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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
0 u- g" L( z5 m
, }+ h' b, E( T" ?9 s- # 队伍最大人数# l0 v9 {; o G& g# W' h
- MaxPartySize = 8
$ J" ~ v8 g& `/ \9 l c/ F# k1 `
* @' Q) ~/ p; f; q" K" B- # 出战人数
! S9 `4 h4 x4 Z$ q# K$ g, u - MaxBattlerSize = 1
: d& k' m3 _# A3 E, a
# T' G$ y8 Z/ i( V" c- # 换人语句& U" F# t' c* I9 v, z- S+ R1 ~
- WordChangeBattler = "换人"
) ]5 r5 W* i+ D2 n' B% o
0 H) c; a! D( w& _0 D- # 换人时播放的动画7 _/ F) P4 B$ r- H. D( N
- AnimationChangeBattler = 26
& G$ H- u9 F3 O6 |9 T- B
: Y' i5 x8 ?" q2 _- end
9 _! q1 w3 J6 L0 G1 f
0 \7 E) F) a* Q6 M' R& m2 Q2 P- class Game_BattleAction
; m* Y: u. K B7 \; N# L0 U; V - attr_accessor :change_to_battler
! V0 V5 F( w' f+ U - # 初始化% W# Q" |7 d" |) h' h$ z5 D
- alias lbp_initialize initialize, H- B* X8 B% g9 p* g+ N9 c
- def initialize
9 D: J4 m* ]; y( F& m - lbp_initialize
( t. g# e) X0 ]% q$ g, s. i - @change_to_battler = 0
& g' v# Z! y/ I+ _9 ?7 T$ Y, l8 n - end
9 X' K u1 k; x5 Q' t" G - # 欲更换角色编号
4 x/ }" Y( t1 h0 q, s - def set_change_battler" I3 H) G6 G5 \ D, G% l7 B
- @kind = 3
% z- A4 u! ~: N1 q( ^ - end$ H( L A! @2 v) |
- # 判断行动是否为更换角色
) T) q( h+ n3 U: p! l - def is_change_battler?" B; a* _) H* L7 e' t& [
- return (@kind == 3)! T' d4 d; r& |) S2 I! n- S$ f
- end# c! T* t( p& q- I" r l) O& E9 `3 E
- end
' r0 b: {! M G7 t1 }1 l& s% c - 7 p/ Z7 A" g: c X6 V! b* j
- class Game_Party
3 z! ]; K2 o3 [7 e p& j - include LimBattlePlug
0 d# _! Y t% w4 M4 u- T - attr_reader :actors2# S8 I6 J" M2 e. V- t# B" z @. n# i
- alias lpb_initialize initialize* | M$ @3 C! z% C' a
- def initialize- K" o* ?) W; j' Z5 Q2 l$ m8 n
- lpb_initialize
9 _, j, R H& Z/ u3 Z - @actors2 = []
0 h9 c' L; w" H/ a* d% ` - end" a4 t6 C1 ?2 h% m( L# Z
- # 角色加入
0 h+ U- F' h7 x- o( C - def add_actor(actor_id)+ u# B n4 l: P+ T! b
- actor = $game_actors[actor_id]0 S2 q+ ^0 K+ i- r* ~
- if @actors.size < MaxPartySize and not @actors.include?(actor)
6 m5 q7 ^7 Z; T( U( ~, o - @actors.push(actor)
t6 S* ? }: X: b& Z. K' L - $game_player.refresh
; I. I( p8 Z8 v5 H# a5 k) m& `0 A+ J - end
" L' U" k; C- T0 Y - end2 |- d! s/ n( Z! M
- # 设置战斗的角色
& y+ n ` ^( b' A: m, P+ | - def set_actor_to_battle
0 i4 o2 B$ l( h4 o* N. R4 I2 y - @actors2 = []0 y; w: w; F# y, D( V6 r* _+ C' o
- @actors.each do |actor|* p c6 z7 n9 h7 ^$ F( h. k; ]/ l
- @actors2.push(actor)# t$ f3 ]% ~/ |: b
- end _8 C1 h$ ?3 w4 I7 e5 |: Q
- @actors = []4 L1 J% Y2 q! Z4 P7 y# q/ b. q. o. `
- @actors2.each do |actor|* h' r0 i" e( @0 \! i0 `3 P1 {
- @actors.push(actor)
# f7 x8 Y5 [$ {" s - break if @actors.size == MaxBattlerSize4 Y# ^( P0 w$ @ S4 A, e
- end
6 X6 f# `& k1 m: @1 n - end
" O& I6 Z: O, ~ - # 还原战斗的角色% p5 G3 z) d1 ~
- def set_actor_to_normal# B8 Y n2 P9 \* F) U! b& o
- @actors = []
" ?( f/ G0 n7 k$ ?! n - @actors2.each do |actor|
% V6 U4 u# @" {" w) H% f - @actors.push(actor)
! D; U6 Z$ X" ~6 N* S" a% O - end2 J: Q6 @3 T- q H$ b B4 ?
