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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 LimBattlePlug7 @( k- c- U4 [6 l( J5 z# R* x8 _
- ' w% l4 |/ V7 R5 P1 Y4 t
- # 队伍最大人数$ u8 `5 o" a) I7 @
- MaxPartySize = 8 ^8 l, u' l, t3 |8 e" j6 F
- 5 E9 D( d: r# w8 Y% W
- # 出战人数; _" x& g6 D6 U
- MaxBattlerSize = 15 M* k b& J% c# b, Z" p
- 5 j1 r4 n; b7 w& B- T9 p
- # 换人语句' z" h" a6 h$ e- t' T
- WordChangeBattler = "换人"" m# e+ K% u7 p) a6 d# n( ]- ~* z
- $ d/ Z* r: H1 l( l9 T+ s5 `8 ^5 T
- # 换人时播放的动画
6 ], S+ A9 |3 q% D - AnimationChangeBattler = 26
# j; r# ]7 H, I+ f) {, j
3 s" Y# @2 J& @5 K3 h+ k0 x; |- end# a! ?: O; A; V& g: n8 x2 [' D6 t4 q/ Y
5 V+ m5 B8 o# ?' C7 s- class Game_BattleAction
0 \2 w$ {7 q8 A- ?- _0 j2 S - attr_accessor :change_to_battler) s7 K; p) M& V/ A7 C5 C+ x# d
- # 初始化
9 n* o6 X D; K! v$ m- ^6 ]$ }- g - alias lbp_initialize initialize& J- a8 q+ l4 l
- def initialize
: C! ?5 R4 e9 d# T - lbp_initialize
) _3 T. y$ {; G8 c# T* V - @change_to_battler = 0/ Z: u1 P1 a5 g, G5 K
- end7 I( X/ V6 j7 Q; j3 G! Q
- # 欲更换角色编号6 N" d( t3 X9 ~" w7 p4 R$ a
- def set_change_battler
: f% H5 L% |0 O8 l* f - @kind = 3, C2 R! j% @/ g
- end
4 [- ]/ A( ~" a/ Y {3 m4 p - # 判断行动是否为更换角色
8 ]6 I" W9 i/ ~0 @: M$ f - def is_change_battler?
4 R6 N* `) Q/ i7 v4 J - return (@kind == 3)
; F( v3 x8 e2 h8 z - end
e9 r7 W: g1 C# H3 ^8 g - end
/ M. n( }( r# [- n& t8 p y
6 T9 x0 \- C$ w* H9 k- class Game_Party
4 J! K1 k: g1 F: c - include LimBattlePlug
: y$ `8 p( F" c - attr_reader :actors2
5 B3 B0 q4 U% r/ N$ q0 W - alias lpb_initialize initialize& w) p k3 P: @* j' Z, @
- def initialize
C- `# r! I$ U2 z$ q - lpb_initialize
+ V5 b2 r" N! D- f, ]8 a, i - @actors2 = []' P. c8 [ F* z J# c, q
- end# [* Q# W! j1 e7 M
- # 角色加入
7 Q1 D J: i& G7 ^ - def add_actor(actor_id)
. `1 e7 l% R+ X3 l0 H& A - actor = $game_actors[actor_id]% V) t% f# M& T- p" F5 f1 }6 |
- if @actors.size < MaxPartySize and not @actors.include?(actor)$ {; r3 d1 W# I2 F* E- h" F
- @actors.push(actor)
( g6 @% S0 D2 [# Y6 q/ z( \# o' T! x - $game_player.refresh
" c4 l) e. e% F) q H - end
; C l7 t% k; ^6 b$ ^5 g4 z - end
9 y* R# R% a- p1 X" l- J/ v - # 设置战斗的角色
* q# l/ L& I5 p( A( E - def set_actor_to_battle# p! s# _, {& e8 {2 o
- @actors2 = []
: H7 c v m* A% C% Z* M - @actors.each do |actor|: ~, e f; O& P! f. l" k! a# B
- @actors2.push(actor)& ?0 c V' C3 E4 r; e
- end
3 W' R9 ~- X" ^5 G3 w$ { - @actors = []
7 ~& Z$ |% m( r7 J) f7 |$ y F - @actors2.each do |actor|4 Q4 k& P8 X4 x+ d- r- H+ z
- @actors.push(actor)/ _) F2 i0 Q" q5 @- H. E
- break if @actors.size == MaxBattlerSize
* c1 ~/ u+ I9 e0 G0 t% H - end
% V+ T, g% V3 u4 q: J2 b' K% d - end% E" h0 W; H2 K2 n% I V, V
