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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 LimBattlePlug8 R8 J4 F. s+ K8 c1 p; a
' `: v6 X0 u0 S& n9 H5 e' @- # 队伍最大人数" d; R: `: T6 z& {0 r
- MaxPartySize = 8
3 P5 u. D+ R% ^; G - : w5 u+ J* N. F8 u& }/ O% v6 K
- # 出战人数 ` C. \. r7 Z8 h' I
- MaxBattlerSize = 17 r! I$ R$ e5 h4 G5 X9 }7 w
- ( I! w5 v+ P4 |! C' _4 Q' D
- # 换人语句
. h* V `1 a; H3 P& F; E - WordChangeBattler = "换人"' }3 G9 W( @3 O
8 ?1 w$ \1 N) R% I. @3 n- q- # 换人时播放的动画! a1 c) E* P6 a: q6 _/ m( d* h% i6 |
- AnimationChangeBattler = 261 K' T8 X6 J6 I, P' G
3 w& _0 m! t% L) I6 e* i3 M7 G- end
: ~$ F$ S0 ^8 G# a$ @" r }& A - 8 v4 D6 L' q) i" B+ j
- class Game_BattleAction5 t8 {/ x# a5 J7 [
- attr_accessor :change_to_battler
9 ?9 z% R; x+ s1 y( t - # 初始化. M7 D4 h x4 |( R! j
- alias lbp_initialize initialize
8 O4 p5 r" F& Y$ G2 o5 i- _& ^* w - def initialize2 ^9 U- T' d' ?7 p+ D% ?8 I3 |
- lbp_initialize
& {1 m# S4 E' R# U8 \" X6 m2 [ - @change_to_battler = 0% [% @( k3 [" d
- end) o( a/ p* u, r4 \7 @/ M
- # 欲更换角色编号# ^0 G6 E$ S" y; j, f X; f8 [
- def set_change_battler: J# }- X0 M& a* d- [% r4 Z/ z
- @kind = 3
. R4 }& K5 [, X# J" ?2 E/ m, { - end
) [$ R( D& [; f% g9 | - # 判断行动是否为更换角色
: J9 M# J, k1 C) t6 [4 G - def is_change_battler?
2 l7 {/ c! g! |: N T4 ?5 ~ - return (@kind == 3)
, t! o2 A8 A2 r" B5 Y4 r - end
& d- B$ j: Z9 h# A0 U+ [# B, D, M8 e - end# p, Q4 M/ \9 Z/ h) O9 u$ t% r$ Q
6 K- Q# ^3 y. @' R- class Game_Party
0 R- g; B$ ~$ i9 O: L) | - include LimBattlePlug* ]9 G) \4 u I9 D8 z
- attr_reader :actors2
$ L' B) D2 W( j1 i. U6 X, ~( P - alias lpb_initialize initialize$ I, F' a2 z1 h3 `7 t" @; f
- def initialize$ q8 b( _3 A- F( x( t% q
- lpb_initialize5 ^+ v! G) \5 F- R* P
- @actors2 = []
* H- k3 W# m% [9 i9 E6 n - end" H( B s+ [$ L: ]; U J
- # 角色加入
: L7 x" [9 Z0 x9 R) o - def add_actor(actor_id). Q1 q- u; U8 s- U& N3 ?* ?# J' k
- actor = $game_actors[actor_id]
B2 q/ J' Q/ G# ^2 Y" g - if @actors.size < MaxPartySize and not @actors.include?(actor)) c4 W$ D# i% k$ c( e% h
- @actors.push(actor)% D0 m- w+ H7 N9 m1 p; Z$ s
- $game_player.refresh
+ l8 Y8 ^5 ?2 Z) L3 ~8 c, S - end
, h$ \1 q+ ^$ E: H8 I: E - end% j+ C4 {8 k( c% N* A9 L6 A/ I; i( H
- # 设置战斗的角色
5 u6 E, V4 @; m# m9 } - def set_actor_to_battle
. Y5 L$ C( A- y# q3 I6 t+ H7 \: X - @actors2 = []. J& X+ i! R# ]* g1 l$ ]' Q
- @actors.each do |actor|9 z" x, d! [8 q/ o7 L$ G
- @actors2.push(actor)
/ E) I9 u4 m& e' I. r; Z - end
3 X3 G4 i5 G1 p0 b+ b - @actors = []% J7 B7 X! \2 A" E; Z# o
- @actors2.each do |actor|+ d, A5 q0 k; |' y" D% f% X' i
- @actors.push(actor) I+ c8 r8 _' _* c$ w! V
- break if @actors.size == MaxBattlerSize* b! i' S; n/ u! G. l+ x
- end, K1 {" Q2 Z7 {! i( Z. N, r* ?