- end% L' o/ x- `+ B f k
- # 获取角色id数组
4 f. ?( M# U/ s U2 C" ~: a2 j: ^# ` - def get_actors_id! m+ j6 D8 L$ J0 z6 W: u* s( |
- id = []* m# k8 T- \( u& Z
- @actors.each{|actor|id.push(actor.id)}
. `9 U) M9 @8 o4 S - return id* M: b" L9 j0 W( u9 l9 M# D
- end
+ S/ F! u: C5 H9 R: R - # 获取角色id数组
# X# J2 [" S/ n# [ - def get_actors2_id/ E. C( S( T: ` F% R
- id = []
# a4 [7 \- \4 [. \7 ~ - @actors2.each{|actor|id.push(actor.id)}
8 p% K- U5 D4 U6 q+ z$ E - return id( Z( R/ d/ Z' K' h" d& A. Z# v" U
- end
' d& L/ E8 l F& s - # 兑换角色
0 p) H3 H9 S4 U; Z$ y - def change_actor(index,id)
0 e7 v; c0 v7 i s' Z - @actors[index] = $game_actors[id]7 T+ k. O$ I4 I2 p6 o$ d' E
- end6 O! \4 q+ w7 @+ w( b' M
- # 全灭判定2 b7 R' w. d3 {
- def all_dead?
& W, N" e* H- Y9 _" ~. X9 o - # 同伴人数为 0 的情况下7 e' o( l- y E4 W0 Q
- if $game_party.actors.size == 0
x! A9 k* R4 q) T - return false+ D2 O/ K/ a& @% f4 Z
- end9 i) `0 T* x. K3 Q* `, m$ {) Y
- # 同伴中无人 HP 在 0 以上( {% Y9 G1 j. M1 q( N1 k9 ~7 Q
- for actor in @actors21 Y5 f" L N4 ]
- if actor.hp > 0
, @4 J3 {* R$ ^) M; Z* ?8 \0 Z) m - return false
; v$ h: g: L, B6 K" n - end4 x$ |6 M2 Z. q" }% D
- end+ N4 E$ C: w9 u6 l7 Z
- for actor in @actors
: U% z5 c* K* I' r - if actor.hp > 0( ^4 x3 |. s# B0 ^
- return false
4 P" \+ P1 D3 J1 I - end7 x& G' t* @3 _9 c
- end+ X% ]& a: u$ D! _) I! T3 m
- # 全灭7 `. F9 h) }, y, f1 ]
- return true
+ F" F L, c) J& @- t% h - end8 D" @+ _/ ~+ ~0 k% a8 b
- # 其他角色
% Y8 t1 _4 |+ y2 X' E9 i - def other_actors
6 Y6 W5 { Q e8 O" U: R3 q6 _) L - actors = []
" m% R) s: A8 ~ - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}- i/ S1 Q. t! H4 }: A
- return actors
6 i; D- U; l$ o7 Y9 _4 ? - end; G+ o8 X0 y6 K) C7 r+ Y; y
- # 角色位置互换. _1 z3 y; E) P. }! G1 J V% o
- def change_actor_pos(id1,id2)2 d, z' s7 k2 c. Q) A; g
- actor_id = []+ E* [0 N; q/ T2 ]8 c/ h
- @actors.each do |actor|
+ N$ B; R, f2 h0 a$ C7 ?3 ~ - actor_id.push(actor.id)
( X6 W- Z+ a- j6 U' D6 y2 w - end3 a/ A+ R+ g+ J X/ A' R
- return if !actor_id.include?(id1) and !actor_id.include?(id2)/ X0 E8 N* W, d3 |* k
- id1_index = id2_index = -15 P! y4 V, g( K7 \+ S& k3 r, [* R
- (0...actor_id.size).each do |i|5 g: S3 t7 a" k
- if actor_id[i] == id1& F S' N3 X6 [
- id1_index = i% j$ S f8 t" C- W% Y' J9 y
- elsif actor_id[i] == id2
! @, E3 F: a/ w8 @- p$ {6 h - id2_index = i
9 L# Q+ \, t; K" b$ v - end
4 T* J) G7 K1 w s: \ - end
) ]; C7 V- C4 V$ p$ v1 n1 M3 A - temp_actor = @actors[id1_index]
# @" T0 y/ O% a) C2 P0 P - @actors[id1_index] = @actors[id2_index]
3 g1 B. z6 T2 z1 D( c- Y8 ? - @actors[id2_index] = temp_actor
, z7 ]* X4 \$ }: s2 G. _ - end8 {; e* K& F! O3 N" i
- end+ D Y9 r6 G% _; p
$ k* Q, \3 n! x. A- y$ ]- class Window_Actor < Window_Selectable. Q: B+ ?% o. }& F" B* p; m
- # 初始化7 I9 D7 l4 k7 a7 l9 n; T$ G
- def initialize) g7 i" u" H* f; Y& F
- super(0,64,640,256)
% R! I7 U2 N1 o - self.back_opacity = 160
: j9 ]2 i3 P: t& r. R E - refresh
! X ~$ k7 G9 t. b - self.index = -1
" d# s1 }5 v1 d# M) ^: H - self.active = false
7 U! m/ R7 B; ^. _ - end
- `6 M+ ^( g. F. `1 w - # 刷新
9 G& V5 g# c* ?' k% B G5 B/ ~ - def refresh