- # 还原战斗的角色
6 a! |% g+ T- @+ V. |6 a& P - def set_actor_to_normal
0 Q, c# v; k& G8 Y5 |7 F3 W - @actors = []
% d$ @" [: H! ^& {9 ^ - @actors2.each do |actor|
# k& N/ n/ S7 [# i - @actors.push(actor)
# Y# w8 G+ b! U: y1 p! t - end+ F3 J/ G* ~& v
- end7 n2 j$ J" H% Z. w- y
- # 获取角色id数组; \1 X' J3 A8 S; d5 S! |
- def get_actors_id j+ l/ O/ `4 l" E- Q3 a
- id = []
, N% l6 d4 N, P! N' i/ @- K - @actors.each{|actor|id.push(actor.id)}6 B7 R6 P$ k5 F7 T4 s. X: d
- return id
6 @8 [/ s7 [. y. P: y, Z2 {/ k" O1 Z - end0 W* |( j$ A+ g7 u% ]# n. o! _
- # 获取角色id数组
4 a2 }: u$ C+ d4 a0 j$ c - def get_actors2_id' G7 h/ ?; T/ k i6 `4 ]9 I; M
- id = []
( m3 ?7 _" G! K* {( U9 V - @actors2.each{|actor|id.push(actor.id)}8 H. C& R$ O2 c' i
- return id6 H7 t/ ^8 z! V+ H
- end
* f- D) M7 Q. S* q; a - # 兑换角色+ w1 H- H: g* { H( O, ^4 Z
- def change_actor(index,id)9 \, J H4 z9 D: b% b1 y; a
- @actors[index] = $game_actors[id]6 B. e" S# G* v2 W- w, O0 G. M
- end' D- Z. W) U1 i0 C4 Y9 Q& k5 p
- # 全灭判定& U9 O: L8 b( o0 H
- def all_dead?0 B5 R: y( Z; E/ m0 p
- # 同伴人数为 0 的情况下7 [/ [ J% I2 I! ^: U. f! p, F
- if $game_party.actors.size == 0' n) F6 m& h% ?- M. F$ \, p- F. X
- return false
4 c# T9 P8 _$ z* O y - end
2 Y. U& e$ N. X) g9 C; R. X - # 同伴中无人 HP 在 0 以上
3 [# p q q6 r6 U9 K1 i$ x {/ X9 ? - for actor in @actors2
1 r( Y! `. X0 O1 F. `" @* h7 q - if actor.hp > 05 i0 P7 d% l l" ?( x7 b) i
- return false
* R0 }; [% ^" m5 s/ V, q - end& Q: I1 @& r$ n8 O; J
- end
- ^8 A0 R" B$ G9 |- l+ C" V - for actor in @actors
) _6 p) [6 u1 \& j! [! K2 @# u - if actor.hp > 0
0 J& N& Y3 c/ G% ?' I; J2 \: I4 ? - return false7 x/ i1 X2 g ]
- end
0 I* q+ X( ? e9 @2 `) Y - end# |- }9 Y+ c& Q, `! ]" {4 G% A
- # 全灭1 ^1 _6 H7 a% `( O
- return true
$ E O: T2 l$ R, f ^ - end
1 m* _6 Y( n( a. k4 j ^$ d& q - # 其他角色
6 J6 c( Z" m. `* o - def other_actors/ u7 v# y- o$ O; F- ?9 j
- actors = []% D) E! _" }0 B5 D# G7 S8 ^
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
# f" l4 Y y9 [8 B$ N - return actors7 y7 z, h, c0 t- P- D2 X& ~
- end
8 W9 N4 c Y9 b/ ]9 N - # 角色位置互换) _! D' b( @5 S t7 _/ P2 E/ D
- def change_actor_pos(id1,id2)1 q- A; h4 h5 o7 J) l S- q
- actor_id = []7 z3 I E8 V8 e- u6 V. {
- @actors.each do |actor|! X2 G. [7 X, S& X( ?* j" h
- actor_id.push(actor.id)+ i4 s5 c) X" v* @ E( z8 M$ z
- end
/ g# D# b6 V6 f# f. q - return if !actor_id.include?(id1) and !actor_id.include?(id2)
6 Y% P0 j0 ^& M! O0 f/ \/ T* s - id1_index = id2_index = -1
5 O6 v( Z8 ?& o$ f3 x* I - (0...actor_id.size).each do |i|5 _" H. s) \6 k
- if actor_id[i] == id15 p8 `: s3 }6 e2 {) b
- id1_index = i
) O& A' O9 e" w: m; n0 z: q1 e - elsif actor_id[i] == id2* i5 M% B( J+ ?
