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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, G! a5 H0 X: d$ q C T8 p$ M
- - f+ p8 U3 q- S: g' `+ a5 X
- # 队伍最大人数2 e- d8 _8 i; }9 b
- MaxPartySize = 85 l7 t/ n# |% w9 D; A p( J
5 T( k+ T* P( M0 p6 O7 @1 j# m) P+ S- # 出战人数& X# O7 @5 B; U5 N7 z
- MaxBattlerSize = 1
* A1 j) f/ o$ Y/ |! t
" [+ {# G; U3 K/ y- ~) f* i) Z- # 换人语句( T4 ^9 k5 S: q9 t
- WordChangeBattler = "换人") { v$ b; k) S7 U+ `7 U, y
7 u. S; z1 F8 R6 C& e- # 换人时播放的动画2 U% g$ E5 q: z; Q5 H: k6 p
- AnimationChangeBattler = 26
* r$ M! m: f" a- V: ~' x
2 L! s6 G4 Z" k' F2 k- end& ]: d' ^$ q; M
- " u9 y4 s9 I7 m Y
- class Game_BattleAction/ K/ A+ C2 b1 p3 U f( Q
- attr_accessor :change_to_battler
# I! [8 x- ~' p5 M9 H) Q - # 初始化
$ O1 U3 {% V) F% }. B& j - alias lbp_initialize initialize1 B$ }+ Z* s2 t5 Y, K
- def initialize
S" d# P% ]* _2 s/ B - lbp_initialize* h9 E4 l4 q) Q6 o! t8 [
- @change_to_battler = 06 L7 l h4 \1 p7 P; R ~
- end
$ n* K, f. V( n3 z8 _ - # 欲更换角色编号: V! r1 F: {7 h: D
- def set_change_battler
% M# ^9 q) y" n3 f9 A5 o, z - @kind = 34 D3 y5 E0 N- g, ^
- end
. O0 I5 ]- o% n' Y - # 判断行动是否为更换角色
6 s: j W9 \! s( I$ x; g - def is_change_battler?2 p, U9 q/ v% |& Z3 s. ` o
- return (@kind == 3)
$ H: A, I$ B$ y: h% x - end
4 o! I9 `& v8 ?/ @0 _ - end6 T; L2 g1 H2 C1 \5 }$ E: |
- $ X5 q. Y6 d0 d7 i
- class Game_Party
1 D$ {2 b! d# i' D2 z7 Z5 z6 [ - include LimBattlePlug' f8 L( v' f' n0 e* x
- attr_reader :actors20 a' s1 `7 ?+ F
- alias lpb_initialize initialize& j3 S; h7 M6 ]5 c% U& y* x
- def initialize9 a3 Q6 w! `. K# w9 u) P3 K
- lpb_initialize
! N( N' E9 ?! J - @actors2 = []' R1 i+ R' Y! T2 Z x7 s( T3 W$ D
- end% ]$ S4 `* i9 `. u2 \1 `
- # 角色加入; `" g' e$ B8 o% U& H! z
- def add_actor(actor_id)( {- y6 @# t! J* [# Q' S: c$ M( j
- actor = $game_actors[actor_id]
6 n$ ^! P6 a. L( Q/ \ - if @actors.size < MaxPartySize and not @actors.include?(actor)
0 r7 t" \4 X B$ S - @actors.push(actor)9 {' y8 ^0 V. `5 i" p8 o
- $game_player.refresh, A, h0 e m2 S* g' \
- end
5 V. C5 B3 q/ ~3 Y$ R# ^+ A6 Y - end* q' D* O! o, k; j9 K
- # 设置战斗的角色( a4 O5 |3 g) N
- def set_actor_to_battle5 k3 B# p/ u1 L0 V2 D$ K
- @actors2 = []- C& |' T( L/ A( u
- @actors.each do |actor|
4 J8 h4 A, k! z/ | - @actors2.push(actor)
3 M; h- C: q9 ^8 @3 t9 S8 y7 b - end
8 h' B5 n( T1 D: q1 S - @actors = []* }: Q& d+ x; O, j/ n% i* C% s" j
- @actors2.each do |actor|
, O" T+ b2 f9 h5 {1 L - @actors.push(actor), b, _; Q2 J; ~6 Y
- break if @actors.size == MaxBattlerSize) _/ U* Q. B5 r) P. w! n4 S
- end
$ O1 U! }8 Z1 z; X" T - end/ _, e9 X: P8 c2 ]9 F
- # 还原战斗的角色4 i8 b0 ]- }- S0 Y, P4 H& x5 W
- def set_actor_to_normal. |- l$ A7 x; I+ b; H
- @actors = [] M) l2 T! E+ e) K5 {; _
- @actors2.each do |actor|
2 y* |" R0 O* c+ ]3 q. d$ z! }+ }9 J - @actors.push(actor)% A1 ?3 N7 |7 _$ g8 G3 Z
- end; y- x; o: n8 D: o8 z6 R7 a
- end
+ k2 [' D: [! m: [. F) d- ` - # 获取角色id数组
" i K9 s4 G6 }) j: c1 v% J - def get_actors_id ~' k3 z3 ~: f9 C f5 s
- id = []
; l- w1 V0 f. d5 J; ]( |+ Q* |6 o - @actors.each{|actor|id.push(actor.id)}; ~2 {+ L8 J% O9 V9 [' r
- return id
* X& l% [, f4 k% U - end
$ q* J" k8 L x ~* w; `8 [, ] J4 x - # 获取角色id数组3 m& t9 L) \+ A5 N, s6 G
- def get_actors2_id& C0 r0 @0 s, h$ r* ~7 D5 g" c
- id = []
# n9 l8 t3 A* o& a# x5 n* } - @actors2.each{|actor|id.push(actor.id)}' E( U( S Q4 x/ r, r: D: }5 P
- return id
9 ]& A6 j( W- W, t' m) S* @ - end
* S' w0 G3 j# b - # 兑换角色, A5 s# X9 u$ ~" k r
- def change_actor(index,id)
" {4 L9 Q9 y- @. F! |9 f - @actors[index] = $game_actors[id]
) p, ^- T1 X3 @& G& k" k1 P' y - end
( i) k! |/ M% a k - # 全灭判定1 z# W. d( B1 t( o
- def all_dead?