( Q F/ D$ O+ I+ | - @item_max = $game_party.actors2.size
6 K5 W1 [ K7 g: p1 X& C - @data = []9 x$ C5 @- v. z1 f( ] ]9 i& e* }. V
- $game_party.actors.each do |actor|/ `3 T' j7 b# E1 a3 a- e+ B5 g
- @data.push(actor)
! N4 Y5 C$ n, D! @ - end
) O" e; m7 I7 m, m$ J - $game_party.actors2.each do |actor|
R. ~( c0 A7 S. s) T& T - @data.push(actor) if [email protected]?(actor)
7 p* c+ ^+ p$ _3 b - end9 M& c+ ]% K! ^, U
- if self.contents != nil
m8 c! f5 x6 M! t. W5 Q - self.contents.clear
% B2 f$ C' ?: r7 @, T; T8 b - self.contents = nil
" h! G* w" K( j/ M6 G1 v" Y. y, u - end* i# @; d9 B* l) b
- self.contents = Bitmap.new(608,@data.size*32)
3 x$ \) W% Z8 }8 @7 c - x = 4/ v$ I( _1 g6 Q' t1 y
- y = 04 w! W6 H0 t' Z3 j! ~% W1 e ^
- @data.each do |actor|2 }2 S; T5 m8 r' e
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)0 ~" z' D& p4 v% H: P/ ^+ d
- rect = Rect.new(0,0,bitmap.width/4,31)0 U) g9 I4 I( U7 f3 W
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
/ Y [% |. ~- A! q# ~ - draw_actor_name(actor,x+36,y)
1 ~# j7 y& m3 [: `3 M4 c* o) w - draw_actor_state(actor,156,y)
2 l1 U6 ]( s) o! D( _ A' y - draw_actor_hp(actor,x+256,y,96)
/ K" p% ?0 v2 _5 @9 z - draw_actor_sp(actor,x+376,y,96)3 p+ H% r6 E1 u: i0 X) Z4 Y( [" b, Z* \6 @
- if $game_party.actors.include?(actor)
2 V! v" y; O* Y8 t - self.contents.font.color = text_color(6)( V3 C# _& A3 i$ G5 n/ j* Y5 V6 F
- cword = "出战"+ i' h' D. o" I/ H" u* R
- else# }- S' E$ F, q) @
- self.contents.font.color = text_color(0) X3 P$ o- Z! b
- cword = "待战"; q }; }+ ~ o0 a$ Q4 H
- end
' h6 U7 {1 o, ?* \$ j6 F - self.contents.draw_text(x+496,y,60,32,cword)
; Y* ~3 K2 Z7 Y/ z( F& p - y += 322 d- n3 @2 E- X+ o8 j
- end
9 S- Y# O& s/ E" d - end$ t1 Q4 [0 L2 Z& j
- # 获取当前角色编号
3 b9 L6 F7 F) S; h+ Q# N1 n - def actor_id
' p8 e- ]5 k0 h2 x t - return @data[self.index].id/ ^5 B4 W# P) o" V$ u7 G( F K
- end7 D- g/ i$ M6 r% h! N7 C
- # 刷新帮助2 Z5 ~5 ^( X1 k
- def update_help
' o5 F, ?- N! d J- L: t% T - @help_window.set_text(@data[self.index] == nil ?\" Y& P. k8 v/ [+ ~5 o' Z
- "" : @data[self.index].name)
3 J( n3 |, R j, E - end
0 C/ K1 R: d; k; ~5 s8 Y+ O) \ - end
* a u8 }" t8 O) y2 [
# \/ x: f3 S$ A% I8 x8 C/ Y1 S- class Scene_Battle1 I( `5 q- r$ l5 y# `2 X0 C4 j/ X
- include LimBattlePlug
" q, @3 ^. r2 a( A4 m; q - # 初始化: u. L" G* q8 m2 D
- def initialize
5 `1 z0 y# n5 A# ~ - $game_party.set_actor_to_battle
8 F* o: Q1 q! c; z - end: K- E; n) A5 _( w4 J5 V' i5 u
- # 主处理
9 L1 Z* D1 T5 B% y* b5 j - def main
- w; e$ V4 Z( R9 a. D- T' Z - # 初始化战斗用的各种暂时数据
( z2 l9 ?4 _ I; m' \% t+ a2 a) Q - $game_temp.in_battle = true
# J; L5 |6 G! N8 c0 ~( I - $game_temp.battle_turn = 0( U N8 }9 `9 z6 u9 G/ L
- $game_temp.battle_event_flags.clear# l3 M" x7 s% I
- $game_temp.battle_abort = false
' \2 f4 Y- q( f; @* X, G* W - $game_temp.battle_main_phase = false$ q6 ?! ^: Y5 m1 g i/ X+ c
- $game_temp.battleback_name = $game_map.battleback_name
9 Y9 F$ o9 m# m2 ?1 h - $game_temp.forcing_battler = nil
+ I- b' [7 F5 B, ~9 U+ J - # 初始化战斗用事件解释器
# U; |5 R3 Z; B - $game_system.battle_interpreter.setup(nil, 0)1 C# s3 `! A) |
- # 准备队伍