- id2_index = i
, A; J- e7 d$ t& S5 y: g `( ? - end
8 W) @7 _0 M+ t8 F: g - end9 u! ~# e5 b- Q8 Y9 c& j- b
- temp_actor = @actors[id1_index]
! L; n8 [: r* X5 {9 O - @actors[id1_index] = @actors[id2_index]
) u& y n" b, S/ [ - @actors[id2_index] = temp_actor7 j. D9 ?0 }- G9 n' V3 H! `1 i
- end
: r- S; a# F# G4 N& o4 I5 h3 r% e - end
% X4 D. T5 P" A" t% `
9 f+ n5 `5 ^- Y- E, ?0 w- class Window_Actor < Window_Selectable
9 p6 E0 |" N8 d - # 初始化2 |! o: r' m- K8 E
- def initialize
/ G( t; v' c* c - super(0,64,640,256)2 g2 a; S4 H) t9 q! v
- self.back_opacity = 160
4 e+ l/ _& c) L( T- ^5 u D - refresh
: g: u+ }0 L: v! Y - self.index = -1
! V+ D5 n6 a5 O( N - self.active = false" A. g% a5 l C; x
- end, U$ c: r, K* B3 T' n
- # 刷新( i2 E# n. a! A
- def refresh
& l F$ @ _, V4 ^% n3 A; f A X - @item_max = $game_party.actors2.size7 y& q8 A6 d0 ^# ]+ q, K
- @data = []: S* a! y2 R) Q$ D' x6 B
- $game_party.actors.each do |actor|
4 c0 W8 y' t0 Y$ M - @data.push(actor)
) r" q( m9 K2 [- A9 q8 e, H) Q/ B - end; x% J, r. x3 A6 x7 H
- $game_party.actors2.each do |actor|
' u( R6 x# R4 l9 t( ^ E - @data.push(actor) if [email protected]?(actor)
9 K1 X) p. i$ F- {( i2 | - end
6 Z/ G8 `, {% d' D - if self.contents != nil
9 `8 s. [9 ^; q% |$ o! d6 Q - self.contents.clear
) W: U7 @; I1 D" W# s J - self.contents = nil
) f, d0 u9 d; t1 T' A4 e4 X - end( e. Q3 f- n) X* j$ d2 W' w8 S9 }
- self.contents = Bitmap.new(608,@data.size*32)+ o- o4 X% n6 ~- g( W# a
- x = 4( g O1 d' ?+ m, _! i0 q) x
- y = 0
. I" R' b3 |% d - @data.each do |actor|
, y! M1 \) x# I) ^: q3 X - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
: d& j2 j' v2 ^0 ?) t6 S - rect = Rect.new(0,0,bitmap.width/4,31)% W' l/ u* j) ? S/ R
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)" i$ r: O7 c, z+ Y/ {, ^
- draw_actor_name(actor,x+36,y)
! b5 L4 l# @4 h - draw_actor_state(actor,156,y)
3 ]8 v' N# s& D" U - draw_actor_hp(actor,x+256,y,96)2 c% u/ ?3 Z8 q
- draw_actor_sp(actor,x+376,y,96)+ T# `" n6 ?8 g& V
- if $game_party.actors.include?(actor)6 }) K- J7 T7 m8 t4 Z
- self.contents.font.color = text_color(6)( w" Y1 w; I! n! ^* S7 q6 J
- cword = "出战"
, A) {9 o2 L: Z - else
5 ^1 x, N( B- E - self.contents.font.color = text_color(0)' @$ h; r" K$ H! i
- cword = "待战", o& F- F- {0 d* q* `7 m# u1 p
- end3 U& M% N7 i4 X4 n2 I
- self.contents.draw_text(x+496,y,60,32,cword)
$ c `/ T( s( J+ f2 e# M - y += 32; K+ O! @( ~) q4 t. i N7 n+ z
- end4 N. M7 r# M6 ?