- end" W0 W& z/ @( Z
- # 还原战斗的角色
# b L) |; o0 Y. | t$ X - def set_actor_to_normal
+ \4 {/ _. [9 s1 k" l, O1 K( P - @actors = []
1 A7 S) [. Y2 l2 d. J. Y: X - @actors2.each do |actor|
: M8 {+ N; j, V+ E: n+ L& v - @actors.push(actor)
4 @: T, `% T0 K8 }+ S, Y8 Z - end; J/ D4 L* h0 S/ L* N
- end" J: ~1 E8 ^% F0 i. w
- # 获取角色id数组: M3 i4 B/ r* m! g+ t4 ^
- def get_actors_id9 _; Z: [ J- q2 B9 a
- id = []
2 ^) o" ^4 O r7 O! N# g3 }6 _ - @actors.each{|actor|id.push(actor.id)}* H$ x( h6 F6 t) g+ v$ G
- return id
8 m4 A+ W& C& u9 `0 G: _; @/ f - end; ~0 f6 a6 [. Q7 w) \1 P+ Q
- # 获取角色id数组
. [2 N; l1 V- f. _. C2 W - def get_actors2_id _" Y" ^% q. W5 a5 w
- id = []
; P% ]% b- S- L! j1 E - @actors2.each{|actor|id.push(actor.id)}, H- f# W5 ]9 m% u' @
- return id
/ b8 H, e9 D6 o. A - end
* n* W2 Z4 S$ e - # 兑换角色 B8 l5 j4 v U9 }% x
- def change_actor(index,id)
2 @0 `* k5 @3 H2 F9 @! V( C - @actors[index] = $game_actors[id]4 B: n( f2 M0 c0 z
- end
0 ?: c) h8 \( W+ K5 @ - # 全灭判定
- g: O! i; F7 r6 v7 @2 v - def all_dead?6 y2 F# G2 a* _6 u) x9 ^
- # 同伴人数为 0 的情况下, i/ n$ |/ Y: }
- if $game_party.actors.size == 0
) L: l' w3 Z. u6 r - return false
* P! J5 [8 k. ~% L3 e. U - end
1 a6 I [. S! v/ P# U - # 同伴中无人 HP 在 0 以上
- j1 _7 r# W, F, u" U5 D - for actor in @actors2
% t( M L+ R. I1 K& |! H8 ` - if actor.hp > 0
8 L. o3 t4 V r# y1 o8 } H2 \* c - return false1 t4 s% Z. F+ L _
- end! ~( m# N/ d0 f/ L
- end
+ C/ q* S2 A! o* `$ j7 W# ^* w - for actor in @actors4 V" R: e/ B2 k% Q/ L0 ]
- if actor.hp > 08 L1 \! n$ R/ Y( F
- return false
! r$ R8 k- F! z2 c. } - end3 X' E6 v# R' B' @$ a8 a
- end
3 h2 X; K) M' Z! {+ l4 R - # 全灭2 w" W( x+ r$ Y7 d: c
- return true- n4 {. {( ~4 h0 p
- end2 k9 H; E+ Q2 h, i5 S
- # 其他角色* k7 g- f! K1 t o5 C4 ^
- def other_actors) L1 W2 T( F( W4 t8 |5 j8 K
- actors = []; V3 _( q, d" w6 K6 b5 B$ c
- @actors2.each{|actor|actors.push(actor) if !@actors.include?(actor)}
: l( v, O r2 E" w3 `4 Y$ @9 J - return actors
+ n, Q- w. h5 T Y) n4 V - end
4 ]/ K* j2 y4 C - # 角色位置互换/ L* g3 K) Q6 f! ~& l: Y8 G8 \' X2 F
- def change_actor_pos(id1,id2)! F; p( I0 M8 v D1 x% A3 k* J
- actor_id = []& d6 y, W* y3 h. m& |# P
- @actors.each do |actor|
$ u# Z2 L& u' m1 i7 u- G2 R - actor_id.push(actor.id)# T* |6 A4 F4 R* Z2 b M4 _
- end
" x: Z$ Y2 f) D& Y3 } - return if !actor_id.include?(id1) and !actor_id.include?(id2)
1 E8 t( y4 R4 } m7 a- g5 F - id1_index = id2_index = -1
* j2 K. x) o) p, }$ {9 z% D3 x/ s - (0...actor_id.size).each do |i|: `! w5 T3 Z- [* ]5 K
- if actor_id[i] == id1* ?0 N5 E. l5 o# A0 J, o8 f1 t8 r
- id1_index = i
$ R$ E( J1 Y. J- O2 C - elsif actor_id[i] == id2
9 Y3 z. b. J# a% R9 w9 q4 R( r* i* O' F - id2_index = i* f/ I2 r0 K/ x: L3 E
- end! a$ J; O; B* k1 B5 Q/ b+ \5 n- @
- end, F$ r- k# b0 i% I0 f/ s! b) s
- temp_actor = @actors[id1_index]2 R: |# n o+ P5 `' P9 N
- @actors[id1_index] = @actors[id2_index]
! @( U& ^& H$ b7 f5 ^ - @actors[id2_index] = temp_actor& e9 s J) Q" W+ j2 L, g
- end6 u7 F) B* Q# F
- end Q; v3 X! c. d" P |& {2 y: W
