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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 LimBattlePlug3 ]5 P6 j `8 c$ ]( b
" x9 T1 w; s! ?, C# B3 ~) ]& }3 a- # 队伍最大人数' y# s7 e/ q( u+ G7 J8 l( }! c9 C2 n
- MaxPartySize = 87 k. @& Z' t3 Z: g# C$ v
- 5 u! @1 v/ }" \
- # 出战人数! `, I8 q+ z( `& O
- MaxBattlerSize = 19 h. S8 `2 `( g! J8 s; c0 e! U: h. v
- 9 S, a& U; P" F' a' `: Z6 ~; `8 u
- # 换人语句
% |8 n$ b: @6 \5 W" Q) e - WordChangeBattler = "换人"
" x) _ m5 \ o3 i6 q' v& h- C, n: i - ! H) k& E0 R4 t5 j5 G/ m. o
- # 换人时播放的动画9 }2 U2 i6 U; L
- AnimationChangeBattler = 26" l- v( W1 B, G ~7 `' ^0 P1 b( X
- 2 ^/ p! E [3 g! K9 E
- end. [- P1 d# V& f4 [* e3 q+ h
: f, _/ m0 T, e2 v6 e1 s- class Game_BattleAction' H4 U' h' I4 J. b% K y
- attr_accessor :change_to_battler l9 }0 A; g" j
- # 初始化( i6 b; s* n# u. z7 I8 s2 r4 s
- alias lbp_initialize initialize: @7 G- S- m0 x+ b
- def initialize, `2 m) }& _8 E/ P1 L ~
- lbp_initialize
, i: p' [, O5 N) G, S+ K - @change_to_battler = 0
( W( U. R. ]& _, S; q - end: _$ d4 Y3 K- B9 Y
- # 欲更换角色编号
( d1 {6 \; L% ]2 A" r/ k - def set_change_battler0 w: W; r0 K4 a* z' o
- @kind = 33 ~% o; `/ @- B! L, K i: |
- end7 T8 Q) ?6 b, U7 s8 F$ \* T
- # 判断行动是否为更换角色
1 y3 _& D0 p" N: x8 z6 \ - def is_change_battler?3 \) M0 l( H! O r" l: e$ N/ e
- return (@kind == 3)! y" a1 z7 l( B$ _7 S, r
- end8 V4 m1 a8 A, S5 Z4 {# t
- end
' \* D, Q# z1 P' ?% `% E
. O, m( e; b+ P' v# [" U9 n8 ?- class Game_Party& |( `' m7 `/ j& F/ B0 F" R
- include LimBattlePlug, H* X7 H4 Z% C3 a9 E
- attr_reader :actors2( {' R0 O* z! ?7 I b. T' ]- K
- alias lpb_initialize initialize
! K8 d }2 A4 j. U0 ? - def initialize
5 c1 n' N1 m4 \: L+ k2 J/ Y - lpb_initialize
4 `4 V4 R4 }2 [ - @actors2 = []4 J# F4 z( m+ @* f# l w- _
- end; @( R" w2 E# Q) L
- # 角色加入
' F$ m& Z l& X/ c - def add_actor(actor_id)" R- [8 A+ q0 h1 ?
- actor = $game_actors[actor_id]
2 K# |0 S% G6 q& Q0 o - if @actors.size < MaxPartySize and not @actors.include?(actor)
7 A; ]$ h( n7 R# B% m6 A - @actors.push(actor)" X- A+ Q5 x. k0 I/ |9 Y
- $game_player.refresh
& I! l7 h+ _) x9 w8 ~ - end& `8 g. n9 e( _$ u9 r
- end# K: F! [& X I2 @+ q E
- # 设置战斗的角色
) ?$ f/ a% r ?# d! b) s - def set_actor_to_battle
+ Q: r# }; c4 X+ ]" |8 J7 ] - @actors2 = []. I; l- _, g* h: g+ X8 L
- @actors.each do |actor|$ {4 x, u: R8 }9 W/ l. f: L9 }
- @actors2.push(actor)
9 A8 G, v- x3 q; y, m - end* B; c& x# u3 M( v
- @actors = []- x' \ N4 N/ U( _ L
- @actors2.each do |actor|3 Z+ T g1 w4 D$ Q1 g% N/ H! l$ x- ?