4 K8 y5 I) D; z7 T& A - # 同伴人数为 0 的情况下+ j5 [7 R$ m, u8 w
- if $game_party.actors.size == 0# ?, a/ U2 h y
- return false
5 Y" ?$ \8 ^& Z; S: p! M2 C - end
6 p0 q- A. C H! @, S - # 同伴中无人 HP 在 0 以上
. [$ p7 s/ X3 _0 d - for actor in @actors2. D! W) v+ L0 ]" E# w" h
- if actor.hp > 0
" I$ a4 z4 t" C5 F2 A - return false* `* E6 {) E- w6 i( f7 r
- end* b, _8 [6 G, r* Y* _1 e% N
- end
, U8 U, a* F6 @: @ - for actor in @actors
4 F6 D1 g( y1 @0 T - if actor.hp > 0. S4 x; {$ C7 B! [5 Y
- return false
% j6 `3 b0 o% v! O - end
; d9 R* m4 k; o - end9 @' T1 z2 D! H/ [
- # 全灭
( r; [) a6 g$ K - return true+ Z M; L5 N5 O3 Q
- end
8 ~8 Q0 p: V4 l( m1 H5 @/ d' R5 T- i - # 其他角色
0 ^( A4 s* m* d0 z& N8 i - def other_actors% z$ i, j7 R- |$ Z. G2 S0 Q2 r
- actors = []
7 w& R: N$ w: m - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
$ W# Y; x! h5 v2 }; e! E7 g6 G$ x - return actors' U/ k3 `9 B- q! [
- end
1 t4 T3 k4 \$ v% }5 w7 z4 O - # 角色位置互换8 {$ ] C1 J/ m) P0 p+ h9 V1 N
- def change_actor_pos(id1,id2)
0 L! \; d1 R# \% ` - actor_id = []6 d+ L1 r7 H2 G6 q' h" M
- @actors.each do |actor|9 z9 m, q1 c, D" ?
- actor_id.push(actor.id)2 n3 ~& d; ~$ G
- end$ ]" a( V$ i# n9 a
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
6 H! ~3 b# {" l3 w( j, l( U - id1_index = id2_index = -1% c3 i4 o+ _0 l
- (0...actor_id.size).each do |i|: X/ K9 K3 _1 x7 w4 }
- if actor_id[i] == id1
7 }. s; K# `, E) J - id1_index = i
6 E* m, }- \( s - elsif actor_id[i] == id2
' W' v+ n1 X+ L - id2_index = i
2 _3 ?0 a9 H+ n' d2 U9 { Y - end
6 {% _2 ~2 A( N% K- t - end
: G( k# O/ ~" {+ h0 r - temp_actor = @actors[id1_index]
$ B* `; W, y( j( A: o - @actors[id1_index] = @actors[id2_index]0 J$ B4 F+ [! u; [/ I
- @actors[id2_index] = temp_actor; D/ @& \' v* C
- end+ M8 j1 g) t' Y( S: [
- end
; W) E* ~. p* L8 U; W) m4 _
0 `! x. w* @- z( i0 o' b- class Window_Actor < Window_Selectable/ R0 o$ }: X) a+ V% E' K
- # 初始化
4 J6 Z7 a# c5 e5 U8 x0 S! \9 B/ E - def initialize$ N* n% R8 [9 g8 Y. _" J4 n9 F ^
- super(0,64,640,256)
8 X x; G" P+ {: O' d - self.back_opacity = 1600 H4 g9 C6 P. M- {
- refresh9 q' ?+ |/ R% Q- {8 d# F$ J4 o
- self.index = -1' P' V/ \. E* J$ D
- self.active = false) O/ Y$ ?7 M$ `! j
- end) Y8 c& u0 W2 \
- # 刷新& Q7 S8 ^/ V3 h# i
- def refresh
3 A8 Z3 @2 W/ O - @item_max = $game_party.actors2.size) M' C1 m7 w9 k* E% S9 f
- @data = []
9 `* v( N/ ?+ _8 h+ _; H5 G n5 x7 f - $game_party.actors.each do |actor|: T/ G+ R9 M, x
- @data.push(actor): M9 r; _ W2 ~8 B& J
- end
% }7 B+ n! w1 s. D9 a# U; ` - $game_party.actors2.each do |actor|
/ W: v$ ]8 [# m- v5 D4 ~. r/ N4 {' n1 E - @data.push(actor) if [email protected]?(actor)% q9 s: ~- _5 T! e" M) _
- end
3 f: b9 F. B. \/ i c* h* S - if self.contents != nil
2 n& R4 v" F9 {4 m7 _3 h - self.contents.clear0 y$ M4 E' a% P3 h
- self.contents = nil
7 }" ?8 _ p7 ^8 l! x" } - end
$ X2 U8 }6 W3 h8 U - self.contents = Bitmap.new(608,@data.size*32)$ }# h& ]" ^$ T1 a) I
- x = 4! s6 {4 x( n; ~
- y = 0
$ k# H; c. _0 J6 l+ F - @data.each do |actor|