- end w4 |3 e2 E. p4 w7 M" [+ ^0 A- f
- # 获取当前角色编号
, v4 v. s3 L5 r6 { - def actor_id
9 v$ Y: r7 ^7 Z - return @data[self.index].id9 r% e* n0 ~. q4 o& @9 k6 [5 r
- end, x2 P# v8 |# |' u: [ b, n
- # 刷新帮助
& V# k; v+ b! [, o. l - def update_help
% f0 v2 C. O' u' s5 r6 j - @help_window.set_text(@data[self.index] == nil ?\
* \$ r/ {9 M- V8 x - "" : @data[self.index].name)' j' N8 b/ R3 R% S! W. M
- end
F/ p. b7 P8 \ - end
" v* V1 H* [: Z. f# U - 5 _" Z3 U% j# `
- class Scene_Battle
5 f3 y$ K- c# r- w" }( ^0 [ - include LimBattlePlug
6 M' A, s" E! n6 u, O" F - # 初始化
+ o2 s# r1 @' `4 H, o$ k$ `2 I7 B9 a - def initialize% N4 i" ]5 N$ j% u& b% k" S4 T
- $game_party.set_actor_to_battle
4 m' o5 p9 a7 z% D" |: m" P - end4 P. d. ^5 L$ ?& n
- # 主处理' W1 u/ l2 t6 [: ~4 `2 D; b+ h
- def main" W1 C J$ s( R5 u% l# o
- # 初始化战斗用的各种暂时数据
4 }& Q P$ t/ ] K3 l - $game_temp.in_battle = true
+ s8 s2 o6 Y$ i1 w6 q8 J. l" q! { - $game_temp.battle_turn = 0: z, {- G0 n2 \
- $game_temp.battle_event_flags.clear
, x1 C( V3 U( D3 V7 k - $game_temp.battle_abort = false& r# S+ ^; j: T
- $game_temp.battle_main_phase = false5 q, S) Z% I- K% p5 q0 y( f
- $game_temp.battleback_name = $game_map.battleback_name% Q/ p R) Q0 k9 o
- $game_temp.forcing_battler = nil. I5 j" Z6 J. T4 ]
- # 初始化战斗用事件解释器8 R4 ? P$ b( J' o
- $game_system.battle_interpreter.setup(nil, 0)# @# B# e" t8 x) e* x+ \
- # 准备队伍
, y7 t' m6 b9 u+ I* s; D' s - @troop_id = $game_temp.battle_troop_id: R% ]8 k- ?, r; e
- $game_troop.setup(@troop_id)4 u1 i6 a& M- g
- # 生成角色命令窗口* M) c: }/ l, t
- s1 = $data_system.words.attack
2 E* q$ \% C1 a4 Q; A - s2 = $data_system.words.skill
: h: S' s; ^) J2 J" F0 x" \/ O - s3 = $data_system.words.guard
' B% e9 |- }" t - s4 = $data_system.words.item
- y! u# E( @+ ~: L4 h# S$ q - s5 = WordChangeBattler
& J' ^; B6 U s! y - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
* o6 S. `6 H7 X7 b5 v+ q - @actor_command_window.y = 128
) V. }* U- }9 F# G, }' a - @actor_command_window.back_opacity = 160
6 R. I" k. Z+ ?: a* f+ v) K6 k - @actor_command_window.active = false
2 [+ o& o- S9 P3 v4 d - @actor_command_window.visible = false
; y$ H7 D: W" J& I' n4 f - # 生成其它窗口; u, i7 b2 l* B
- @party_command_window = Window_PartyCommand.new
1 J+ o" u8 o: R( d# I% B) P - @help_window = Window_Help.new
1 p5 D# G; q& B# F8 R - @help_window.back_opacity = 160
1 @! V" Q2 b) ~! n8 q* X% `! m - @help_window.visible = false3 P: S+ l) ] u6 ?