- @actors.push(actor)
6 _' V" X/ P) b" `" r# C4 g" R8 g - break if @actors.size == MaxBattlerSize+ n6 O0 o( @* U5 y/ j7 V6 m/ z% F9 ~
- end0 K7 ], ?. M, j0 r- J( `4 ]
- end
& E( {/ T$ r! ?" @ - # 还原战斗的角色
& M; r5 S2 `9 [2 K - def set_actor_to_normal4 m0 o- Q: H' I0 t/ a. ]; w
- @actors = []
" L# u: i. P: k1 ]1 M3 c; B+ x" N1 U - @actors2.each do |actor|9 q* S! n1 @# i0 D
- @actors.push(actor)9 x; c5 K e; ^3 @7 \
- end
& s \' v, }2 _# N. d; | - end
+ h5 Q, H: V% D+ A - # 获取角色id数组
. }: n, o8 T! ? - def get_actors_id
& X2 J8 w7 K( J1 T4 b! p - id = []; S: d9 F, }$ c3 @) K8 `6 a
- @actors.each{|actor|id.push(actor.id)}
% t# d% z* E" X3 f - return id
7 G8 T. ]) ~4 h/ o2 e5 F - end- s7 f) Y3 S5 G' R# Z
- # 获取角色id数组
1 M0 ~, U7 V, @ - def get_actors2_id1 t, k/ M1 M& _# P
- id = []
8 S% x; O1 [0 F5 U& b - @actors2.each{|actor|id.push(actor.id)}! q/ @7 J. L; P
- return id
* J9 T4 o. n) X* G/ p - end+ ?7 v1 u6 G9 }& L
- # 兑换角色
3 j1 D) j) x! C5 l2 k7 ~0 _# T - def change_actor(index,id)
9 ]* ]. g0 W. ~% d - @actors[index] = $game_actors[id]
) Y& l+ U' D9 V" m) \/ f% c- x% i- S V - end4 C# Q5 ~) U$ G5 n0 I/ ^2 u
- # 全灭判定
! R* t C# M' k; [ t" g - def all_dead?
# U1 @- ^3 Q0 B) F4 t - # 同伴人数为 0 的情况下3 h3 ]; L6 `* m4 P! t4 O
- if $game_party.actors.size == 0
: t% ]7 z* H* C0 b* J8 X d5 A - return false
7 U' c n& s( p2 R - end8 G+ }' e/ P! k1 s7 C
- # 同伴中无人 HP 在 0 以上
& L( D B" c& ~& C* L/ f - for actor in @actors2
, J( V. x7 j. ]6 j - if actor.hp > 0
* o- h% h2 b- c5 I - return false. `" c! P* h( g6 c% g" P+ A7 s
- end
9 @# @3 R; B: ] - end
J" v( N8 B3 C' A# P/ e - for actor in @actors* Z/ p1 |- e9 Z7 t# U# a
- if actor.hp > 0# s8 [" a: o" m0 t% M; n7 \
- return false
5 i# i6 }* ]' ?9 L- b* g - end9 x1 U2 P* Z! y! o, o
- end1 j m8 l v3 t8 d }, {! ]
- # 全灭- w q% n/ z! @6 ?. Q
- return true6 f5 `+ R) ]" J
- end
- Z( I* \: {( b+ I% } - # 其他角色: r: L- M c/ J: \+ K2 z U \
- def other_actors- m2 F. y p* G
- actors = []
% W/ W$ m# D+ V( A- o, G - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
& j) K9 }7 g) V; [! @1 P0 U - return actors
7 `7 u. t. T1 ^ - end; c; R- b7 `" h w
- # 角色位置互换' s3 D1 Z, {( z# d
- def change_actor_pos(id1,id2)* N& h3 X1 f' C: i' {. C
- actor_id = []# H5 b/ k: K! T; n8 b
- @actors.each do |actor|
$ Q0 S) S* T" ~- I2 V: K& U - actor_id.push(actor.id)3 f# j7 p" Z4 r* d, M1 `1 i8 w
- end
/ `8 c0 i/ `+ v$ w# d M* D0 S - return if !actor_id.include?(id1) and !actor_id.include?(id2)
+ ]5 D& p* U+ D! P5 h - id1_index = id2_index = -19 T# @) N L G0 W# P! {
- (0...actor_id.size).each do |i|
/ G9 R( {7 ]# U2 j0 t) s( R - if actor_id[i] == id12 w) A9 y2 ^- U4 x% x% C
- id1_index = i; H; W( K: p/ r# M3 H
- elsif actor_id[i] == id2
% [( _* [; A _9 a* ^ - id2_index = i" L% I( _3 g" S y8 {8 V$ c
- end
+ e) C7 q* u9 v+ f) E$ z2 A4 w; ? - end; m( v# r- S. V- J9 _ f K2 i
- temp_actor = @actors[id1_index]" a- }' ?# p* g8 r z
- @actors[id1_index] = @actors[id2_index]& S4 j0 `! N' j; ?' q; q( j
- @actors[id2_index] = temp_actor9 b1 q8 S$ q0 l- ]7 @! T
- end+ C* U7 b9 W) n1 _
- end
' i4 X' z6 y7 g6 B& v! ^
& q/ ^. F+ r# c% }2 m- class Window_Actor < Window_Selectable+ P; j5 ]4 s: V, w r# j
- # 初始化