+ H+ P# e: y7 H - @troop_id = $game_temp.battle_troop_id
- R; {9 P7 X( C: A - $game_troop.setup(@troop_id)' Z- [$ I/ {/ M) ^" V) H
- # 生成角色命令窗口
: ~: s3 F/ i! C% t - s1 = $data_system.words.attack
' S! I0 a( }5 ] r - s2 = $data_system.words.skill
1 k; Q4 X0 g3 c2 y6 ^ - s3 = $data_system.words.guard
- F8 k( @6 L& P& _ - s4 = $data_system.words.item# Q! J9 V- o1 E
- s5 = WordChangeBattler
8 v. }9 d9 ?7 T# a( R8 l0 c, g$ s - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])/ i! @, j; L; ~' H' d; u$ F
- @actor_command_window.y = 128
6 P; Q/ S0 `; V7 L9 z" L3 W4 ~ - @actor_command_window.back_opacity = 160
8 e$ d4 C) E- n - @actor_command_window.active = false
8 Y% z& b0 H' X) ]# c K: V - @actor_command_window.visible = false
" C, Q& ?! O" X9 Q* o0 O# i1 N - # 生成其它窗口
( D$ l# G ]' X6 n. w - @party_command_window = Window_PartyCommand.new/ @; M, O) l8 ]+ e8 P1 y2 I
- @help_window = Window_Help.new' @. ~' K. O2 z
- @help_window.back_opacity = 160
8 U. {, f0 Y6 \/ F. [+ x b' ] - @help_window.visible = false
$ ^6 h. h$ M7 W" Q) X% k - @status_window = Window_BattleStatus.new# r1 E o$ R9 H* [1 s# r+ p
- @message_window = Window_Message.new
( D4 |% q: v4 P8 c' a7 [* { - # 生成活动块
6 @# N& r# ?8 V* G - @spriteset = Spriteset_Battle.new
9 y I( @" ` R - # 初始化等待计数
8 w# G2 ^0 a9 p. |( v* d - @wait_count = 05 F4 t p7 j/ q# O
- # 执行过渡
+ }. l# C" k# v - if $data_system.battle_transition == ""7 X, L( ]+ ^, k4 H
- Graphics.transition(20)
9 l& |8 x3 n. I+ S2 H: ~ - else
- \; w' D- r: H' r - Graphics.transition(40, "Graphics/Transitions/" +
& d4 G/ u* g. Z$ R8 J! n - $data_system.battle_transition)
, N9 H8 j. A- m8 k( [ - end
1 X# v s- j! G/ X. Q# ]/ y# T/ D - # 开始自由战斗回合
`9 n5 W8 e0 S E: o - start_phase1' g( E% w( e9 A
- # 主循环
2 q' |) i5 _( B( a - loop do% j6 {9 B+ N- }( C/ _
- # 刷新游戏画面. {( \& o8 p; p. p
- Graphics.update
9 k6 s2 z! F. M, e - # 刷新输入信息0 y. I5 W) [# H; ^: C
- Input.update
2 |4 _" ?: I) g - # 刷新画面
0 ~, j* u6 x, H. n - update: t9 U( N5 h8 h
- # 如果画面切换的话就中断循环5 \7 k9 v0 t/ r0 u& Q+ I/ W
- if $scene != self. Y' x3 r: R$ }2 _+ k d% e! Z
- break
% ~( G( M) P: V; [ - end
T6 U* Y. L) b; R! r - end
/ | U- B" H( ~6 E - # 刷新地图4 d, m# O. I/ h* U: @4 o
- $game_map.refresh
) m1 C1 T) c# G2 o - # 准备过渡
' D( J0 Z0 P7 A0 T3 Y, n( ? - Graphics.freeze
/ S7 F3 w& W7 t4 ^, V2 @ - # 释放窗口
2 I5 Y5 X2 a% ~% | - @actor_command_window.dispose
( Q2 y8 Y+ X8 f+ J, I1 s/ X( m - @party_command_window.dispose$ b4 w" c6 ~+ j3 p; i
- @help_window.dispose' c* N+ f; N; T& H: g
- @status_window.dispose/ W9 h6 }( ?" w4 R+ u
- @message_window.dispose
& b+ @# q2 Z& x, f9 A* m - if @skill_window != nil: d" L2 F7 y/ i2 ?4 a$ { N
- @skill_window.dispose
5 i. o% }: M# G d: m1 z - end2 j$ S/ g) a0 _$ t. f7 R
- if @item_window != nil
+ _) Q3 c9 i/ D* i7 P' A! _ - @item_window.dispose
" ~$ U& R* y1 Z2 X( v - end* G s4 C7 z1 G+ K- {+ [) ^
- if @actor_window != nil4 |3 Y$ B. H0 I j
- @actor_window.dispose) Q5 @3 U) _ E1 B
- end- Z* ]! r. L+ T" E# E- T
- if @result_window != nil
; w4 S+ j5 v7 R0 D4 P - @result_window.dispose
8 d& Y' Y1 W1 Q - end
4 G9 P, J* Y" i" ?, i+ d - # 释放活动块+ `& L/ @+ z! T