- @status_window = Window_BattleStatus.new6 \, R+ T: c1 S
- @message_window = Window_Message.new
6 t3 D: r' J( E2 w' O3 d. i - # 生成活动块
2 @# `6 Q ~/ E2 T6 p - @spriteset = Spriteset_Battle.new
9 S! \ e8 Y6 x: _* ~6 Z7 ] - # 初始化等待计数
& N3 W7 H4 N2 c) I - @wait_count = 0/ I& r, n% j) F- y7 x$ `# k* _" J
- # 执行过渡7 H& c6 i5 Y; t$ g" E6 W8 w
- if $data_system.battle_transition == ""
& X( L! J) c4 Z. ` - Graphics.transition(20)0 M K. D0 G7 o z/ Q
- else! @( a# D+ x* m# I1 v+ V; a" Y
- Graphics.transition(40, "Graphics/Transitions/" +3 Q- j! h5 V3 ]# u! h$ f# X8 M
- $data_system.battle_transition)
# ~+ u0 V0 b7 ^* f - end* }) b& [. ^1 P: h2 e
- # 开始自由战斗回合: b' {* j2 S7 n9 r$ q# s
- start_phase1
; L8 K. ^3 _% \4 {6 V( r9 f1 Y - # 主循环
+ U6 `7 }- |& {* l# Y4 [ - loop do; I+ I$ b& p, m: W+ X% I
- # 刷新游戏画面
* I) x" n$ d1 c1 `& e6 c! i - Graphics.update
# d0 W* C3 \* d+ g0 F8 z+ U - # 刷新输入信息
o3 t9 O5 w+ N: ~( S u3 N; b - Input.update/ G I+ d" }8 J$ \
- # 刷新画面* O# Q, B/ s0 W2 Y; U& t t
- update3 y' W+ r. b8 x: t
- # 如果画面切换的话就中断循环
5 ~0 c; h* x$ {: S - if $scene != self
; W9 E; m1 x; q' O - break7 I+ f: C& I/ ?$ z- r6 @! o e
- end
( g/ M! ]8 I. m, D* A - end# J' ~* y8 t1 X
- # 刷新地图- E3 M$ Y1 F4 `4 i5 x3 G8 t X4 ~) `& a. ~
- $game_map.refresh+ n' @) u& W# x* a5 {: I/ }7 f, h' f
- # 准备过渡
& v5 D3 w: l. Z4 f - Graphics.freeze
2 }8 A0 U! H0 W - # 释放窗口9 X/ H( V. T. d
- @actor_command_window.dispose, ^8 f/ h1 D4 O) \( {% B" R. l
- @party_command_window.dispose8 W' \, l$ j9 ]# O9 q3 ? {
- @help_window.dispose! n) T4 A: m, D) u/ Z) k
- @status_window.dispose
! g2 a1 i7 }7 d% Q - @message_window.dispose
; a9 h7 ^& f3 k. a - if @skill_window != nil- q, K' n" D) c3 @6 R3 g2 b, e
- @skill_window.dispose$ n8 G; ~. u1 W
- end! _% P) G0 h' d* ^& r
- if @item_window != nil
4 J- V1 e) k1 ^- m6 g1 }; V6 `! B- L - @item_window.dispose" u1 M! [- c: G
- end
0 V( ~6 n: {5 {- R - if @actor_window != nil1 S9 Z8 |- J# ?! w5 v
- @actor_window.dispose9 |& o% |: K2 u: `) z2 S: r
- end
E c) J7 m6 g: B% J - if @result_window != nil, ?4 K' Y* x$ s0 Q
- @result_window.dispose
# f7 W. G# e1 B% i - end
0 C @; R$ n* T# g$ X4 [+ p- n - # 释放活动块/ a4 B. _6 C2 a% X
- @spriteset.dispose/ V$ A) k+ ]* Y/ l8 Z8 v- W) f
- # 标题画面切换中的情况# |% _% c. s* P. a; |7 G
- if $scene.is_a?(Scene_Title)
, Q" G3 x) N9 [2 g6 ]0 M - # 淡入淡出画面
! a* F( h7 M8 p# d. i7 a$ } E - Graphics.transition* | @5 v D' p3 o4 l
- Graphics.freeze
9 y4 D* ^2 u* l. s* X - end
. e2 _! w0 V! y% ^' L - # 战斗测试或者游戏结束以外的画面切换中的情况
/ ]9 i) h: A& G - if $BTEST and not $scene.is_a?(Scene_Gameover)+ c+ D1 B+ Z$ t: ~
- $scene = nil
# `8 X0 v+ {: \ - end
# j5 N+ M: Y* ]( c( Q7 Q - end
% i; B7 J* h' j- N8 i - # 战斗结束1 y' h5 \" v5 X5 M
- alias lpb_battle_end battle_end A. E' k$ ^% R/ @$ W