6 _- s* h: [* {. F# a2 q - def initialize
. X: J) c4 G% R) E8 X' E - super(0,64,640,256)4 V9 a$ ~4 A) j8 T' @
- self.back_opacity = 160
& r( P( J( k* o9 O! ?' M - refresh+ U7 o% m/ [. d8 Q: e
- self.index = -10 V% `* s* ^* e% D- i
- self.active = false, y0 D$ ?3 e4 j$ Q6 U' `1 a+ s* C
- end
) A, @. Y- a/ U3 q - # 刷新- s* E7 p6 h$ w- j9 V) n, w
- def refresh& S" Y# F" G0 }0 _! \
- @item_max = $game_party.actors2.size
1 i r' {- n; i7 p1 K2 V - @data = []3 P' n! o! r: e; W4 p2 d
- $game_party.actors.each do |actor|
' R1 ~' {1 X' f. p6 U+ e% Z+ G2 ^ - @data.push(actor)
" w: U6 }) u! D7 d - end
+ m+ S7 h1 P3 I- k9 j* i' a1 j - $game_party.actors2.each do |actor|
2 |& L/ F% u- S - @data.push(actor) if [email protected]?(actor)3 W I& x+ ^$ H+ e
- end
2 C/ ?- j6 i4 N - if self.contents != nil9 i$ W2 M/ m- v' K7 S# u s0 U
- self.contents.clear1 Y1 E) M5 U8 G6 E) X
- self.contents = nil
* V& h, V/ }9 u" a; B1 r a - end- j. H4 N* ?( s2 c/ z6 o- ~: _
- self.contents = Bitmap.new(608,@data.size*32)' v' k5 V0 x/ p5 W% W2 x* D
- x = 43 p i: F+ l; t3 l2 T2 d
- y = 0) c+ n- G0 W) q' I: d" r9 Z e
- @data.each do |actor|% V1 o, L2 f% T4 B$ C2 t5 L
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)8 n# G H/ ]1 P6 I- N
- rect = Rect.new(0,0,bitmap.width/4,31) F- }% ^- e$ a3 u1 f( o
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)4 ?$ u/ q: R8 z, {8 S- e4 _) L
- draw_actor_name(actor,x+36,y)
c9 E: e. X( o - draw_actor_state(actor,156,y)
! n6 y6 A0 Z! d" d$ j - draw_actor_hp(actor,x+256,y,96)
/ V! D6 M( M! C+ ?. D - draw_actor_sp(actor,x+376,y,96)8 s9 C' O: |( E! ?
- if $game_party.actors.include?(actor)
3 o ]. {/ c; n: \% J3 w0 V2 W - self.contents.font.color = text_color(6) O5 J3 l3 u: }& h4 X: T: @8 R
- cword = "出战", e& R0 }. u. q- o7 D/ ]" Z% y& G
- else' ^- J; X; d4 T; l2 q R' O
- self.contents.font.color = text_color(0)
8 H$ g7 Q$ }2 ?/ [: F& Q - cword = "待战"- Y0 a' {4 m1 ]) f8 i- o$ J
- end
4 l, [' t# o% r3 X, H$ V! g' k - self.contents.draw_text(x+496,y,60,32,cword)
; {# q1 t5 u. ]7 [ - y += 32
) q& T/ W0 T2 U: l8 O - end
( y% {) C& a" n - end
8 Z$ H+ C6 u2 L1 {1 v0 c- [ - # 获取当前角色编号
3 O+ r2 |4 N/ Q9 ~- ]3 u6 O - def actor_id
$ C+ S: r! @. u$ k" I - return @data[self.index].id% P% B3 }& b* \' g) n# a
- end6 D* w" H0 a' a( w5 n! P) L
- # 刷新帮助2 m1 N7 Q. C$ z+ T: `1 S% j4 f
- def update_help
3 e& M% }. r6 u9 Q2 Y$ { - @help_window.set_text(@data[self.index] == nil ?\
% M1 u6 ^, D, r7 F - "" : @data[self.index].name)
, R& a/ k* C. H% o* y* P - end7 t! B" `% E; a& e6 s2 M4 E/ d1 p L
- end
" C$ x! J Y- G. W9 o: _0 m
' F. n) n. [/ F6 L \/ B: X- class Scene_Battle
4 [( j7 j1 C4 f2 S- V - include LimBattlePlug# h' x1 o, x, P X S
- # 初始化
7 [- S+ c& _, z y& p/ I - def initialize
7 B \* R' h, r5 u3 Y* [ - $game_party.set_actor_to_battle
* g6 T/ Q9 f" y" m3 R# M* l - end# s/ H3 M$ d7 ^2 K5 f) x w4 Q
- # 主处理8 S; k8 d O- |3 T; S
- def main/ {* v @; m. L" L! A: a
- # 初始化战斗用的各种暂时数据* e5 e# i" F* z* x4 G; H) X
- $game_temp.in_battle = true
8 s4 k# A$ T& W" v m - $game_temp.battle_turn = 0/ R! W0 K/ \" ]. Q' g
- $game_temp.battle_event_flags.clear
( c9 m5 A+ z; O, v2 X - $game_temp.battle_abort = false; f5 S. V' T! Y3 O