) {& D/ e# P8 d+ a7 h- class Window_Actor < Window_Selectable
( e* ]( {: X* T6 i4 l5 z - # 初始化: x! ?& h7 {/ u
- def initialize# l$ w/ k1 H2 N( _. q9 B/ C
- super(0,64,640,256)0 u) K) r* ~4 H l
- self.back_opacity = 1607 u/ `, W. u6 r. S: M: S/ j- R
- refresh) \, R1 i" `' F4 \) S
- self.index = -1
, g1 s, z7 e# \: v- Z6 _ - self.active = false- V# g- Q5 b5 H9 |: v
- end5 N0 V8 w7 m+ G1 x! O7 f+ g7 N q' h
- # 刷新
% c7 D9 y& {, |/ Y; w0 M/ t - def refresh
- v6 _% g. I+ G5 {5 K. S - @item_max = $game_party.actors2.size. Q# n) N; a1 K4 Z
- @data = []/ n( k+ S9 Y3 ~3 A4 x7 @) ]
- $game_party.actors.each do |actor|- l* K. o% o T: C9 p& q
- @data.push(actor)
w3 R. T, \8 ~ - end
; k1 `: o+ Q# H- o. V - $game_party.actors2.each do |actor|
1 J: @% m; f$ C5 o - @data.push(actor) if !@data.include?(actor)3 \9 h# |3 m0 ~7 C! F! J* U
- end6 S" |1 l: ]$ p+ g3 e- H
- if self.contents != nil- j" _. f7 c/ _; a& L1 p! W1 T
- self.contents.clear
$ O+ A8 E5 R& O6 I# X) r - self.contents = nil
; b+ j$ h7 G' u( m) ^6 Q) W, @. O - end
, d; b* V3 N! @7 H, c$ X - self.contents = Bitmap.new(608,@data.size*32)
1 _- P# `/ ]4 f, g' t - x = 4% V% s& j* k4 Y& z1 l! q% G
- y = 09 E+ [$ }: D3 s7 q4 \& m
- @data.each do |actor|
6 y0 H; z+ x3 q8 E# I - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)3 P4 c% B0 x7 S) O5 V# `
- rect = Rect.new(0,0,bitmap.width/4,31)' a5 b/ d' C, m8 d4 a
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
; `& K9 L$ K, U) R) [& V - draw_actor_name(actor,x+36,y)
7 j4 p; I2 c6 N9 W$ C5 A' ]9 G - draw_actor_state(actor,156,y)5 o$ A7 O( O/ y+ C
- draw_actor_hp(actor,x+256,y,96)0 H- C" b/ Z6 w: c" l( m7 k
- draw_actor_sp(actor,x+376,y,96)
: R8 G" b- C- H& n- p9 b - if $game_party.actors.include?(actor)7 ], o/ C3 B* u; l
- self.contents.font.color = text_color(6)9 Q; e- j! S! e! ^ @2 l0 N
- cword = "出战"
4 v `( }: z5 |. K- a4 w - else
4 p1 b9 ~! N3 e6 f/ T - self.contents.font.color = text_color(0)
; s& d; j. {& T& o% l - cword = "待战"0 k9 ?2 G4 A7 W" y( Y
- end2 N- O, p4 o3 O6 H' z
- self.contents.draw_text(x+496,y,60,32,cword)
9 D4 }+ S- o* t( M! H - y += 32: J% p$ Y2 Z0 N' z) }
- end
& p0 x/ C4 Q q1 L8 N - end' {$ Q. p/ Z; Y0 l9 W) @" g
- # 获取当前角色编号2 G2 e4 z8 s3 I+ X I' a9 l' D0 v
- def actor_id3 S6 s5 j7 l( ]5 w9 M" k$ J
- return @data[self.index].id
/ t) x& a5 F2 F) T* o+ I! i/ D - end6 N2 U0 h# a% r0 f
- # 刷新帮助( C- W' @! H" D4 m: [2 G9 g# T
- def update_help
: f3 [1 F+ k3 c% a( X* z* f - @help_window.set_text(@data[self.index] == nil ?\) y3 A" N4 x+ e$ Y+ ~2 I' I# J
- "" : @data[self.index].name)
4 R8 V# ]5 d0 I' Q8 q' a! K% Z% U - end7 A+ y5 O& r) T! x) c& K) D
- end
2 D$ o B9 j' F* J* x$ {* O1 h/ ^5 M - 1 P Z$ @ ^+ k8 N
- class Scene_Battle
- i- w7 V7 v: C& O2 `/ p - include LimBattlePlug" q5 {7 }. Z- I1 R8 U8 H
- # 初始化
+ j% y9 t1 t- I% a2 K - def initialize" G8 P# ^/ ~2 O. J8 @
- $game_party.set_actor_to_battle
6 N& Z( ~+ o. @7 ` - end2 Z* G/ [( @* _. v$ C
- # 主处理# A0 u! v! L. C7 D
- def main3 u! c+ M+ A- z; m
- # 初始化战斗用的各种暂时数据- m9 @# L4 x. b