. h+ q* H, O- }# D6 g! _2 f - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
* |5 y4 P! B) R4 m% M5 k* e - rect = Rect.new(0,0,bitmap.width/4,31)
! S3 z* H3 I; V - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
0 }9 Z0 {# k' D w2 G - draw_actor_name(actor,x+36,y)
# O/ r1 c5 Z5 C M' ] - draw_actor_state(actor,156,y)
8 H8 ~0 G! V% H% t: @0 H! X( Q1 w) G - draw_actor_hp(actor,x+256,y,96)+ ?1 S ^& ?/ C! v$ P% C4 ~
- draw_actor_sp(actor,x+376,y,96)
6 S2 p9 Y% K" O6 ?% f - if $game_party.actors.include?(actor)
" A0 q6 x! s; B& U& C% z9 ~8 s - self.contents.font.color = text_color(6)
c5 T4 Q0 k) P- S5 V/ U - cword = "出战"9 E" H3 ?6 Y) ~2 {- f2 l
- else
% }% r. I' y7 S+ L1 e - self.contents.font.color = text_color(0)* F5 D- L2 ]4 X
- cword = "待战"
' p7 _. \' v, \2 E; ?1 G - end
6 n3 j# t2 u' y, y - self.contents.draw_text(x+496,y,60,32,cword)
$ e3 j: v: e; E; X& l) t* ] - y += 32
6 q% c f, m4 G s; y: b - end+ Q4 V7 M% v6 ~
- end
1 C, a I+ i$ E+ H2 N; T - # 获取当前角色编号
$ I+ q' B2 o9 A* g6 ]: g - def actor_id
, M# Q! L' x; `8 Z6 Q. i - return @data[self.index].id
0 ~% C) r5 b/ ?1 g- r0 x' d# a - end
7 J, e5 M4 Q& I8 R% S - # 刷新帮助
; Z2 W# a/ m# k { - def update_help
9 D; Z1 y# I2 U" t- ]/ m# r - @help_window.set_text(@data[self.index] == nil ?\1 {$ H: f, s9 e5 W. w/ Z
- "" : @data[self.index].name)
, p! e) x- D3 |1 f/ J- K - end
+ T: r3 B: T6 C7 Q, | - end$ f0 F, k, r5 T- e
' C" H/ f5 g, ?; I, m& h- class Scene_Battle
9 i* f* w5 g k* F0 Y8 ?! ^9 T - include LimBattlePlug
! M! @" D d( P: G# {9 o - # 初始化' \7 a \$ Z$ r5 z( d; r: X, I
- def initialize- R/ a4 F( b! N
- $game_party.set_actor_to_battle% [$ _9 `" O1 n/ X8 C
- end" a- w( i! P, v2 c: X) j# x' E
- # 主处理
# h; U5 y( i; l: |1 @/ l( Z - def main$ u: r# p- P3 I3 ^
- # 初始化战斗用的各种暂时数据: }) D7 x$ z7 A
- $game_temp.in_battle = true
$ g) P. |1 s- w1 E7 j% J - $game_temp.battle_turn = 0
' c, G5 @# h: w - $game_temp.battle_event_flags.clear
% b) j, c" w, Q) ?* V- P! A! N# _ - $game_temp.battle_abort = false
+ S! C7 r$ b i1 _ - $game_temp.battle_main_phase = false
2 e- P F5 Y7 B H. ~* I: A - $game_temp.battleback_name = $game_map.battleback_name/ {" G1 _" k+ p0 q& \
- $game_temp.forcing_battler = nil
4 K2 F8 g: C2 H" V' v% F2 Z; ?- e - # 初始化战斗用事件解释器# _$ X' W9 Q, g3 @5 F
- $game_system.battle_interpreter.setup(nil, 0)4 \! Q8 E: o/ t+ K2 ]$ e
- # 准备队伍
. a- |% u! z8 R$ n# d# G& f: ?" q - @troop_id = $game_temp.battle_troop_id
3 j) l$ f d- f2 M( I1 E - $game_troop.setup(@troop_id)
" W) v; N8 j0 O$ N: ~! M2 W. y! ? - # 生成角色命令窗口4 |+ N5 C: R, d8 T& \! p& R
- s1 = $data_system.words.attack# C; W6 q S* z! v* \3 v
- s2 = $data_system.words.skill: I& N) ]. F& k) e" u1 @, y7 p
- s3 = $data_system.words.guard
6 j# L* j. H; ^" B1 j6 ] - s4 = $data_system.words.item
& s# f9 ~6 P, [2 E - s5 = WordChangeBattler
/ s* y$ i j" H8 C% e - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
9 ^% {/ \+ M' H' O9 Y( e - @actor_command_window.y = 128( R, C3 w% w4 \: d4 P. Z