- $game_temp.battle_main_phase = false
! u& d& C5 y) w+ z, {+ D - $game_temp.battleback_name = $game_map.battleback_name; e0 @5 M# `3 \( L! e% B7 D4 Y, L
- $game_temp.forcing_battler = nil# O. _! a4 ~! U
- # 初始化战斗用事件解释器: Q+ E( s( K: O" r3 o
- $game_system.battle_interpreter.setup(nil, 0)
0 o( u0 m1 _1 D3 B - # 准备队伍, Q: X s& B5 b+ A( z
- @troop_id = $game_temp.battle_troop_id0 c8 d" P( Z h4 ^; x
- $game_troop.setup(@troop_id)4 S! t( F8 i: X3 @, g/ i4 E o
- # 生成角色命令窗口8 @& v w3 j H4 i$ @" _1 A3 z& Q. g
- s1 = $data_system.words.attack1 H w3 @/ F% U
- s2 = $data_system.words.skill, B9 R3 O2 H: w' n; q- F; v
- s3 = $data_system.words.guard
+ l, m v# a3 t- I: t* U) F - s4 = $data_system.words.item6 |3 N! y2 p& a, n) z& w
- s5 = WordChangeBattler
% }, K+ a6 ?. n$ z9 }3 l - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])8 |$ e4 l, f, P! W" r
- @actor_command_window.y = 128
% O [ D0 B6 J3 c6 R - @actor_command_window.back_opacity = 160% s# a1 [3 d0 [* M5 R5 O
- @actor_command_window.active = false
7 T! s5 t1 v, W - @actor_command_window.visible = false! Y g& A$ s1 M5 i+ T! A1 A, e
- # 生成其它窗口9 Q6 f2 S( T% _+ Y: J) u
- @party_command_window = Window_PartyCommand.new
Y" q6 i$ p T8 n/ g& I8 K - @help_window = Window_Help.new
! H$ i. U! M) Y1 O, i# }* \ - @help_window.back_opacity = 160. k; r. u/ K7 I2 E. s
- @help_window.visible = false W/ Z) |) \& r# \' d& b
- @status_window = Window_BattleStatus.new
9 B# z/ h3 e' {- V$ y - @message_window = Window_Message.new! F( E) g8 x2 x" c
- # 生成活动块. t* j8 n+ E, e! s
- @spriteset = Spriteset_Battle.new# f* k+ [- B" ]' q# C
- # 初始化等待计数
& ]# T9 U( ~' Z; I8 j - @wait_count = 0+ U; G' _2 m( l( U
- # 执行过渡
/ U! L* q# v$ h) R' Z' p - if $data_system.battle_transition == ""
7 d( T) d0 J! o0 Z - Graphics.transition(20)
$ B7 N! R2 c2 z3 V3 ^/ G; W - else8 `* b* V; W: b5 M. T
- Graphics.transition(40, "Graphics/Transitions/" +
. e1 W6 H% x+ d0 a+ J8 x0 d - $data_system.battle_transition)
0 `6 Q) n3 P2 G9 W/ V( E - end
9 y9 H5 b I J" Y& w+ E$ U - # 开始自由战斗回合
" ^0 T) [" [4 Z1 z; r5 G/ d - start_phase1
7 D; j" s& p+ R8 p - # 主循环) Z z. n8 Y w+ P; w. U
- loop do) n$ A3 j$ X+ Q6 L" ]' V
- # 刷新游戏画面4 k6 t& H% o# v. P2 u- K# E) U" [
- Graphics.update
5 e3 G2 P9 d" s7 V; T7 G- { - # 刷新输入信息
7 I/ z5 Y: G" e# g - Input.update
4 |6 W1 Y4 x0 s% T, i( e, n; a - # 刷新画面
y4 S7 Q! _" O1 [6 F% l* S) m. D - update
: M" P g0 B1 f+ x9 ~ - # 如果画面切换的话就中断循环
8 G& Q- @$ }% q0 X0 ~, D - if $scene != self
5 t; l g1 F5 @; v, ]! R - break
# s2 i; c& W: D2 n) F8 D: J5 H" Z - end
8 \0 ?$ m; X' a8 U - end' A( l: ]# D) {0 f f' j6 Q
- # 刷新地图
' S/ u9 z( y7 {- Z: r; D1 }6 Z& U - $game_map.refresh
, Q; \) k/ Q/ l% x - # 准备过渡: t6 @: w+ ?) c( z% ] q9 H. V
- Graphics.freeze( u- H* W6 k( [5 Y. @9 ^1 [
- # 释放窗口
, i- i3 a2 B) | - @actor_command_window.dispose! L3 u8 v8 n( T- `8 }! W# c
- @party_command_window.dispose
9 J; Z9 s5 a% _7 G; n2 Z - @help_window.dispose
2 ^8 |$ u% k( t: e! L. g! h! t - @status_window.dispose
$ o6 G: I7 a. Z4 `* R9 _* D - @message_window.dispose$ W$ Y% o9 q% Z$ m- |
- if @skill_window != nil& O9 h7 r( D, F, c$ {9 }/ x3 L" s
- @skill_window.dispose! l' t" L6 ?. ~) ?