- @spriteset.dispose2 F0 l# V- @" z6 Z, h$ ~4 m
- # 标题画面切换中的情况. o, _' d8 j3 O. p" V
- if $scene.is_a?(Scene_Title)
8 O' P) f6 t/ H7 _( U t+ C - # 淡入淡出画面2 \+ ?9 k( o3 _! r, g" R. q3 n
- Graphics.transition, V; J& J7 w# O7 M9 ~ c% b2 m
- Graphics.freeze
' [( g! h- X! _; [( R* T - end
0 m+ n8 r5 r2 Q& Z" p, _ - # 战斗测试或者游戏结束以外的画面切换中的情况 k4 K3 S% r3 ^* Q9 X
- if $BTEST and not $scene.is_a?(Scene_Gameover)
) v4 x/ |& p& i4 v0 M - $scene = nil+ ^0 q- e1 V9 w: a D
- end
w9 v9 o, C* R - end% t/ J; O) ?5 ]/ `+ J1 G/ B
- # 战斗结束
1 k m M; n s0 `0 ]+ w( w1 T - alias lpb_battle_end battle_end/ d, {3 d* @ `3 p* ^* e7 n5 y
- def battle_end(n)" }$ n# S, e* D* P- ~* W) }/ p
- lpb_battle_end(n)% E5 O3 @& M1 w7 f5 c( a
- $game_party.set_actor_to_normal2 x9 G5 p {) u8 U& Z7 R1 \3 K# F
- end
+ {% W5 J; _6 c+ z8 v - # 开始回合36 m' B# E6 ~, V8 a2 X% P
- alias lbp_start_phase3 start_phase3
! Q3 q, l" u1 C" D4 n; ] - def start_phase3
* Z" a6 h- J6 c( q - @changed_battler_id = []
& T4 ?. z8 `0 W0 ]( K+ D - lbp_start_phase3
) _1 ?8 V& R6 i- i. W, C8 L - end% k2 O# y6 O, s( F
- # 刷新角色命令回合画面2 f4 I1 [, d$ F+ j! e
- def update_phase3
9 T( ?: F7 P9 E( e, ] - # 敌人光标有效的情况下
8 r$ Y. }) z# V! N o4 | - if @enemy_arrow != nil! T& X) N' I$ h" o( ^
- update_phase3_enemy_select# \& t+ w+ k) L' F" H* {7 m
- # 角色光标有效的情况下7 |8 q* i* n: b/ ^
- elsif @actor_arrow != nil
# I# J) Y' C! j& I3 A0 N( v, h - update_phase3_actor_select+ F4 h$ d j" H
- # 特技窗口有效的情况下
l8 C* t3 g' d* q" b - elsif @skill_window != nil
' o" G, f& A+ T5 m- @ - update_phase3_skill_select
8 ^8 w5 X& H" b) J - # 物品窗口有效的情况下
$ L9 a8 J% _, X6 H - elsif @item_window != nil: l- A2 M F x. C6 I1 E9 e8 V; m
- update_phase3_item_select H* T' ~0 n( U2 _+ ~2 Y) u
- elsif @actor_window != nil
" ~* k- ]9 g/ h# J, { - update_phase3_battler_select
' D; l+ B- `1 o1 k - # 角色指令窗口有效的情况下( Q6 ~- b$ u" H* h
- elsif @actor_command_window.active5 Q5 t/ e3 P' y; ]+ j q
- update_phase3_basic_command
" s4 t+ i$ U% w' N- J4 s. O' i - end! |* f* v1 C, b- ]2 a! |
- end
_8 w: ^3 r2 N - # 角色基本命令- d5 y; o- E3 [' ~
- def update_phase3_basic_command
) K0 A! X: s" d - # 按下 B 键的情况下: p; W8 f) H% D* h
- if Input.trigger?(Input::B)
1 K7 h3 A! {, j8 }- S/ `& X - # 演奏取消 SE9 r( x: t6 ~- K3 Z0 v
- $game_system.se_play($data_system.cancel_se)% v' ]* ?: J2 ~/ V- D
- # 转向前一个角色的指令输入 r; g/ ?6 `* j
- phase3_prior_actor
" l# G; L$ T' P. I - return
- k5 e2 ]; z% k) B9 Y - end
/ m. ^: A- z0 h/ `0 X2 T" D - # 按下 C 键的情况下
8 @, H# s- H1 @# w - if Input.trigger?(Input::C) O6 T' A% i" T6 @2 p6 y, @5 Z
- # 角色指令窗口光标位置分之
# R f1 y7 V- h - case @actor_command_window.index0 M; R/ Y* N; `( A2 |8 ~
- when 0 # 攻击
" i7 D% c3 g ~ - # 演奏确定 SE
' d' Q* _1 d9 [4 \ - $game_system.se_play($data_system.decision_se)
) N' y8 ~; N/ k' ~3 b: j& h& [, q - # 设置行动! Z0 N3 \; n$ T, T! G; W" b3 E
- @active_battler.current_action.kind = 0' ~& ~3 L6 e) m( f! d; K
- @active_battler.current_action.basic = 0, ?% y# x- D0 |3 g$ `1 F
- # 开始选择敌人$ Y; u) a1 Q8 e$ O/ d
- start_enemy_select
, ?7 C3 q0 C: z - when 1 # 特技
+ N$ F k! p' t6 \8 S( v4 _4 c - # 演奏确定 SE: s; c. x$ Q: o C