- @actor_command_window.back_opacity = 160
, ^/ F+ q# G- k5 J: J - @actor_command_window.active = false
2 }! q& c; X j5 y - @actor_command_window.visible = false
) L) @; }- U) ^) R8 X! a - # 生成其它窗口) J# \/ @4 p. q) f9 V4 d# n: ^
- @party_command_window = Window_PartyCommand.new0 |& O9 f2 N* P2 }4 v h6 K
- @help_window = Window_Help.new: y. c, J5 e8 g' @( q
- @help_window.back_opacity = 160
! X8 t7 U8 O/ j% O3 g' r - @help_window.visible = false
7 Y" f- e+ m+ n, ?0 X5 } - @status_window = Window_BattleStatus.new
( U8 z8 F) z! ?$ h' G8 n - @message_window = Window_Message.new9 p' o# {/ v; M7 Y
- # 生成活动块5 o' H i6 `6 g/ ~0 w' @% c- M
- @spriteset = Spriteset_Battle.new/ P3 G: {; F, u8 a3 |. _
- # 初始化等待计数+ j4 d3 Y4 s, y" y
- @wait_count = 0' P' K! Q- @" z& X. a% s& n
- # 执行过渡
( e# P) a2 Q: z# P' W - if $data_system.battle_transition == ""
7 b, E; @$ ?$ q8 W( T - Graphics.transition(20)( A9 `4 f9 U0 m3 R- ?& l
- else- v7 K$ r0 n# W W! J, } Q; e
- Graphics.transition(40, "Graphics/Transitions/" +1 e1 @2 Q4 r9 p- S& M5 P3 g
- $data_system.battle_transition)5 f( A9 M3 N H! v; R# a7 D
- end
! ~* b: t5 i. Z, [ - # 开始自由战斗回合1 B$ r- w! n1 _! h m4 u9 `
- start_phase1
1 L* p+ v& d: e) o% R; c - # 主循环
3 N" j$ l& r+ a/ @& @) v - loop do+ X4 Q/ R& A/ Z5 L. g0 t6 O& e' c
- # 刷新游戏画面- j+ {; g- b9 {* _ l! V; a
- Graphics.update/ K: Y( W" a) B4 @$ n
- # 刷新输入信息
( ]/ I+ \ C5 L - Input.update4 b N$ K- I- y; d" H" K
- # 刷新画面
/ ^9 b8 z J" ~1 m; e - update
8 K. G7 M$ {$ m" I& F - # 如果画面切换的话就中断循环4 F% Z. t: d( s' b c
- if $scene != self8 `5 l3 }5 S# ?. N8 r
- break. `0 Q0 t5 T: s
- end
4 N4 S6 V/ C* ] - end" L* t: e0 j( {& w
- # 刷新地图
& r4 p# K6 A! ~ - $game_map.refresh) d/ k. @- A3 W* X7 u
- # 准备过渡
# m/ |$ k/ t' i* D& j, g+ a - Graphics.freeze
( `) b; E0 G; d) u3 J - # 释放窗口1 y, |0 i3 d1 G
- @actor_command_window.dispose& D& b" y* _* A8 M4 ^" _6 C7 V
- @party_command_window.dispose% J5 l+ [0 e& U
- @help_window.dispose; g, q) e' @# q7 k" E1 ~9 g7 \
- @status_window.dispose
, K! }, o: T0 | i C* B8 W - @message_window.dispose
+ F/ Z, \2 Q+ o - if @skill_window != nil
" Z' X/ |8 ]' Q - @skill_window.dispose
- x9 q( d6 l% U, ]% A - end
0 b( S+ g1 e1 R2 x* Y8 k - if @item_window != nil% @1 E; D; O0 J0 a( K: ]
- @item_window.dispose/ {% M% f n9 u* U
- end
" U1 R' N- B' g( W - if @actor_window != nil- B. r. s8 |: P2 c% F. R
- @actor_window.dispose
7 H6 g( w6 V P) ]4 Q+ B - end i) R+ Y: c1 n& r7 ~" P) {5 j. ^
- if @result_window != nil7 ?4 M: r- s0 k6 F$ N( `( y
- @result_window.dispose. R6 c! o* X6 \+ _* X4 S
- end: q* v- z( O! c' h
- # 释放活动块
( H" @4 o" s. l" h. c - @spriteset.dispose
8 ]+ h3 f9 o% J) w - # 标题画面切换中的情况
! p" l" ?$ \) }; U! C: d - if $scene.is_a?(Scene_Title)1 v% I! b9 e& K1 s: }: R: v) y
- # 淡入淡出画面7 C& \( Y4 h2 c6 i
- Graphics.transition
5 w1 x5 N) @% m& `* [5 p - Graphics.freeze8 Q8 Q' B( I& ]7 F; [. f
- end
2 B E3 u% g4 I - # 战斗测试或者游戏结束以外的画面切换中的情况
$ c( _* q8 C5 x8 O G - if $BTEST and not $scene.is_a?(Scene_Gameover)
9 b8 D" d$ o8 |( @ - $scene = nil+ y1 a$ N1 Q c