- def battle_end(n)
4 S) G: L, f+ ]# l$ N - lpb_battle_end(n)
! s- M T+ I R3 A1 h( J, H0 F' l: ? - $game_party.set_actor_to_normal
/ ?1 }+ `% m; K, s4 g - end
6 L9 h9 g3 \, i4 n6 a4 B/ u - # 开始回合3
& [ u1 R' x5 o; Z - alias lbp_start_phase3 start_phase3( x B* s s5 X; R
- def start_phase3
5 F4 B0 V, w F$ l - @changed_battler_id = []
0 s7 \$ w' u+ F% o1 O) @ - lbp_start_phase30 L& B! O5 `; L3 ^( d. \
- end
n% x$ j+ w: j) P$ N - # 刷新角色命令回合画面+ W4 H8 g, Y. f* X, J5 ^
- def update_phase3
% T: z" v. Z# [* a - # 敌人光标有效的情况下
7 v& V+ E1 C( [1 y - if @enemy_arrow != nil6 X0 v9 u5 H; o- t9 T
- update_phase3_enemy_select
+ Z, M; e4 A4 i6 I9 L. [/ T) Y ]$ V - # 角色光标有效的情况下( i( x( Z0 q# [# B2 w
- elsif @actor_arrow != nil5 ^) |1 ]! h. t, o/ u+ L" `7 ^
- update_phase3_actor_select
, p- z9 m& K6 Z - # 特技窗口有效的情况下- J* l2 I3 E, F q* y
- elsif @skill_window != nil
# {0 M$ P+ ]' b# ~ - update_phase3_skill_select
* w* r; O% z8 U/ Q - # 物品窗口有效的情况下+ g5 X5 U k1 s) v4 r! O% _# F
- elsif @item_window != nil
" Q3 N8 z/ O8 n0 X% ~% r. e - update_phase3_item_select
) k) E: S3 d( ^9 E - elsif @actor_window != nil! d. @; a, o$ Z, W! {+ [
- update_phase3_battler_select
, J2 f, z1 u2 _& U" k, _6 T - # 角色指令窗口有效的情况下
' k0 F1 ~& b: f9 p M - elsif @actor_command_window.active. k+ @) Z* a' _6 b# \! T
- update_phase3_basic_command
j! K7 k* R( C! e4 |0 Z' M - end+ J5 F( x) S( \$ \
- end- a& v( \ g8 W4 U/ C, `8 X
- # 角色基本命令( }5 x+ B4 k' e9 `& G1 Y
- def update_phase3_basic_command2 r$ T: q! R& `* K/ f
- # 按下 B 键的情况下9 ~+ |3 u9 `: h' M; B2 @
- if Input.trigger?(Input::B)7 v* k( [" D9 J" I% c" @" M
- # 演奏取消 SE
3 [5 m( a9 m# y( h" k+ R' e4 w7 Z, ` - $game_system.se_play($data_system.cancel_se)
) r9 E+ |7 T8 G* Q8 k" u4 a) ?3 O" N - # 转向前一个角色的指令输入
. j0 C9 ]9 O! z- L& C$ d$ j+ S2 P+ Q - phase3_prior_actor
4 B7 K: c5 B6 f/ o5 E m3 y - return
P$ U6 P) g! F9 Z/ n - end
- ]7 D9 H$ [% [7 B6 C - # 按下 C 键的情况下: U5 X- J$ ` [# L+ o9 [
- if Input.trigger?(Input::C)+ d# {% g- L0 E o
- # 角色指令窗口光标位置分之
- h5 t* G% _' U. K3 I1 n - case @actor_command_window.index
, z. R w# F: k1 n4 K8 N+ N& i! n3 s3 E - when 0 # 攻击4 Q% j5 e7 J7 y1 }
- # 演奏确定 SE, B1 B: Z8 ?5 z) T* r X, c
- $game_system.se_play($data_system.decision_se)3 Z" _8 S( ^5 T% x- E
- # 设置行动
6 B" z8 B% C9 z - @active_battler.current_action.kind = 0) r* J' A- F: h/ q1 X
- @active_battler.current_action.basic = 0" o0 Y4 R" T& M6 F% j; d/ Q# O
- # 开始选择敌人
, h1 {4 O6 ?* a% u. m - start_enemy_select
- z# l) S8 u6 [; t p - when 1 # 特技
8 T1 H7 P% P4 j+ o6 D& c - # 演奏确定 SE" |9 _1 J4 o% V) J# }/ E& S7 D
- $game_system.se_play($data_system.decision_se)# K" f: p7 n& Z$ P9 ~, w& T4 b
- # 设置行动5 M, q$ j+ e& R- D
- @active_battler.current_action.kind = 1) i: v& O) V' n2 n% [
