
- actor_id = actor.id
# \. M- L, i- D: J8 b - end/ S. `% a( e1 M/ K
- end( _- i! S; O& h9 `' E" ]
- break if actor_id >= 0& E7 u0 o$ K- D9 E
- end
1 a: K1 A0 \7 f8 W5 e - @actor_window.visible = false
7 m. I- T5 n; u1 h - @actor_window.dispose! m" O6 q# `" t! S. V$ Y* @# A
- @actor_window = nil7 G8 F! h! p" j% @. M! p: I% e/ e
- @help_window.visible = false
, b: e# E, ~# A" V; K) T - (0...$game_party.actors.size).each do |i|
( e2 Y# D: W2 F6 D3 V4 O W/ q% i2 d - if $game_party.actors[i].id == target.id: {9 M8 i7 [$ g. c0 }% {
- $game_party.change_actor(i,actor_id)# F" y P& g+ M; F. Y
- @status_window.refresh
" G& `$ b; T3 d Q8 l. ? - end
* \ f& C* U. l W7 `6 c# ^! n - end
. X: G* V1 ^5 K1 B* J* O - end2 Z& f* ~1 N, ^4 ^2 |! D( l% s
- end1 m, d9 C) m' Y$ U
- # 清除强制行动对像的战斗者
4 q3 l2 O/ z/ ?! J- v - $game_temp.forcing_battler = nil+ {9 F* [9 W, ^1 p- `2 W
- # 公共事件 ID 有效的情况下8 y9 d) W# { S" B
- if @common_event_id > 0
4 y4 a- ~$ u1 W6 b' m6 K - # 设置事件/ m" `& b* ^; o* t
- common_event = $data_common_events[@common_event_id]/ u: B, k* o P9 C& Q
- $game_system.battle_interpreter.setup(common_event.list, 0)" k/ S- g' f1 z
- end
& ]% ~9 O/ m; h9 u, u1 p5 K - # 移至步骤 1
5 b0 J. V' Q8 P; M/ Z - @phase4_step = 1: D$ g7 }- d; p9 o
- end5 {( P1 z6 c; ?5 m( ]% L# a8 y
- end% X! n: E" O8 S6 I( q
* k% \% _3 a. L" X" D- class Window_MenuStatus9 r. Y- z" u3 z6 m8 I' s* q/ s7 l
- def refresh
+ t0 |/ \/ l. b* I0 J X - self.contents.clear
$ T5 i# G1 Y* W( r' H2 r - @item_max = $game_party.actors.size
5 F+ a: ]/ ?8 h; X: z - for i in 0...$game_party.actors.size' T4 b3 V, Z( I2 S) k8 `) H
- x = 4
* s6 x: S$ Y; I" P6 o) ]& f - y = i * 32 L* h4 |8 J. A0 g
- actor = $game_party.actors[i]
+ W N& p/ d* _ - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)! q6 |8 [- T# F; ]# ]
- rect = Rect.new(0,0,bitmap.width/4,31)
) g3 H8 [) Z5 v" H k: Z - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)% s9 h6 A% c0 ]5 m- ]) [% f
- draw_actor_name(actor, x+36, y)
0 j' x/ r6 K3 W- c6 b. w$ D z - draw_actor_state(actor, x + 136,y)2 y# H/ y% ~1 {+ P- [" j% D8 l/ Z
- draw_actor_hp(actor, x + 236, y,96)
2 @0 q, x! n5 i' z1 z! ]+ R4 ~ - draw_actor_sp(actor, x + 336, y,96)
7 c1 x1 t8 p) `2 X% z - end
# U6 r* x( B1 f - end9 J4 a, `! V) I3 U
- def update_cursor_rect5 C9 e* z$ W$ J# e
- super
. }8 p9 ~, ]. \$ h) Q - end
7 v0 T9 [. d% X4 P. v ?3 z - 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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