- $game_system.se_play($data_system.decision_se)
* ~5 q$ \3 _7 H- I5 ]& t - # 设置行动, U4 D4 |# i' A9 g
- @active_battler.current_action.kind = 1
" P( C* d+ S9 [; \0 \ - # 开始选择特技: a% a* _& x' }4 M
- start_skill_select! Z" w5 f) M- F
- when 2 # 防御9 x6 V& v* g7 D% m( l
- # 演奏确定 SE
# y2 J$ ^8 T" p5 C! ` - $game_system.se_play($data_system.decision_se)
: F% u7 h8 c2 |- C - # 设置行动
( l. h" w. s7 {! W+ V - @active_battler.current_action.kind = 0
1 R. N J5 t; n) T - @active_battler.current_action.basic = 1
9 }, R; L, e' K! }4 _ - # 转向下一位角色的指令输入8 ^$ |" {8 o9 ~* f) t
- phase3_next_actor
9 @- g1 _5 N8 N* b - when 3 # 物品
' B. f$ |9 `1 M" J - # 演奏确定 SE8 e) F$ j G4 K
- $game_system.se_play($data_system.decision_se)$ D/ |: A k- d% ?' ]* n! \
- # 设置行动
) `/ ^5 E" H3 P3 J" ^ - @active_battler.current_action.kind = 2. z3 O; G# h0 f4 R7 ?. b
- # 开始选择物品) |: B3 i( `! Z5 t/ j
- start_item_select9 N* w4 M% k- E5 D% q+ n% G' V
- when 4 # 换人9 m3 [8 k/ Q, M
- $game_system.se_play($data_system.decision_se)9 P U' n0 P3 d/ X
- @active_battler.current_action.set_change_battler8 d1 z0 ?; |( ?/ ]4 w+ F
- start_battler_select* R7 }) O! z# y5 N' P: q
- end
( u: T+ U( z/ Q - return$ O' \/ Q& r) C8 Q t9 G+ o
- end
) C4 A4 \5 p! U- D4 G* H& f, I - end
$ R* b- Z6 F8 K$ L: n - # 开始角色选择% Q8 A: V+ h8 r6 g
- def start_battler_select
* @0 |3 g/ D% g8 I' D - @actor_window = Window_Actor.new, [. x1 M6 R& ~# r5 T) k
- @actor_window.active = true
# Q7 o/ Z0 B, h% V. z: k7 d2 B - @actor_window.index = 04 S0 Z/ ]5 S, b& q' f/ ~ t
- @actor_window.help_window = @help_window
9 W2 ]; p/ I9 v1 _5 K - @actor_command_window.active = false
) ]6 z, G1 B1 {& G; T# m* _2 D - @actor_command_window.visible = false9 J: _5 F' p0 o P6 W
- end
8 m/ _9 q; o# |5 ?, b4 [+ t - # 结束角色选择. Y0 l7 K6 U1 _, `; v
- def end_battler_select
; U1 h0 T) L! N& |2 |, E. _+ }6 ? - @actor_window.dispose4 w+ M" V1 t' s3 Y' P' T- ]4 y
- @actor_window = nil, F* ^" _$ q8 F5 _7 c, K
- @help_window.visible = false
$ g, P3 R3 f; q - @actor_command_window.active = true$ }7 U/ ]5 G0 e1 U
- @actor_command_window.visible = true
) z2 |4 {( G5 ?# p g" ?5 K* X - end
+ i1 v8 n& h9 k0 L# Y- i+ ~* E/ r) X - # 刷新角色选择
/ [* l& F& y( k" r - def update_phase3_battler_select
# ^+ D7 Y2 {" h+ }' W+ V0 u1 U - @actor_window.visible = true
" n5 Y1 n9 @2 y3 o9 i - @actor_window.update
/ g) v. d9 I( y& N" Z" ]9 ` g - if Input.trigger?(Input::B)) \- g$ Z' g, w: ?! a
- $game_system.se_play($data_system.cancel_se)- X4 x) H( w& R$ Z
- end_battler_select2 o% ~" ?5 H" v- U
- return. e; J1 j' b* l0 n: T
- end2 f2 }6 W; @7 t" I" n
- if Input.trigger?(Input::C)) f: P q" r- W& l, V+ [
- actor_id = @actor_window.actor_id5 H- S* R$ ~9 f- j
- if $game_party.get_actors_id.include?(actor_id) or
$ o4 L! M( E7 l- i" m - $game_actors[actor_id].dead? or , V# h" k- j- A1 [4 T' E; y
- @changed_battler_id.include?(actor_id)
( i @( G+ s* k; E! } - $game_system.se_play($data_system.buzzer_se). L2 [. s& F6 N% t5 A3 b
- return
8 O2 N9 p% R8 D$ Q$ u/ [, C# e& k - end; J: ?! y3 A. u8 @% K- x
- $game_system.se_play($data_system.decision_se). | B9 `+ i- \& n7 q: o8 ^8 M% ?