- end
% ?+ u$ t6 |- p% a& L8 `5 {, {1 }% E' X - if @item_window != nil
) o& i: W) l& @9 k! w" c9 f - @item_window.dispose
& ^ s$ R/ W6 M$ Y I) F. Q - end2 l0 K0 W- ~5 l! h: ]) y% H" @
- if @actor_window != nil2 D$ {- _# d! A$ F- r( J& c7 u9 S, j
- @actor_window.dispose. n$ O# A3 V2 `2 o; m
- end% A+ d. U) p/ j7 K# b* S& T
- if @result_window != nil3 Q! z; b; X+ M7 E+ ^% u4 D
- @result_window.dispose
5 l! b5 ?4 ]( }; _6 f( I# t - end% d7 X4 b0 [9 u
- # 释放活动块
; N% z6 d6 P( \0 i! h6 a" P" T- K0 f - @spriteset.dispose
5 n" L1 Q& L, E6 I( @$ c - # 标题画面切换中的情况
6 {8 S5 _! g U7 S3 E6 B - if $scene.is_a?(Scene_Title)6 b9 x; C- A/ y
- # 淡入淡出画面6 D' _& H8 J, ^; u4 m [
- Graphics.transition5 I- M9 r1 D0 D* c, }3 b$ N; c
- Graphics.freeze, z( w. m5 k! T2 S
- end
. m0 m+ G ]# y& f: ] - # 战斗测试或者游戏结束以外的画面切换中的情况4 L' y! h$ \5 M8 Y
- if $BTEST and not $scene.is_a?(Scene_Gameover)
: s( i Y9 X4 m; q- ]6 S! A( ^ - $scene = nil$ {1 W1 X# d3 ~' _% o
- end
' g6 F; R7 f9 o) N6 u, P - end: `1 X& q9 u3 A; o2 ]7 i7 V
- # 战斗结束( U' I5 |- x& H" B
- alias lpb_battle_end battle_end( H' {1 b# P; v! M) }9 x
- def battle_end(n)- G' a0 |+ c: K
- lpb_battle_end(n)# [; j! E/ {5 N) s) T+ t
- $game_party.set_actor_to_normal% j* j! ?% G2 _0 C w0 i) _6 v
- end# p8 D* A3 M6 j( D: f5 Z R
- # 开始回合3& X O. f9 e, d9 F0 n/ D1 y
- alias lbp_start_phase3 start_phase3
" N( J! }* z! J- W1 R2 ]- j! C - def start_phase3
1 C) q. M& y5 s7 }' { - @changed_battler_id = []
9 \$ B, Q2 U' `* {' z% E - lbp_start_phase35 O; @0 e* A5 T
- end9 J1 q; k Z% O$ [3 {
- # 刷新角色命令回合画面; C& P' U5 G6 @. [6 a' C4 G
- def update_phase34 y' ^1 \# K' I9 c. J2 u1 R1 s- e
- # 敌人光标有效的情况下5 s5 X) r' i! y8 }
- if @enemy_arrow != nil
7 n @. N+ s- o' ]) j9 K- p - update_phase3_enemy_select
( U+ n' c; r9 s4 E0 a - # 角色光标有效的情况下* y% C! z) o" D" f
- elsif @actor_arrow != nil
, ~8 K1 o: I( X2 b( g f - update_phase3_actor_select
2 x( `1 J2 p$ b) A+ r- Z5 W - # 特技窗口有效的情况下
3 @0 _- T) A, l4 y* E' {5 H - elsif @skill_window != nil. m, d% O9 C& v! g7 i
- update_phase3_skill_select
, J- l3 O; K/ l7 h4 p0 A9 k! P - # 物品窗口有效的情况下& z t! P! ]; ~: D* K
- elsif @item_window != nil0 ?5 Q. I$ q: \
- update_phase3_item_select
9 }0 P& } |; ?0 T/ B q2 k: p - elsif @actor_window != nil
# n6 ?+ t$ V- a$ e - update_phase3_battler_select' n. `5 [: N; u9 S+ _
- # 角色指令窗口有效的情况下( A1 \( {8 A' K
- elsif @actor_command_window.active
, {, I+ _( T$ N A6 m - update_phase3_basic_command
9 o M: F, k+ |" g - end9 \; W Y. @9 Z3 ~; s( B
- end
1 V! x. j7 m2 u* J3 H - # 角色基本命令1 f/ t0 a! `. |! U
- def update_phase3_basic_command, s3 Z1 Y/ @; t* F0 F& u0 q; J# P
- # 按下 B 键的情况下8 K- m- j2 N; ~0 t( y
- if Input.trigger?(Input::B)0 D5 w, R( l5 a+ X$ O. ?