- end$ w5 E) {: y3 |# [; k
- end# S6 n9 k2 c) y2 q4 [
- # 战斗结束# j) R* t2 e( d0 n- l- l% g
- alias lpb_battle_end battle_end
2 O! j4 F6 B ]5 T* W0 t, V - def battle_end(n)% Q+ D8 [# I8 p2 j, Z' }+ h
- lpb_battle_end(n)
/ j/ @; F# w( u1 ~# H - $game_party.set_actor_to_normal
P a1 n* o( O0 x9 o - end
% e$ S9 \/ [) T - # 开始回合3+ h% a: R* a2 f1 F: E2 E0 Z
- alias lbp_start_phase3 start_phase35 L" m% B2 e( g6 ^
- def start_phase3
, e0 b$ Q5 D1 ]6 L+ o4 ] - @changed_battler_id = []/ n3 ?, i5 i0 ?( d+ U; ~$ e
- lbp_start_phase3
b) l& a, D/ W - end& D5 J( s8 i4 P
- # 刷新角色命令回合画面
* r) {2 Q7 }4 [; l. O9 I, H - def update_phase3
, H! M6 ^% T; @. K2 L/ q - # 敌人光标有效的情况下6 s" u. P$ a: N0 u5 T. p2 d
- if @enemy_arrow != nil
# @4 c/ G& v6 }$ \; Z - update_phase3_enemy_select" n$ C5 w* V( s; I* G2 g
- # 角色光标有效的情况下
]" A7 a1 e ]7 z3 q0 ?0 g+ k3 e - elsif @actor_arrow != nil, |/ F& h; S& Y" t- R% ]0 M2 |+ l
- update_phase3_actor_select$ P2 X$ U& t# W: n
- # 特技窗口有效的情况下/ S7 Z) g" w! V5 {4 ?7 D
- elsif @skill_window != nil
* Y- C; B! I6 b {. ] - update_phase3_skill_select- r* ]8 `7 ~# |' ~
- # 物品窗口有效的情况下: n4 t5 B8 t! U- g* F
- elsif @item_window != nil6 Y$ J* l! b) K6 q: s$ M$ Y
- update_phase3_item_select/ {2 a7 G) o* Y8 @
- elsif @actor_window != nil
/ w% P+ Q: ~" b% z - update_phase3_battler_select+ G, ]4 S& V S4 V* C
- # 角色指令窗口有效的情况下
K- M( l: i6 v# l' J/ v - elsif @actor_command_window.active' g/ f# [+ I8 k8 O# G ?, S
- update_phase3_basic_command7 l3 J& _# m8 B& M1 ~$ F& W7 b
- end) ?% g' ^& R; P- w u% ~4 Q9 t6 l: s
- end
; L7 F6 t( d, } - # 角色基本命令
% ]8 s5 ~9 V) {$ V) b7 |0 {- o9 O1 v - def update_phase3_basic_command# U" o3 M& w3 [; q- s+ x2 T
- # 按下 B 键的情况下
: F8 q+ k0 X: F B1 v' E - if Input.trigger?(Input::B), e: a& B7 G& I
- # 演奏取消 SE, J5 H, Y. o3 s+ j; I* q
- $game_system.se_play($data_system.cancel_se)# ?/ q. H% y8 i5 H* q
- # 转向前一个角色的指令输入
$ U% D! L: R8 H: b: u% m$ c - phase3_prior_actor- J3 p. s. m2 _ d+ A: e
- return
! n1 i# Z/ j, D' J7 u* H - end
+ C) @, k/ N* p# @ - # 按下 C 键的情况下$ l* j7 V$ i- P) |
- if Input.trigger?(Input::C)
0 Z9 Z! C3 _; W+ M5 ?8 {% F- T0 N! N - # 角色指令窗口光标位置分之1 p* f7 A6 b0 }8 y1 E7 l
- case @actor_command_window.index
" X, R' k: u6 v+ f, I( Y u, S8 t" | - when 0 # 攻击9 Y0 d$ D* z1 a5 l
- # 演奏确定 SE, j! y6 q3 m: P
- $game_system.se_play($data_system.decision_se)$ p/ g+ a8 E3 f5 }/ r( W
- # 设置行动
5 O9 D6 K3 Q7 t6 Y6 A; ~ - @active_battler.current_action.kind = 0
0 C5 }& o/ r9 E; W& P - @active_battler.current_action.basic = 0
( ~% W6 l5 i+ `8 B - # 开始选择敌人
+ ~; A4 W2 |* |( G' i8 _0 ` - start_enemy_select
5 P# m7 G- k8 }$ Q p! _ D - when 1 # 特技" G' x b" l4 t/ {. Q1 b; K- w
- # 演奏确定 SE
) A b( b* R1 ~4 _5 A - $game_system.se_play($data_system.decision_se)9 A) o0 d2 w4 P' z1 O
- # 设置行动8 Y- Z3 r) x/ Q$ q$ ?" e; o- I
- @active_battler.current_action.kind = 14 U3 y9 J3 [8 t9 I, Y9 g
- # 开始选择特技8 ~: s6 l: L4 \# P; m
- start_skill_select+ W: z. u7 L/ W( s6 T! _7 {: s
- when 2 # 防御. y0 ^. Y, g+ A8 I% s- }2 I/ e+ j! U