- # 开始选择特技. z. H# q5 O$ m/ Z! R0 O
- start_skill_select" C% d! T5 W& m( n. c3 H' P
- when 2 # 防御
- b7 v! X4 ?7 _- h - # 演奏确定 SE. F4 R$ J+ ~' x6 B$ r
- $game_system.se_play($data_system.decision_se)% `. O. h' \, O* K
- # 设置行动
8 v2 F* b9 z3 l+ q9 E' i( O: q, L - @active_battler.current_action.kind = 06 k* r+ D, |3 {! E! @
- @active_battler.current_action.basic = 10 o4 n/ q& O0 H$ A
- # 转向下一位角色的指令输入
0 P: E1 Q1 q4 L& M0 c8 r! N/ ]$ f - phase3_next_actor9 i5 }: {& e( n4 i, o$ t5 F
- when 3 # 物品
: O9 K3 Y4 s% _0 o - # 演奏确定 SE
L! g9 y' @( E2 | - $game_system.se_play($data_system.decision_se)
8 W( l- x. ^: {0 G. p1 X. a/ q/ c! K - # 设置行动
9 o# ]! A( F0 U+ x. v - @active_battler.current_action.kind = 2
a/ ?- v' R& u& b6 B: _3 N; d - # 开始选择物品2 z+ u& `% L; ~" \$ x* y! F6 O
- start_item_select
0 L* g5 o3 ]! X# T - when 4 # 换人% ~2 s: A! k8 K( M& c+ g5 ~
- $game_system.se_play($data_system.decision_se)" o! v' p/ O* J9 {( d$ H
- @active_battler.current_action.set_change_battler
& _" X) i& x) E - start_battler_select+ p8 e9 C7 ~0 A. Q8 [, k
- end/ J9 u G0 Y7 f! u9 U" C
- return4 R& d9 X% m0 `, e/ u1 u
- end, l' b- Y1 @+ E w5 J! Y% X
- end
+ h0 E- J' b4 S) K# m - # 开始角色选择
& h0 v0 S# o. Y+ Q - def start_battler_select
* J7 F( N9 F" i1 o, R9 K - @actor_window = Window_Actor.new
! w/ }) A- X Q; g5 e - @actor_window.active = true
" p# {+ {3 D' s4 P* I$ s! `7 Q3 V - @actor_window.index = 0
% y( h# D9 ^8 ~7 J# f - @actor_window.help_window = @help_window
1 D5 ~/ r# b2 o2 A; o) C - @actor_command_window.active = false
" R/ R8 r2 P* I' D* H - @actor_command_window.visible = false4 Q) h8 P5 G. R0 k K9 \
- end7 K' ~+ L. g: S: F
- # 结束角色选择
1 B2 I8 f5 P/ t6 j/ M+ F - def end_battler_select% N. x# b/ t, w9 c4 _& H- S3 a+ \
- @actor_window.dispose
5 g8 E7 v$ K% ]$ x" w5 ~) h - @actor_window = nil# }- ^. c8 l6 ~+ r1 |1 V3 H
- @help_window.visible = false
0 Z' i; V% k/ o" S/ m s9 p: E - @actor_command_window.active = true
) t3 w) z# l$ Y2 W3 X7 C - @actor_command_window.visible = true
% T* {* E2 S3 ^) n - end0 k" Z5 e; }# {% A
- # 刷新角色选择
6 |5 v }; i! t: a, Q - def update_phase3_battler_select
. T1 p7 ?$ U: k# _- p7 R2 t( ?6 ] - @actor_window.visible = true
: R z8 i/ o2 |0 ~; P4 \ - @actor_window.update- I1 P9 h( {: r7 G, i6 p9 ^
- if Input.trigger?(Input::B)
: n) z3 f+ Y. g3 {1 m/ N% z - $game_system.se_play($data_system.cancel_se)
6 c2 Y$ M* k. z9 m0 N - end_battler_select& ~/ N0 r* ?+ M) H+ }2 K
- return1 q7 O1 ~1 G& G. A6 N
- end! r! e5 G5 N2 O7 P/ V7 T( O
- if Input.trigger?(Input::C)
) G, j$ V% f: W$ O$ B0 _3 y" d - actor_id = @actor_window.actor_id# T9 E2 s& `& h) v
- if $game_party.get_actors_id.include?(actor_id) or b; Q6 ~$ V% r! h5 i: B" D! C( ?