- # 演奏取消 SE3 ?6 h% ?, M4 b% W
- $game_system.se_play($data_system.cancel_se)( Q/ [0 M d; b. H
- # 转向前一个角色的指令输入3 S+ `. q! O9 x7 ^; D. t
- phase3_prior_actor& }( o' O: Q; l6 U; V$ b
- return$ [& W4 ]" x+ D% \/ k6 g
- end
7 ?2 [/ c) j( S& ?9 q) O - # 按下 C 键的情况下
( P9 l( B( N; r! d( ` - if Input.trigger?(Input::C)
* A, m, R' k, y2 s$ I - # 角色指令窗口光标位置分之
3 Z& \# [; l3 V5 n* b1 U' p# b$ U( H - case @actor_command_window.index: m2 @& v) ?3 b+ p
- when 0 # 攻击8 {, `3 R8 W4 y$ ~' c a
- # 演奏确定 SE* ?$ y2 z `9 r/ N
- $game_system.se_play($data_system.decision_se)
9 n/ ?" [4 E! l5 c0 X - # 设置行动7 O2 S" r% {4 _) Y( K2 Q- y
- @active_battler.current_action.kind = 0
7 q( E* D4 W" G" _# [) ~) v - @active_battler.current_action.basic = 0# z7 Z( f2 g& ]
- # 开始选择敌人
$ p* ?. L* Z* E, w' [ - start_enemy_select; E# I' l5 S* }& j# h
- when 1 # 特技( P, C9 D7 ]0 @3 W* D
- # 演奏确定 SE
/ C6 r1 D2 n8 {2 W2 B. Y - $game_system.se_play($data_system.decision_se) ^& a0 j: _7 ~/ Z/ x! @
- # 设置行动; N, _8 a. i2 Q6 g7 H
- @active_battler.current_action.kind = 1/ E; H K- w* ]
- # 开始选择特技2 U: q) g8 ?9 o( a
- start_skill_select% ~ h" {2 `/ z. R3 R* W
- when 2 # 防御0 J1 Z1 z# Y) W0 N3 F) Z4 _* X& q
- # 演奏确定 SE
$ [2 y; V; w3 k: S+ z# O - $game_system.se_play($data_system.decision_se)
2 P. S8 H7 K0 i+ p2 _$ K7 }. J+ F6 f - # 设置行动! y7 o) j8 G, B
- @active_battler.current_action.kind = 0, D1 y0 e' K7 N% N) |
- @active_battler.current_action.basic = 1' k5 u2 C- J! e" f
- # 转向下一位角色的指令输入
1 M; e) n* V2 n8 J! _9 m* {) g$ X. s0 y- M* z - phase3_next_actor
8 ~# n% ^' |2 V( T# z - when 3 # 物品/ J7 C4 K% j$ h
- # 演奏确定 SE
* T2 f# \! d2 ^: N8 a- x - $game_system.se_play($data_system.decision_se)
# u2 d2 [4 c: K5 V3 e3 i - # 设置行动
* C9 H9 W: K0 Q0 |5 ^! f8 ? - @active_battler.current_action.kind = 2+ X7 y! R. @, R2 U5 J' m# e
- # 开始选择物品+ L+ w9 a. j& U" A i8 o
- start_item_select7 B3 r- G+ I7 W M& D
- when 4 # 换人: G. _7 r* K! A7 X! q/ O# X5 A
- $game_system.se_play($data_system.decision_se)
0 y9 ]+ e/ n% i" { - @active_battler.current_action.set_change_battler% B$ _4 K; V! m6 }
- start_battler_select
1 y5 V B/ T0 v4 {8 M1 T - end; n G6 `" K" V# w0 u1 D& m
- return
8 L3 B% ^( C) x- \5 J; O - end( m# j, U1 D# n3 _2 f
- end4 C/ ^+ I7 {# [& Z
- # 开始角色选择% P$ U$ }; t! Y2 D2 s" x/ O
- def start_battler_select' R; Z5 s& ^1 Q9 d) d" j6 s
- @actor_window = Window_Actor.new" p+ z9 V3 ^' O- L$ i2 W- S) y* C
- @actor_window.active = true
. m5 }& [* v8 Q0 ^0 T - @actor_window.index = 0) M: Q6 W- s7 N# @8 G4 J! ]) B
- @actor_window.help_window = @help_window; i x6 e( H5 [& z# s
- @actor_command_window.active = false
* `4 g; N; B; G7 v! H2 d - @actor_command_window.visible = false; ]- Y* M/ y x4 P! ~
- end
# D& b1 R3 n! ~8 G) E5 P! M - # 结束角色选择: _8 R. l( ], p! E
- def end_battler_select
/ ^+ J I8 o# D+ q; H - @actor_window.dispose
) Z# Q ^$ F' _. G9 S* w. Y ~5 n - @actor_window = nil7 S$ @* ?* o9 i, M$ m
- @help_window.visible = false
; ?+ r0 X! x+ \/ e - @actor_command_window.active = true
7 x3 {9 o2 A p# y4 h( _: n+ V& ~4 ?1 j4 j - @actor_command_window.visible = true
# P1 W, ~8 z2 ~) l, ^2 ~. B - end8 u5 w# J" G/ L! Q1 `! b
- # 刷新角色选择& _, U# Q% O; y5 M7 B! d% Z& {' a
- def update_phase3_battler_select1 `8 V: \9 p9 ]" x7 u7 M; R% Y
- @actor_window.visible = true
" `" t+ ]- L: H- o, d# ]. V, F - @actor_window.update
7 e* @+ d# v- D7 m* ]1 o+ r2 ~ - if Input.trigger?(Input::B)) V6 j8 _3 \" [; ?