- @active_battler.current_action.change_to_battler = actor_id
m6 f- B; `; { - @changed_battler_id.push(actor_id)
4 P8 G+ ]! t8 k. |, c( L - end_battler_select% X9 b. A4 n+ e, ^
- phase3_next_actor
6 t e+ G$ ^) G0 c3 S8 A# g) O - return& y2 L+ W% l4 u* J7 f; ^- ~
- end3 {! }5 n' ]6 Y
- end; C. ^3 ?6 r6 T( W
- # 行动方动画
3 t0 T9 H5 w) k8 _3 f - def update_phase4_step3
, _: h5 @) V2 X* t7 [ - if @active_battler.current_action.is_change_battler?" K& I! ^9 K' Q' Q# q E. W* w; F) G
- @animation1_id = AnimationChangeBattler) J) x* r9 T# {6 ~4 I& r4 X5 o
- @target_battlers = []8 R5 C6 C/ l8 _) O- ` A
- end
/ w" E3 m! F0 U4 @ - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
2 p7 f# C+ B3 d7 S - if @animation1_id == 0
+ w; ~, p# \5 d) {7 ` - @active_battler.white_flash = true
" k9 H* E/ ~/ l' x - else3 z$ x/ n1 S; W, l: c: ~% M5 j
- @active_battler.animation_id = @animation1_id
( f- I9 q) L9 h- `: k - @active_battler.animation_hit = true& V+ l7 F E: E$ P/ p
- end
1 G, ~3 x1 R5 ]. m- M - # 移至步骤 4+ s( w: O2 D; ^4 w [0 H! {
- @phase4_step = 48 u7 e: J! g+ |
- end g% ^+ g2 O' q9 B& Q
- # 对象方动画0 g% ]# V' {0 u
- def update_phase4_step47 e) r9 {! A9 F" P; y. Y
- if @active_battler.current_action.is_change_battler?
+ L3 N! X3 b9 P, s0 N - actor1_id = @active_battler.current_action.change_to_battler6 t2 K. h2 S8 ?& O) v6 u
- actor2_id = @active_battler.id) o3 X4 L1 |2 Z# O' f. a4 G
- (0...$game_party.actors.size).each do |i|- \! m+ m- ?& a4 w# o5 _
- if $game_party.actors[i].id == actor2_id$ _& T) Z& T5 |6 S5 R6 H7 X
- $game_party.change_actor(i,actor1_id)8 \5 M; L8 R |9 d6 B# S
- @active_battler = $game_actors[actor1_id]! M" Y2 V, x' d2 O- {8 [8 \
- @status_window.refresh1 A! K* J4 t3 u2 s* ]/ s5 a
- end1 @1 n) z4 W- E0 E% T0 p. @
- end
9 v" U7 C, l. O+ G4 `3 }: d; Z - end. |$ O. O- A8 |! J3 y: W: E
- # 对像方动画
6 v+ w, D. S+ I* J p8 k - for target in @target_battlers
! d' Z. U& N' P0 {" G9 I - target.animation_id = @animation2_id6 c' w! s) v# a% D2 M
- target.animation_hit = (target.damage != "Miss")" G$ }6 \; J$ V
- end$ K2 A0 ^2 p, Z+ ^+ ?" j
- # 限制动画长度、最低 8 帧
+ y$ O N/ ^- q" v) |3 I( U1 x - @wait_count = 8
! S0 e5 _3 m* a0 O, C: B2 ~ - # 移至步骤 56 t& H+ m0 V& Y' ^9 {) Y
- @phase4_step = 51 N" H1 m5 e, r- C
- end( l& ~. h2 o, R6 S6 E8 k
- # 公共事件
8 N, j) V' z% |% d, e; g1 U5 | - def update_phase4_step6( Z! c9 b8 j5 ^
- @target_battlers.each do |target|' H1 E# E( s) R. ?; r ?