- $game_temp.in_battle = true" r1 a& k* Y3 a9 K
- $game_temp.battle_turn = 07 c8 j- y0 M" `2 c9 H5 L
- $game_temp.battle_event_flags.clear. O; y0 V* m0 P: [, V
- $game_temp.battle_abort = false) k A L: Z% n6 Q
- $game_temp.battle_main_phase = false
3 R) ^9 E* a2 A+ o. d( u - $game_temp.battleback_name = $game_map.battleback_name
# t5 N8 ~; l$ I' [& G$ z( ] - $game_temp.forcing_battler = nil
, r* T, a3 U7 ^; U+ G7 k |3 M6 y - # 初始化战斗用事件解释器! @/ H2 x8 J* F# ^
- $game_system.battle_interpreter.setup(nil, 0)+ p2 f/ Y' H; m; R
- # 准备队伍
# b( W: K1 |) }$ C0 W - @troop_id = $game_temp.battle_troop_id
5 w# q, [* w# Y7 Q% y$ r - $game_troop.setup(@troop_id)7 @! {: N1 f# f/ Z; Y# y, D; d
- # 生成角色命令窗口( R G+ V7 i9 P; y
- s1 = $data_system.words.attack
: O" d4 T: ?/ C" Z- _9 c& h - s2 = $data_system.words.skill( D* u! V; t# `- Y
- s3 = $data_system.words.guard
! z1 U4 R7 b. D - s4 = $data_system.words.item
* n1 S- Y* d5 Q/ X! V2 j5 M - s5 = WordChangeBattler. K0 o O7 V8 c* f6 i; ]" T0 \# e& ^
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5]), b. T; T9 a+ c# Q# d: r
- @actor_command_window.y = 128
! q i, [$ K9 C/ D5 j - @actor_command_window.back_opacity = 160. a$ E& e7 l Y# |* W7 c1 D& K, z0 n* x
- @actor_command_window.active = false7 V( |6 K0 M) M. [! Q
- @actor_command_window.visible = false
A7 S0 E3 x! q - # 生成其它窗口
3 v8 H5 {, K i - @party_command_window = Window_PartyCommand.new
6 r6 S, e H* {3 l$ y - @help_window = Window_Help.new
8 s2 }2 L# [" R) \' t# h* L - @help_window.back_opacity = 160
9 u8 v# d: _1 [ - @help_window.visible = false
! U+ \ ^! ^' c - @status_window = Window_BattleStatus.new
$ h! m8 j5 i j0 @: i! ^$ b - @message_window = Window_Message.new
! K: C( M6 X% ^: K) k0 ]; ` - # 生成活动块
6 Y8 x6 U* ?/ e L8 T - @spriteset = Spriteset_Battle.new
% ~) i, ~( `( l/ r" u! `, U8 P - # 初始化等待计数
/ M( T* ?' o3 W O - @wait_count = 0" Y, O- \: g) ~
- # 执行过渡! s9 x% `2 r9 O; l
- if $data_system.battle_transition == ""
& l3 P8 K6 T( q - Graphics.transition(20)" r. W3 _1 C j; W
- else
9 F# _ ]. w2 a! n6 H7 E - Graphics.transition(40, "Graphics/Transitions/" +' D% E9 V$ F# h% C2 ^' S% T
- $data_system.battle_transition)
/ j" O3 H" i" R: v. d. F; m3 n - end* _* e% K7 K p9 \
- # 开始自由战斗回合
* r7 Y" L: {2 H" t. J+ I - start_phase1. p4 H1 } {& b1 R/ F
- # 主循环
l& o, ?% O5 b! Q8 N% X - loop do! ~0 S- s, f# i f
- # 刷新游戏画面* i" _. k+ V8 f- G4 |9 a( u" s
- Graphics.update+ ]& `0 f+ W+ W1 Z' n; U7 Z0 A
- # 刷新输入信息# ^; ~+ s& T7 B0 T- P; r
- Input.update0 y" _' A. u% S
- # 刷新画面) E8 `$ F/ V1 J. v! u7 j" b; u; O
- update$ b4 T& Q5 f1 j. ]
- # 如果画面切换的话就中断循环
2 E3 Z+ Q) O4 b2 u - if $scene != self
. n( O7 Q q/ X2 I1 P' N$ _( t - break
8 S- v' `8 l' i+ K - end4 }% F; l/ _) C
- end
+ I- O) M8 k/ A- [. [ - # 刷新地图
% L+ D+ o) y S1 o1 ~ - $game_map.refresh
9 r( M9 }$ K, P# \0 U5 m* t: @ - # 准备过渡
0 d5 l2 S/ d1 r+ { - Graphics.freeze0 h. A. d/ j" b( B# z1 r6 W$ K
- # 释放窗口, ]' x( B% S$ Z; @! N
- @actor_command_window.dispose
5 `+ q0 E1 M8 c2 ~ - @party_command_window.dispose