- # 演奏确定 SE
2 W1 |( P' w' L W% A - $game_system.se_play($data_system.decision_se)* N# J g" {3 @6 e) G* L0 V+ C5 F
- # 设置行动$ t3 f3 t4 w6 N
- @active_battler.current_action.kind = 03 {! A5 K& b* {6 I
- @active_battler.current_action.basic = 1
0 {+ M) U, X4 H$ V L+ v! A8 R7 e& b' B - # 转向下一位角色的指令输入: e. L3 f+ x9 L: y8 V6 i
- phase3_next_actor8 X9 t; d9 v, v7 [& }; ^9 H
- when 3 # 物品% m: l$ c5 w( v$ D Y
- # 演奏确定 SE
5 C$ g4 }, [* Q) h - $game_system.se_play($data_system.decision_se)+ n' F4 S( O2 n q7 d+ S5 N. |
- # 设置行动8 C5 v0 U: c- D" `4 M
- @active_battler.current_action.kind = 2
& ~' I; @ h1 c. n - # 开始选择物品0 f6 x9 x. u" L b
- start_item_select0 A1 ^! S F4 U! O* S7 B# s3 x
- when 4 # 换人, n8 d5 U) M/ g
- $game_system.se_play($data_system.decision_se)
/ p4 Y& S5 l1 T0 q - @active_battler.current_action.set_change_battler) m- _- B! ^4 T% q7 H9 |
- start_battler_select. Q' A# ^9 Q* D& x
- end
% @( d* D. h" _# _- S. V2 H: C3 t - return
2 O. X y' S' o& K, i9 D - end
& Y$ a% c: Z% E! T# j, G - end" s) |6 X9 u. M/ T- d9 ?
- # 开始角色选择
x+ k) M! @ K6 u* t! x& ~# E - def start_battler_select8 C' x6 D* W$ h0 c- O+ D
- @actor_window = Window_Actor.new9 H& O, Q/ t! J8 a" O
- @actor_window.active = true6 r2 m/ P+ q0 t2 U+ w% o/ {
- @actor_window.index = 07 d# s# j2 f+ ]$ d" u
- @actor_window.help_window = @help_window9 _3 ~2 N/ u" I' l. [
- @actor_command_window.active = false
" [# `% Z; r* | - @actor_command_window.visible = false
6 f8 t/ U( v% e4 W8 ^2 D - end$ c j$ x: X- Y& i" S
- # 结束角色选择
. O) N: h1 e6 @- ] - def end_battler_select1 G3 f5 q5 |/ j2 h
- @actor_window.dispose
- }, N. s) M3 ^9 d+ u3 p - @actor_window = nil
% L N* O# H. u' z. _; }/ _1 K" S - @help_window.visible = false
6 u% k5 u. r: v0 f) n - @actor_command_window.active = true
8 T# ]0 a8 ]- I: D; l4 C - @actor_command_window.visible = true9 P3 M) h7 Y6 H. B
- end
* t+ F/ S$ D- l2 |( T0 @ - # 刷新角色选择
" r M- T6 P' c Q1 z( _) A - def update_phase3_battler_select8 T# \6 U* U% ]& W n, f( t
- @actor_window.visible = true
7 [4 [& M) G0 w8 h0 w) x - @actor_window.update1 }) O9 T* W* _- p* E9 Z4 M$ }
- if Input.trigger?(Input::B)
6 A8 ~. S) j' c. w, P H - $game_system.se_play($data_system.cancel_se)
2 W3 \9 W7 t- L1 o - end_battler_select
2 U3 n6 Z. F6 T6 K* E W& X3 A - return2 E7 l: H7 I# Y1 g
- end
, h$ r6 J. {# e$ ` - if Input.trigger?(Input::C)
! p- f& J" h$ D/ Z! g - actor_id = @actor_window.actor_id7 s& k# y$ c* g/ G& o/ t, ^7 M3 ?- m
- if $game_party.get_actors_id.include?(actor_id) or0 y0 |7 e4 @# Q
- $game_actors[actor_id].dead? or 9 a; f0 M1 c( l* U- s5 j
- @changed_battler_id.include?(actor_id)' b( P. O* N! S0 G6 Y
- $game_system.se_play($data_system.buzzer_se)
3 Z/ T/ S5 r/ o) F; c" } - return
9 @% S) v/ }8 \ - end
# ?6 Q! O- _& z& z2 J4 V% e ? - $game_system.se_play($data_system.decision_se)/ y( B8 U# }0 ]9 y7 A3 v
- @active_battler.current_action.change_to_battler = actor_id
, D% W. I# m2 _, d; W - @changed_battler_id.push(actor_id)- s) Z$ F& I; ?