- $game_system.se_play($data_system.cancel_se)
% ~! O/ V* Y3 a: P+ B) e5 B - end_battler_select
+ d* b. H: ~5 o/ Q( K/ E' {# K - return' y0 z% ^4 }# S
- end
; X8 W, F- C! ?0 {$ I# T' T' q1 u6 b - if Input.trigger?(Input::C)' q# T# H; L3 X4 X+ }8 D
- actor_id = @actor_window.actor_id
5 ^6 w% I4 n3 n5 i D+ | - if $game_party.get_actors_id.include?(actor_id) or' b3 X* q# K- d' f
- $game_actors[actor_id].dead? or
4 e3 z" i6 ^8 |* S; a! G7 z3 i5 Y - @changed_battler_id.include?(actor_id)8 P- P! c1 h1 X$ j+ a- |/ R, k
- $game_system.se_play($data_system.buzzer_se)* e" Y) I) |5 l- B) P
- return' T# y4 R0 _+ G0 N4 I- H D& C
- end
+ F4 K' q: r0 o8 E( u; y - $game_system.se_play($data_system.decision_se)
6 r2 L# R- z* w) p9 m% [ - @active_battler.current_action.change_to_battler = actor_id% G a' _9 R- B; b: H7 _* S' R
- @changed_battler_id.push(actor_id): H/ X& D% N" ?8 h! S% J- U
- end_battler_select
3 ~) Y0 u2 N5 P - phase3_next_actor
Z4 r6 p4 M* V' c5 x - return6 D0 \. }% M: U: Y9 ^
- end
" j0 I& G. `) a/ l - end
# S6 h+ r. ? F, O7 D - # 行动方动画5 [9 _, l9 S! h
- def update_phase4_step3# E+ H7 _5 i2 k; ^, f6 v4 `0 N
- if @active_battler.current_action.is_change_battler?7 y3 ]- [8 j) t4 u/ E9 ~- f
- @animation1_id = AnimationChangeBattler+ U: n- i9 D3 L. p2 B* f3 T
- @target_battlers = []7 `( f" g' `5 ~- D- O, Q. S& G
- end4 G! A3 S& u' C W% Z: b0 e8 s
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
2 d8 J" d+ x: c - if @animation1_id == 0
1 K* m- r% ~7 Q6 B1 y - @active_battler.white_flash = true0 h/ U) J$ j: d" ^
- else& I: j D) Y7 }' S" ?) t. O2 m
- @active_battler.animation_id = @animation1_id
3 Q4 a$ F& T1 d" C% V$ z$ i/ x; i1 b - @active_battler.animation_hit = true
# o/ u+ ^6 P1 f1 O- o) I! v - end
* O) }# r3 c$ i; q: {' r - # 移至步骤 4
/ K7 V( i9 [4 ]& m! b( P* |1 [ - @phase4_step = 4
( F) k4 V6 f3 r - end
* R9 U0 L$ D( Y9 @0 ~* b+ V - # 对象方动画
9 d' C9 O6 O* _& T# i* s5 G- A0 _ - def update_phase4_step4
+ y4 T" ^# m1 h4 X0 V - if @active_battler.current_action.is_change_battler?
1 P0 c2 ~4 L6 d9 i' @ - actor1_id = @active_battler.current_action.change_to_battler. ~& N* k |5 A1 d7 ^& c4 {/ O
- actor2_id = @active_battler.id# S8 ^ [& y. s1 o3 j
- (0...$game_party.actors.size).each do |i|' W, E* S# i+ E5 B1 g! g
- if $game_party.actors[i].id == actor2_id' t. a% _" Q' G9 Y1 l6 g
- $game_party.change_actor(i,actor1_id)
( m) d, o$ Z4 w1 W2 d/ @ - @active_battler = $game_actors[actor1_id]
$ F1 H0 _( C4 T" p1 r - @status_window.refresh
0 k3 x h$ O7 z' x- C - end1 m( x6 X/ t$ n# E4 n: z. G
- end& X! }2 `$ t) ~3 m/ }) d
- end1 a+ i4 K' t2 c# i
- # 对像方动画
5 M1 b* Z2 k% C - for target in @target_battlers
/ t0 S9 Z0 E- h1 W- J/ W/ J - target.animation_id = @animation2_id
( u/ @* ^- S* b$ |! F- G - target.animation_hit = (target.damage != "Miss")
: X$ _4 B0 x7 g5 t2 B8 O - end
+ d3 Z6 _! @0 p N* S$ n3 y - # 限制动画长度、最低 8 帧" c* Q/ u/ z( P
- @wait_count = 8
( P9 ]. g7 }# d' E! V9 V - # 移至步骤 5
$ D5 E# \! Q: v( e) y m6 P - @phase4_step = 5; k6 k# ]' @( P& j8 @7 d! f
- end
0 s3 l! Y9 F" e- v' Y* u - # 公共事件
! Q3 F& [) c5 Z& Y6 P$ p( X j - def update_phase4_step6
2 k' @0 K6 M; e3 S% y0 l: { - @target_battlers.each do |target|! F: M' v9 L2 O' f, X. {
- if target.is_a?(Game_Actor) and target.dead? and9 {) m. m7 i& z0 M! U+ b. Q
- !$game_party.other_actors.all?{|actor|actor.dead?}' T( H! O/ [4 I' o