# w7 W$ s+ `( r1 o1 S8 e - @help_window.dispose
7 l: m7 i1 G3 {8 e1 _5 k - @status_window.dispose
* D* ^, E& y4 b5 x d: f& ~: @ - @message_window.dispose
0 V' o; g4 \7 v* A& Q! ^: l3 F/ d - if @skill_window != nil
4 w& z, x, p I - @skill_window.dispose
1 M( ?" [9 `$ g6 e A7 U - end1 v) ~1 x! E! [3 T: y' Y! V
- if @item_window != nil2 b. `( N' B! T7 N
- @item_window.dispose+ L3 m8 V5 Y7 D( H7 I& Q
- end
; S# k; C4 j T8 w9 [( \ - if @actor_window != nil
s! Y2 _4 N4 d } - @actor_window.dispose
) N/ D' x2 O7 f) k - end- r) l8 A& y' x: L
- if @result_window != nil0 ?( t1 I- g3 C
- @result_window.dispose; i# S7 `: @: v
- end
: h' e7 X2 n8 a2 d j - # 释放活动块& K1 y B% W0 _7 g; X; |6 G
- @spriteset.dispose
; S8 I$ k% W7 h# P! |2 S, s% z+ r - # 标题画面切换中的情况" y1 e9 r" W% y/ b
- if $scene.is_a?(Scene_Title)
3 Z1 h1 |: d' g) I% K( w - # 淡入淡出画面
3 n. J5 P# J5 m8 O1 Z; { l - Graphics.transition
9 |9 b6 l+ h2 r& z( r9 Y: Q! _ - Graphics.freeze2 L, }* q# _# G' A; q8 @
- end
# L# L5 R; ^* r' p7 r) o) ` j - # 战斗测试或者游戏结束以外的画面切换中的情况
' Z8 J( C& A4 g6 R. d - if $BTEST and not $scene.is_a?(Scene_Gameover)& Q) d% d5 ?3 p5 i4 |& \' l4 H
- $scene = nil5 q" m D6 I) N! ^- M1 R8 {
- end
, Q- u( p% T& J- A7 l/ @8 x' V - end
8 O- V' u/ x3 C# `" `# N/ h3 w - # 战斗结束
: b- m+ u( y5 A; w3 ` - alias lpb_battle_end battle_end
7 f7 b' z0 O* X - def battle_end(n)
8 M: h6 N2 W, o. C+ W1 d7 K) U1 C - lpb_battle_end(n)% W7 }; T3 q' q. u: @+ r
- $game_party.set_actor_to_normal
: \) @3 a8 M, |! a - end
- e* h) b$ J+ g" w( e( j/ D5 e0 X - # 开始回合3
! }3 a0 J3 E$ o" Z! v/ b1 L - alias lbp_start_phase3 start_phase36 E1 o, z) q4 l3 _5 _3 z4 |
- def start_phase3; R7 m" ~2 l& O O0 x& V
- @changed_battler_id = []
4 j' ^; m0 G k+ N! f - lbp_start_phase3# Z3 @4 o& F% v8 ~
- end* |2 T0 R6 B% I# P1 O
- # 刷新角色命令回合画面9 Y: ^, @& E. v
- def update_phase3$ m) U! M' k: k
- # 敌人光标有效的情况下
3 C6 q( G6 W/ C - if @enemy_arrow != nil1 I3 E% e$ h. O
- update_phase3_enemy_select
7 v+ Z, o% [4 s$ I v - # 角色光标有效的情况下
5 k6 T, v7 h+ C - elsif @actor_arrow != nil7 D9 g6 x6 u2 e; G, c }
- update_phase3_actor_select
+ M% O8 M- D; e# | ^' Z - # 特技窗口有效的情况下0 U& B# x6 P. i
- elsif @skill_window != nil
5 D- Q# J% h5 P - update_phase3_skill_select
+ E, E0 a9 L5 {/ Q! F# f - # 物品窗口有效的情况下
]# j6 k2 i7 s/ H( T" c - elsif @item_window != nil1 t9 o1 n; O' F$ D+ h. J
- update_phase3_item_select- F# M) G1 J* ^8 f. T: f
- elsif @actor_window != nil
0 p7 Q* i' c! ?) `! r$ h2 ^ - update_phase3_battler_select0 V1 Z. O3 ^. h8 O1 ^2 X" ?$ Y$ W
- # 角色指令窗口有效的情况下) ~3 Q" F0 [7 S2 H" ?. i# F
- elsif @actor_command_window.active
% Q% @6 e J' V( r: p7 X - update_phase3_basic_command. z1 ^( _1 v+ H; J- s* @# G2 O) T
- end
4 b: \3 j: q0 p5 m7 U9 B! c& P - end, [. L& O, o# x" i; b- y
- # 角色基本命令
0 ^0 }" C/ U0 b+ ~. ]2 Y% N1 n - def update_phase3_basic_command) n0 P& x4 q$ {* u
- # 按下 B 键的情况下
) h& r: N, z$ b' U& f8 `) j" z; k - if Input.trigger?(Input::B)/ b' C! r+ a6 K% `" n% B
- # 演奏取消 SE, [7 p# b( I/ a* }" i7 x# p8 H2 t
- $game_system.se_play($data_system.cancel_se)