- if target.is_a?(Game_Actor) and target.dead? and4 f8 A3 }& \3 Q
- !$game_party.other_actors.all?{|actor|actor.dead?}
" L: A- \! F% E5 { - @actor_window = Window_Actor.new
3 |, {5 h" D$ o) T( x( ~ - @actor_window.index = 0
, w7 w* D5 I1 `2 e: T$ l" j5 c) a - @actor_window.active = true
# c' t+ B2 P1 Q: f; I% Z - @actor_window.help_window = @help_window- v. i' r. {- o% d' o- T! L7 c
- actor_id = -1: t8 d( h, C% R( ^
- loop do
7 c2 ^0 }4 w. _0 J* l: P - Graphics.update
" I3 N7 A" p! p9 P - Input.update
. U. @6 F0 y$ S5 G5 Y0 n/ N- }, ? - @actor_window.update# v4 X/ n! g0 ~9 G, J% }% ^
- if Input.trigger?(Input::C)" j& k2 e+ r' ]2 m# L9 S& x0 C
- actor = $game_actors[@actor_window.actor_id]
' P$ M" e+ M5 R+ p5 a1 S - if actor.dead? or
8 s( ~3 y& w q( K" H5 B - (@changed_battler_id.include?(actor.id) and
y( P# r" T: _$ P2 L. F; h+ b8 \ - target.current_action.change_to_battler != actor.id) or# V5 J3 \- ^$ z5 d6 q
- $game_party.actors.include?(actor)( U( D% g+ i& S" v$ f$ p+ P2 N0 q
- $game_system.se_play($data_system.buzzer_se)
* \' N4 R# H9 o5 @+ |% k3 R - else
0 j! ~/ a$ d5 o+ S - actor_id = actor.id3 u; y9 M/ E7 D/ q- v
- end
9 \/ G4 y* r# w, U5 n3 Y - end( f/ ~ b. Q0 [4 u ?8 @: w9 Z
- break if actor_id >= 0$ H8 e$ ?/ n$ U/ Y
- end
5 ?3 n2 ?9 f m. p _9 \/ [0 L- H - @actor_window.visible = false
: P2 e+ m% ^3 }* Z% [4 V& P9 y - @actor_window.dispose% }! r: I1 ~; i
- @actor_window = nil/ S2 r* Z t2 ]0 P; b7 j
- @help_window.visible = false; {# f' T" I8 d
- (0...$game_party.actors.size).each do |i|/ o$ x% P2 c% B
- if $game_party.actors[i].id == target.id: O z5 T- @ L, ^
- $game_party.change_actor(i,actor_id) N" D# `5 y' g0 v
- @status_window.refresh4 A! v8 [' u4 T* Y7 D8 Y# t. n
- end0 U3 I3 f" j0 Y2 F7 `
- end
: q. b. v) F k# ~ - end
: R) s9 z5 [8 x0 U+ W - end6 ]& e+ o7 y0 B! b n' K1 z8 ?
- # 清除强制行动对像的战斗者- N8 F1 f) G/ z$ ~
- $game_temp.forcing_battler = nil% Q% ]0 O) L! L: c7 k# w) A+ V7 \- c
- # 公共事件 ID 有效的情况下# e2 j; f; H; @, T
- if @common_event_id > 01 g P; _4 l- h) q! G: Z( j
- # 设置事件$ [- Q4 V9 y5 N0 u4 V; d& t
- common_event = $data_common_events[@common_event_id] C! z, U( t" K$ a- G9 Z
- $game_system.battle_interpreter.setup(common_event.list, 0)
+ G/ U: R3 ~6 s- x9 R" S - end R3 ~; O" ?% U U1 @1 `- b2 Y
- # 移至步骤 1& O: E& Q7 m( y+ v
- @phase4_step = 1
" T% n0 M% [4 L T1 J2 d - end
: M N; ~; f" P |6 J3 o6 Z - end
( o) s2 z/ V7 P: }$ T6 T' j - 2 {& d2 b% M3 x/ C
- class Window_MenuStatus
1 F3 u4 N- q! W! Z1 }* n - def refresh
9 { W* ~" k6 E% e - self.contents.clear+ D3 j ]! c. w. {3 U. V, x
- @item_max = $game_party.actors.size
" H+ T2 {% H( L: U6 d - for i in 0...$game_party.actors.size5 `8 e3 Q5 v: z5 O3 x6 {3 f
- x = 4
5 V$ k1 Y$ z* m( \/ @ - y = i * 32
8 v3 G& X( \& y# `7 X; A - actor = $game_party.actors[i]
: P9 e$ t2 E, x# c% ~, | - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)$ i) J: p8 Z' o1 i( q% n
- rect = Rect.new(0,0,bitmap.width/4,31)) {( E( ]+ q+ o" X; K7 l6 _
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
) C9 o5 H/ q% x - draw_actor_name(actor, x+36, y)
+ @9 ~9 \6 |. _. p - draw_actor_state(actor, x + 136,y)5 h6 M- {: d* g; u
- draw_actor_hp(actor, x + 236, y,96)
% V0 k# S m1 c - draw_actor_sp(actor, x + 336, y,96)6 H. l& |* z# a4 O
- end
7 M B# b5 H' A* X - end+ t. u* c' o' V3 S9 ~+ z
- def update_cursor_rect3 a' K& u3 j B1 g: } Y3 [
- super
( V# v" \# S% n+ H$ R1 X* m0 F5 x - end6 u) D7 m' F8 H7 I2 h
- end
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