- @actor_window = Window_Actor.new
- ]' p+ j. T. X4 ~# P - @actor_window.index = 0
; @' L5 b# j! s' u: [ - @actor_window.active = true) e" L; W: } K6 |
- @actor_window.help_window = @help_window
6 U5 F. @1 _) k. i! \0 e* l - actor_id = -16 I7 Z2 O8 n) @( K: f
- loop do% U: j% W2 F, `7 @4 _
- Graphics.update
% S* ?7 @4 p/ |# D/ L. | - Input.update+ v% _6 z- G, _; U
- @actor_window.update7 } u W5 S4 ~, I. b1 ]
- if Input.trigger?(Input::C)1 x! Q2 d- u2 o+ ]# P
- actor = $game_actors[@actor_window.actor_id]
4 J* K( C4 W J0 m5 V7 v - if actor.dead? or
, \% X6 Z7 w i5 P( W - (@changed_battler_id.include?(actor.id) and
& p+ b k! M5 H Q, F. l# L2 D - target.current_action.change_to_battler != actor.id) or
* B* I9 q1 D. ? Z - $game_party.actors.include?(actor)
3 \3 w+ O' v& q* F- ^ - $game_system.se_play($data_system.buzzer_se)
+ G/ \2 O$ o' O/ l! a+ { - else
z" \" F3 N6 ?6 Q B$ p - actor_id = actor.id( ?% M9 @3 Q: S
- end: O) @, ~% K2 \5 F- n% F- \
- end
3 z/ I# y& N! `! S: U) L5 A, n - break if actor_id >= 0! Y& X' z6 e$ T, G) _) | U9 ]
- end, @9 Y: {. A6 f0 [; d' N
- @actor_window.visible = false
5 g* {, Z9 ^- F# a4 U' Z3 V - @actor_window.dispose1 V+ w' K- y6 y) v5 u
- @actor_window = nil
; K! `/ |" F" R- m, { m, Z - @help_window.visible = false
9 p9 Q. S4 i2 w$ ?# C - (0...$game_party.actors.size).each do |i|: H; w: W) J& P& C, Q9 Q
- if $game_party.actors[i].id == target.id
E a8 U% [- Q( y+ l, u - $game_party.change_actor(i,actor_id)# i/ k- O: E- h/ _# a
- @status_window.refresh
. T4 w( h# F! S8 w+ S' N: y - end" P2 ~3 h* |# p7 r" |
- end/ i& g1 S W) X7 d7 X; L. n
- end; f9 o' W+ H2 @ `9 e6 E
- end& a8 Z D0 E0 i* o) Y
- # 清除强制行动对像的战斗者9 L6 h7 ?4 H( R% d! b$ C) S
- $game_temp.forcing_battler = nil1 B- U0 Y+ X2 f5 C8 U. s3 J
- # 公共事件 ID 有效的情况下
1 ?" |7 D! h: K1 v- o% ` - if @common_event_id > 0
5 D, M3 `" _" i* H7 U - # 设置事件, |0 F1 {% m. o9 {1 _( m( \
- common_event = $data_common_events[@common_event_id]
- j5 c4 P6 C$ I$ W5 t - $game_system.battle_interpreter.setup(common_event.list, 0)
, I. g d4 Q7 z; D f - end- K2 M9 {6 g* h N8 \8 w
- # 移至步骤 1
- O/ W9 I4 _* D" y1 { - @phase4_step = 12 q8 `/ I! `. u/ J5 g
- end
0 P+ g# T7 |" L, h) o9 _ - end# b& @$ @( U3 {8 ~8 C2 R
- 2 Q- D3 T2 `( o0 W B. L
- class Window_MenuStatus
* }$ G" M. o3 B5 Y, s% u- P! a6 z! v - def refresh
( c1 V* \+ Y/ ]7 _" E- ^/ @ - self.contents.clear+ Z; P$ x: J' x1 |" @5 x! M
- @item_max = $game_party.actors.size
: P: Y0 ^. N3 v+ m - for i in 0...$game_party.actors.size
3 n( `0 l d" s( ~2 T - x = 4+ Q i4 E8 K) @
- y = i * 320 H5 _0 y) w" }, b* ?) k3 _
- actor = $game_party.actors[i]
8 Y; I; h% y2 I8 u - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue); \6 K6 }, [; ~; K+ f% V
- rect = Rect.new(0,0,bitmap.width/4,31)5 G- m, O# ?& l1 v3 p
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
3 I* p n8 h( `7 n$ X - draw_actor_name(actor, x+36, y): u* m+ P! |( v z% P. b
- draw_actor_state(actor, x + 136,y)
. d. i: u/ F4 y' Z; y$ Q8 X4 l; C - draw_actor_hp(actor, x + 236, y,96)
: Y2 s6 j$ f6 {' V5 y - draw_actor_sp(actor, x + 336, y,96)
) f4 h7 k9 ?4 x0 I+ ?7 _* b* Z - end+ Q2 B" Y2 A. D: Y
- end
, R8 Q- A1 j) l4 A - def update_cursor_rect! @8 [- R, k+ h$ j) d: N
- super' {, N+ W' a+ S9 ?2 H
- end
$ c7 W( Q* O3 T# v6 |1 K$ E - end
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