* G; q3 G) Q5 K& `6 d J - # 转向前一个角色的指令输入1 m b+ h( r0 g" U0 T! U h
- phase3_prior_actor
' J* Y* h M0 c1 S; e - return' F9 {1 G# D3 O
- end
6 M+ }' y6 E6 J - # 按下 C 键的情况下
- ?; G4 [( n* v& W2 x - if Input.trigger?(Input::C)
6 x' {% v- |7 U) [ - # 角色指令窗口光标位置分之( m$ {7 p. [/ Y) b2 i
- case @actor_command_window.index2 ~/ ?; ~: b8 K/ j
- when 0 # 攻击
* P2 y% U ^- L9 J: z - # 演奏确定 SE, G6 a, b- l- S: v' y) ~ [. W- c
- $game_system.se_play($data_system.decision_se)( q5 ?3 r+ i% z
- # 设置行动
6 {. F, m( d( m7 D. ?$ T - @active_battler.current_action.kind = 0
- @! d2 f( j) }4 D/ @ - @active_battler.current_action.basic = 0! ^) _# k& N" h ~
- # 开始选择敌人
/ f) G4 s- b0 t6 }8 j6 V) t - start_enemy_select
6 Y9 e- c m' d - when 1 # 特技/ r, Y0 t; O8 N/ z3 W! e4 O4 R
- # 演奏确定 SE
# ~6 m" z1 G3 r" I - $game_system.se_play($data_system.decision_se)1 c- ^& V1 A6 w* E9 D
- # 设置行动
0 t5 U/ e. V) o3 u3 h - @active_battler.current_action.kind = 1
3 _2 u$ ]1 \0 S - # 开始选择特技, P, v! u5 J# w8 W9 `" F
- start_skill_select; ^1 w( O! l4 @* ]( p
- when 2 # 防御: }5 G5 J+ ]* x/ K7 f! @+ l$ H
- # 演奏确定 SE& \1 `$ E J" V) x, ^
- $game_system.se_play($data_system.decision_se)# B5 @- r- B0 }/ Y) S+ O0 ]3 D
- # 设置行动
, `* [0 m/ Z |( o - @active_battler.current_action.kind = 01 h H. }2 B6 j9 `# _4 V
- @active_battler.current_action.basic = 1% U t) G% f9 y
- # 转向下一位角色的指令输入% `: C4 j3 n h( Q, j' m) M
- phase3_next_actor$ j$ \9 d1 E, R. w, C, k1 X5 p
- when 3 # 物品
n ?9 \7 @9 W7 m+ m3 A8 ?' Q' U - # 演奏确定 SE6 L% G3 m Y1 L* e. ~
- $game_system.se_play($data_system.decision_se)' c( d! s' l' h- a
- # 设置行动
# `0 I* g. [( g - @active_battler.current_action.kind = 2! U6 I+ c2 ?( a4 n d
- # 开始选择物品1 x- J' ]2 [% E, y- u) ^ A( {/ \
- start_item_select+ Z! H* {- ?0 B2 m) q j
- when 4 # 换人2 s$ q1 h! {1 R4 J1 I
- $game_system.se_play($data_system.decision_se)8 ] V2 K5 N3 ]) j
- @active_battler.current_action.set_change_battler& l1 z; U8 f4 n* w. @4 _, S
- start_battler_select
- T( [' p: ^; g" k - end. c& c+ f, R6 Z! W7 E4 f( g
- return
2 C) D/ H; ?# t - end
* |; q3 D: n# r - end2 @& ?% ]" L0 f+ t9 l+ X3 q
- # 开始角色选择) g0 _, X( `5 e+ n
- def start_battler_select
0 e& ?; D5 ` |7 h6 o! U; a2 [9 q - @actor_window = Window_Actor.new
, V1 ?9 a- u2 ?" s& | - @actor_window.active = true
3 n2 M) f7 S! j C" Z6 s9 ] - @actor_window.index = 0
% h) `+ [9 |: x, h - @actor_window.help_window = @help_window+ V+ |- T2 l$ ^6 J0 L
- @actor_command_window.active = false
7 [* v) v. l! V; k {9 Y2 `# y, | - @actor_command_window.visible = false
9 y) J4 W! G+ b* j/ l( C$ p - end- s5 N9 u/ `+ |, V8 c4 O
- # 结束角色选择7 T$ Z5 C. V, c2 M* D
- def end_battler_select
, z# l) a6 B$ R, u - @actor_window.dispose; j, h1 v, i$ _
- @actor_window = nil
$ ?* W& m7 q5 a! k* L, H. ]: L - @help_window.visible = false
, `& Q# c, ]8 v& Y8 o - @actor_command_window.active = true
J! C. @2 o% n$ A9 n - @actor_command_window.visible = true: h4 u0 }- ~3 G9 U
- end
3 I+ E. ]* ]' g! {1 D# I/ H - # 刷新角色选择
. j& q7 ?* t$ L9 H - def update_phase3_battler_select
. v. X+ j; {) o3 y- a; ^8 j; m - @actor_window.visible = true