- end_battler_select
% Y8 g+ }8 n9 K! ` - phase3_next_actor
0 W4 l& A+ G2 e* \+ F - return, R+ Y |4 U D& j7 `. Q
- end
. Q7 {' A" `* ]4 U - end4 P, v% J( H% u+ ?
- # 行动方动画
* n: A% _% Q: X - def update_phase4_step3) e9 B' |2 Z* ?$ T
- if @active_battler.current_action.is_change_battler?
# Z2 C- g- ?9 `8 j$ a" I( p- u - @animation1_id = AnimationChangeBattler# J3 r! a) p3 }* {9 H% G
- @target_battlers = []
- {9 g# H# s8 @. V, w9 [ - end
5 n9 L+ W& c* |% w4 @9 U- V - # 行动方动画 (ID 为 0 的情况下是白色闪烁)) k( A. Y/ c8 g u, I* k; u8 H
- if @animation1_id == 0
9 b# i+ t: Y, \ - @active_battler.white_flash = true/ U$ {% r; x$ x! ]1 \: k% z2 h
- else5 f, I6 L; r& X3 A. [$ c
- @active_battler.animation_id = @animation1_id% E+ ]) ]5 T2 w. S2 c: O
- @active_battler.animation_hit = true. n1 K$ y2 A; o8 W' W. S; I
- end2 G7 ]% i. y- H1 h
- # 移至步骤 4
+ o% [- t3 f0 T& c2 k( h - @phase4_step = 4
8 a6 } q$ M6 o; W - end
8 Z3 v+ @% n& Q* U! B$ R7 S+ N5 s - # 对象方动画* _- g4 t4 L5 g/ u
- def update_phase4_step47 d7 w8 ~5 z' b! C( y G/ [
- if @active_battler.current_action.is_change_battler?
" l2 o0 i; g$ A - actor1_id = @active_battler.current_action.change_to_battler p n: f8 F0 ^3 |7 z
- actor2_id = @active_battler.id C. Z6 T7 }' G0 g5 T: t+ e; Y/ R
- (0...$game_party.actors.size).each do |i|
5 x7 _5 H# z _! I - if $game_party.actors[i].id == actor2_id
5 r* Q( R' w0 p! A1 V6 s - $game_party.change_actor(i,actor1_id)
4 B8 y3 t9 m* r7 f - @active_battler = $game_actors[actor1_id]9 |: t1 Q [# n( _& k4 U7 R+ @
- @status_window.refresh+ Q7 T; p) l" }4 B, X+ F
- end
* u S- V6 O' J! o; D7 H0 [ - end# J H: C3 x+ u
- end
9 ? F9 m& r; ]5 ]4 Y5 E - # 对像方动画
. V7 Q: S/ z6 Q7 P, Z. H: k7 y - for target in @target_battlers
! t, m# } L6 ]9 J. E: O - target.animation_id = @animation2_id
( q B P" J4 C0 W4 Q7 x. j% e - target.animation_hit = (target.damage != "Miss")/ l' H( @6 l# T: y% j- ?' y/ K+ W) H( E
- end
4 K8 B3 Q s9 g# O3 k) U* F7 v - # 限制动画长度、最低 8 帧
# e s& R& b! f: i0 v - @wait_count = 8* W8 K" v; K# n. I2 l
- # 移至步骤 5
, C6 p- r' D. K - @phase4_step = 5# h' i; h! f& _5 k
- end
. D* `' ]. j" o - # 公共事件
& J( \* J6 A" j3 p - def update_phase4_step6 O' }# S- B+ A0 a9 I% D* O
- @target_battlers.each do |target|# G ^- N& Q5 i+ i! g6 ?