2 \8 ~8 v5 _# N/ r& d5 l& c - @actor_window.update
! i$ ~: w2 {2 g& Z+ \1 d+ I - if Input.trigger?(Input::B)7 P P; [) N- ?5 F8 B9 J
- $game_system.se_play($data_system.cancel_se)2 L$ _3 G& c0 a+ m, x. j+ [3 G
- end_battler_select; N7 c9 o U+ M) P/ j3 }
- return5 K+ C$ h& a2 X9 F
- end* J* a3 P* ?9 x/ T/ N
- if Input.trigger?(Input::C)
5 V# G8 M2 ?% i2 `( \- h2 {. u - actor_id = @actor_window.actor_id2 m$ g& Y7 E9 W; s/ ]- p: a
- if $game_party.get_actors_id.include?(actor_id) or
. U. V$ w& B. M9 C u - $game_actors[actor_id].dead? or 3 X% v' u( G3 @4 R2 K
- @changed_battler_id.include?(actor_id)
: a& Y6 P, P6 P& L9 T - $game_system.se_play($data_system.buzzer_se)- g! N: `' y8 B. `+ p
- return
9 Y) E- l' d2 P* z$ t4 v0 b. ^ - end
6 ~) f3 i a5 B+ j5 G+ G, L - $game_system.se_play($data_system.decision_se)0 Y8 G) V }1 u+ V
- @active_battler.current_action.change_to_battler = actor_id
7 \- q* o" P# O9 k. T# Z - @changed_battler_id.push(actor_id)! Q7 m+ i7 N4 Q$ p5 p, _" U% ~* v
- end_battler_select
& t E1 N0 n% X/ ?+ r - phase3_next_actor
8 E9 _" I! s; e4 N1 H: w, |0 w2 v - return7 d$ E- Q; {8 m$ l. Z) K) {1 p
- end
5 _2 n# j/ `6 T# \ - end
& W- Y _4 o' V, b9 k4 J - # 行动方动画
9 I6 W8 U8 B' ? - def update_phase4_step3
, m; j- W8 l4 z: F4 K' t - if @active_battler.current_action.is_change_battler?
" l; h; F' t6 X# p" A9 K - @animation1_id = AnimationChangeBattler" d E0 Y2 `, \) c9 d. ]7 j# J
- @target_battlers = []
" ?) {# y e5 ^" u' |6 C - end
9 \9 k$ @+ j2 u4 }* V! _ - # 行动方动画 (ID 为 0 的情况下是白色闪烁)' Y4 Y" w0 W! T, u) W
- if @animation1_id == 0
2 _2 ~2 A; Y9 o! { - @active_battler.white_flash = true
6 ~0 h- A; T5 j5 |7 K2 z) A - else
9 b T( u: j' w9 D; C - @active_battler.animation_id = @animation1_id6 w" Q. N& p, s7 O8 B2 @
- @active_battler.animation_hit = true
/ {3 n, X% q f, n - end
/ |% b; C/ e3 | - # 移至步骤 4
" O+ u( E! y' u/ ` - @phase4_step = 4
! R, U3 k: l) Q5 L* S9 w/ _ - end8 k) ?# _. V( V; q& g6 M+ V
- # 对象方动画
; R. J* \0 k/ e7 t - def update_phase4_step4
9 Z; |7 @1 y$ o% _ - if @active_battler.current_action.is_change_battler?
$ q6 K; Q7 e% o8 ^$ V - actor1_id = @active_battler.current_action.change_to_battler; ^ n) }* J4 F
- actor2_id = @active_battler.id- n2 z) {0 w% l& E% R6 z6 D4 N5 q
- (0...$game_party.actors.size).each do |i|
0 x* S2 |1 U! g R- H6 Z - if $game_party.actors[i].id == actor2_id; p+ j9 } Z* j5 Y9 Q1 a& x) l% Q
- $game_party.change_actor(i,actor1_id)
, R# B, d, G# p* u2 n - @active_battler = $game_actors[actor1_id]
$ V {! i2 J0 o. u - @status_window.refresh
B4 e! d7 g) v4 ~" b/ s - end
& q6 V: B' @* ?( ` - end4 ]1 n+ T' E3 ]) q/ Y- Q/ ]' M
- end
+ `0 S" p3 f2 Q* v4 u" }6 {, r' T8 ` - # 对像方动画( h; j/ _. q( b; j
- for target in @target_battlers6 A; g! d3 ^4 D( N
- target.animation_id = @animation2_id
. K N! S$ Z, i2 T" @. L4 A. Z - target.animation_hit = (target.damage != "Miss")0 n( Z5 P: U. k
- end' h9 g9 P& S: `7 I1 O F2 Q& H
- # 限制动画长度、最低 8 帧5 A: U: Z- ]/ r/ E% P: _' r
- @wait_count = 8' l2 b7 d' w0 ~( u1 ?
- # 移至步骤 5; ?9 i- z* X# q/ i$ k* g( J) s, S
- @phase4_step = 52 Q0 H6 t5 q9 }3 ^* p
- end
5 `4 }- p6 E7 n8 I9 `/ Y) ?" x - # 公共事件
1 b+ z# j6 X' n! | - def update_phase4_step6' c, _! M1 f2 R( s% `. [5 u/ z
- @target_battlers.each do |target|5 P: b6 z" C/ @# v) K% b- u/ F- I
- if target.is_a?(Game_Actor) and target.dead? and
# K4 {9 n1 F6 C- T M$ W - !$game_party.other_actors.all?{|actor|actor.dead?}
: N/ V' R3 {( f6 Q - @actor_window = Window_Actor.new
& @ z j; X) H! B - @actor_window.index = 06 n- ?# x% {6 S' ~. R' @) ? b
- @actor_window.active = true
! i& A: U# u' F: Y- J# v - @actor_window.help_window = @help_window$ U9 p% T$ ~; t
- actor_id = -1
6 B' o4 r5 R* x+ o - loop do! \6 Z1 F4 `# ?0 P2 r/ _
- Graphics.update
* R& T# H$ P2 J2 L1 d$ e - Input.update7 K3 Z+ q$ F3 ^
- @actor_window.update$ o" b" N: D# P
- if Input.trigger?(Input::C)4 H7 `8 K; Z6 C0 ]9 c
- actor = $game_actors[@actor_window.actor_id]
_& Z( f; a) ?/ L9 v" B - if actor.dead? or+ n# c" ]/ I2 G/ s+ ~- j
- (@changed_battler_id.include?(actor.id) and
# R1 B# L" F9 _; x+ r - target.current_action.change_to_battler != actor.id) or
3 W+ Q' f3 _4 J; T5 y, [# ` - $game_party.actors.include?(actor)
$ C5 s% i: _, H# w - $game_system.se_play($data_system.buzzer_se)5 a) @+ }% N0 D$ }
- else
1 B3 ?' h4 [* T L - actor_id = actor.id
6 m4 I( `) @/ o! x: j - end
, v1 v& l# o; v# `* c - end# t1 y* A6 ?! a4 O
- break if actor_id >= 0
" S: t }2 u; c& V( p6 F3 L+ m - end
# ]' `. C. e. r2 K1 k' h - @actor_window.visible = false
$ Q8 V5 Z6 W' Q! w) v3 s9 ^, W - @actor_window.dispose
D4 W$ _( P4 C$ z - @actor_window = nil; R- D8 x* V/ t* ^- s- a
- @help_window.visible = false
! a( [7 I" S/ a3 e6 k+ ?# ] - (0...$game_party.actors.size).each do |i|
3 [* @/ k0 h+ w4 D1 }/ T! P5 p - if $game_party.actors[i].id == target.id) F9 w1 |3 e+ L! M% c
- $game_party.change_actor(i,actor_id)$ ^! g5 v8 C$ |
- @status_window.refresh
: @% u' {. d- E% X" o - end+ g( g& [* t' w& [/ N
- end
$ _6 y. B x6 G& m& \ - end
- a6 w) g! I q& `: `8 D - end
Q: z2 _- \6 t' G - # 清除强制行动对像的战斗者
8 C4 a' }. R4 r) o$ | U' ~; ? - $game_temp.forcing_battler = nil
s) w5 m0 L. {, K2 ^ - # 公共事件 ID 有效的情况下6 o, U7 |3 [$ D' W) S1 M4 D
- if @common_event_id > 0
! \( ^2 {" s# I4 r1 y Z: ^1 Q6 ]/ M - # 设置事件. B: A( E# e5 _
- common_event = $data_common_events[@common_event_id]( X k1 A6 }/ O `' [9 Z% Z. a: N
- $game_system.battle_interpreter.setup(common_event.list, 0)! g1 a8 z4 h9 N T0 F
- end
, |; t* g) S, B - # 移至步骤 1
! q- t; z. \$ J# m. n; ` o' d5 u - @phase4_step = 1
, e, z% T! ^8 h: _ - end
, D2 U( J, r+ m( T( q3 `- r - end. u; N# N( e" k. J- W
- " }& C' a7 ~2 Z, [
- class Window_MenuStatus. C) a! N& G H; h5 [
- def refresh
7 i: v5 w% n, w$ M! p- k - self.contents.clear0 ~2 g- p' v5 {3 g; Q/ }
- @item_max = $game_party.actors.size; A9 V, P" x( m- ]
- for i in 0...$game_party.actors.size
3 O0 V/ _, P, y - x = 4
0 F$ D, a) D+ h& Q7 E4 ~; C: k" W - y = i * 32
9 ], t4 e5 x6 v+ `2 W7 q9 W - actor = $game_party.actors[i]5 m% A% J# ]( Z8 J/ r. f
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
6 ]9 [# _! E, L1 o- H9 ? - rect = Rect.new(0,0,bitmap.width/4,31)9 n% Z" y- W9 f: Q5 x/ ~/ S! | y
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)* D7 a' \2 d& g0 p5 X
- draw_actor_name(actor, x+36, y)
, S! V' s0 X+ |9 x( F" ^ - draw_actor_state(actor, x + 136,y)
3 X% Q& ^2 L3 K- X7 b - draw_actor_hp(actor, x + 236, y,96) ^0 M2 @/ V8 i
- draw_actor_sp(actor, x + 336, y,96)
X( e' P6 ]# y - end- F8 X; Y" d7 P; o" O' O
- end
& M/ ]8 Y# }3 \9 \ - def update_cursor_rect
5 H6 A1 \* [* m" p* P/ p# i4 q+ g# b - super f% h! j; @( G
- end
" G V$ A4 f& X) S+ n9 Z - end
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