- if target.is_a?(Game_Actor) and target.dead? and
! G5 g0 t3 C6 } Z$ X - !$game_party.other_actors.all?{|actor|actor.dead?}; \) U7 o e. E/ J% f! k0 J
- @actor_window = Window_Actor.new
+ J$ g b6 N" R3 {3 J* h2 a b/ D! Z - @actor_window.index = 0
+ z' q* k4 H) j0 `7 [ - @actor_window.active = true
$ n2 d; T2 }: d* U' O0 N/ A# g; ~8 d - @actor_window.help_window = @help_window
) c: ]2 l z% i) b& G0 _% ]: _ - actor_id = -1- f) z) ~. c( _/ K5 \' F
- loop do
, B2 U8 L) s2 f& |1 C - Graphics.update/ j9 ^* Y9 o5 S) ]: \' R5 }
- Input.update
$ ^6 f/ H/ k$ F, x% u$ M" t- G - @actor_window.update! K% N9 X. @. |
- if Input.trigger?(Input::C)
1 v1 B- {; s) K4 R% d' I - actor = $game_actors[@actor_window.actor_id]6 S9 n/ k% y6 Y; t$ H3 P
- if actor.dead? or
' n8 l9 O( G% Q5 o! I8 U - (@changed_battler_id.include?(actor.id) and . P' h$ D. _- T, b4 ]
- target.current_action.change_to_battler != actor.id) or* {2 _5 y' g4 ~! Z" ^* B' t- w8 N
- $game_party.actors.include?(actor)
6 I8 Z8 z6 h7 L7 P5 Y - $game_system.se_play($data_system.buzzer_se)' ]$ Q: |/ B' I0 O1 N' Z; L
- else
" s& Q$ v6 A8 J+ ]. D+ U - actor_id = actor.id/ k4 q$ ~* L% |) ~4 T7 O
- end- z. C/ j' j: ?" S* m+ e& U+ v
- end
" o: ], C, Q( l( v" n2 Z7 r+ R - break if actor_id >= 05 J0 v( z! G3 h' @& _" a
- end
8 ]! Q* V! \+ R/ M; f0 t( C8 J% \ - @actor_window.visible = false
9 N! C# `! ]* A: z - @actor_window.dispose
8 h; o+ ]7 K7 K8 h - @actor_window = nil
) I1 Z" w: @8 \. d P. c - @help_window.visible = false1 F5 }& _/ w5 D& o O' U
- (0...$game_party.actors.size).each do |i|
$ o) Z: I/ J9 D0 ]$ Y- v6 l: |% I - if $game_party.actors[i].id == target.id6 G: b$ v) v q0 F- Y
- $game_party.change_actor(i,actor_id)7 Z* q' u- s. B O/ O* [* L- L
- @status_window.refresh
# z; n$ T! z* q9 h4 y - end8 B% |( L; k- w4 l$ Q
- end: v3 |# ]( \ O2 [; Q
- end Z- Q0 ?5 V" |# M: J
- end
5 u( ] A' u7 Z& V - # 清除强制行动对像的战斗者
. }; n- V0 s/ b* f: [5 N1 P% v - $game_temp.forcing_battler = nil
; T9 f% ~6 q1 D. X9 c - # 公共事件 ID 有效的情况下
( p' v" o4 `. q7 b1 z; \ - if @common_event_id > 0
; ^4 F" V0 T0 D; u7 ]6 ~ - # 设置事件- z# q. R+ ]3 f& O; A5 k5 F
- common_event = $data_common_events[@common_event_id]5 k# k" h6 W: L
- $game_system.battle_interpreter.setup(common_event.list, 0)7 ~4 P( |; ^; b% b9 U6 Z% m
- end3 k" O0 y: G f3 f9 T+ l" D
- # 移至步骤 1
3 E+ A6 a$ r+ i - @phase4_step = 1
4 L3 l: T3 F0 N; P; t - end
$ i7 `1 Q& V9 |5 {+ F7 f. a% a - end( I* l7 E( R' c& |% j7 X# {
- 2 V* ]! v3 y t d' u
- class Window_MenuStatus& [( W. d& ]# g& h- x8 [
- def refresh0 a: a5 Q# S$ v; X
- self.contents.clear
+ ?* Y8 x) Z% I# |0 ` - @item_max = $game_party.actors.size
2 {! [" P3 P& h' v1 m8 M - for i in 0...$game_party.actors.size) g3 d- u. q% w, ?6 R4 d
- x = 46 B$ K, _% L8 ^$ u8 }* w6 X% P0 z
- y = i * 32
$ F5 p! g! A1 i; q - actor = $game_party.actors[i]; ]* }% t: m3 ` l
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
& E# m2 m* l8 C2 C - rect = Rect.new(0,0,bitmap.width/4,31)
) [0 Z' H% {; l4 z2 l - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)9 y' ?) N( i9 v; K& d4 ~1 n( K6 @ V
- draw_actor_name(actor, x+36, y)
3 b& A$ g2 x" c - draw_actor_state(actor, x + 136,y)
2 A v$ ]5 M/ q1 m$ W1 ?; x - draw_actor_hp(actor, x + 236, y,96)9 `+ S5 Y5 F4 @) h5 J' Q5 q, [
- draw_actor_sp(actor, x + 336, y,96)
+ W8 V, X7 g0 Y - end/ E2 X+ r6 l: q; _4 X
- end1 ?( A3 {7 P) c
- def update_cursor_rect& T4 l0 c, L9 w' J. ^
- super0 S/ \; h2 p! s. p- r
- end
% ~3 A! @+ G' d" X3 @5 K3 Q3 M - end
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