- $game_actors[actor_id].dead? or
# r) L% @ X+ e - @changed_battler_id.include?(actor_id)- y1 J+ e- B8 K* c# F0 p
- $game_system.se_play($data_system.buzzer_se)
1 }$ X7 _) Y: y% Q7 L+ a4 } - return; M, v' T* n+ T+ s$ |
- end
8 a! U2 c2 ~1 i+ n3 C - $game_system.se_play($data_system.decision_se); |1 f- S7 f/ L, u/ P" A/ u
- @active_battler.current_action.change_to_battler = actor_id
+ O$ p/ F5 Y) I6 J, ? - @changed_battler_id.push(actor_id)
- N8 j0 G- M0 j# Z+ W; ^/ r - end_battler_select
+ S% ^# ~4 a- Q8 @+ j" J5 } - phase3_next_actor! `( o7 \/ T8 M2 [% H
- return& ~6 Z' l; K. Z! O" V
- end
7 E1 i, d/ _4 u - end( H- f1 a, T- D8 s
- # 行动方动画& r" b2 Q8 {5 K& o7 {0 ^
- def update_phase4_step3" L! [* _2 {+ d- d5 D: a% c9 _5 u3 _4 H
- if @active_battler.current_action.is_change_battler?7 v- w: @3 D W: Y( i( T; g
- @animation1_id = AnimationChangeBattler1 I. j0 f2 B( J1 A3 ?1 W2 N
- @target_battlers = []
T, ^! \8 f- ]. c - end, A0 d; ]) B1 j8 ?- H8 O2 a
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)6 |0 A$ [( S+ l2 K% K
- if @animation1_id == 0
: ^; [ P8 e" c - @active_battler.white_flash = true6 k1 A/ n) Z% U- k
- else
5 k0 Z i7 G/ s5 M4 d - @active_battler.animation_id = @animation1_id
) s! e4 O2 E0 @$ h. N - @active_battler.animation_hit = true- ^3 Z3 j2 P2 ]+ |( X
- end
% T" d+ y" P5 k7 R - # 移至步骤 4
% ^4 H" i& E$ u. y - @phase4_step = 46 z4 W1 [$ N1 T, S: V1 _: @
- end
: Y4 l' [; x7 X$ g3 X - # 对象方动画
- Y }, l; C9 g! y( y3 J/ D - def update_phase4_step4: N, k2 q" { v! }" |# s
- if @active_battler.current_action.is_change_battler?
7 y: B! f' X" X8 m: A0 O3 G - actor1_id = @active_battler.current_action.change_to_battler
' x' L* ?# B/ G! v# I - actor2_id = @active_battler.id' e; O0 S3 E8 z) P% _- e' _
- (0...$game_party.actors.size).each do |i|( z. q4 v4 `4 i" F: T. y9 k4 d
- if $game_party.actors[i].id == actor2_id8 t+ } {( B Y
- $game_party.change_actor(i,actor1_id)
: M( r1 ~& W* i* a) |" [4 ^ - @active_battler = $game_actors[actor1_id]* E4 z! P7 {% w8 y9 f9 E
- @status_window.refresh+ P8 X m1 Q, I6 T. |* i
- end: D5 f5 Q, S" B) a$ h& j9 C
- end
6 A% J+ Q. V9 n T+ n3 } - end! Y! D: E- e& V: A4 j
- # 对像方动画 ^# A6 M" l, ^3 U
- for target in @target_battlers9 J- q& D* L, e! d
- target.animation_id = @animation2_id
1 r: j1 g* |' O" R$ ]# ]: o/ } - target.animation_hit = (target.damage != "Miss")
/ w r# w) b4 g( T1 Q" |! @2 o - end5 Y- W: q7 P0 }9 A. G, o+ T! G4 `( I
- # 限制动画长度、最低 8 帧
" R0 k2 v1 K# o/ B, H& D6 F - @wait_count = 8* W1 g, ^; }, S3 C; s
- # 移至步骤 5
8 A1 C# Z/ ~) Z a - @phase4_step = 56 A- f5 {% V3 E ~% v, Y% L! u
- end. z% {, h% ]$ W0 W% L5 z- ~( _
- # 公共事件
; _( R8 f2 S: A R - def update_phase4_step6+ W7 J/ `7 x& S& C, k3 {3 o8 U
- @target_battlers.each do |target|
& G" o5 p6 P; o0 z - if target.is_a?(Game_Actor) and target.dead? and
0 p b) I! R, c* M, q - !$game_party.other_actors.all?{|actor|actor.dead?}
; J9 G* m% v- ] - @actor_window = Window_Actor.new7 w% d1 M5 X% v7 a; b2 ]
- @actor_window.index = 0; j2 i: K9 b) h$ }
- @actor_window.active = true" g+ ~3 E5 S* e5 o0 Y' G
- @actor_window.help_window = @help_window
) M* W# z+ m3 u - actor_id = -1
0 w! k' u7 b3 ?2 Q' }# S- E0 G - loop do' I) P( Z5 r3 @( z) _ R0 `
- Graphics.update
8 @/ R! e4 B7 [5 Z6 F - Input.update
* f9 i9 W/ S. Q$ e) f5 k - @actor_window.update
$ C- K4 j9 |5 G3 y - if Input.trigger?(Input::C)
: b' d9 h9 u8 k4 m% D2 s" B - actor = $game_actors[@actor_window.actor_id]
! m- P/ Y! e5 k - if actor.dead? or
0 `6 X2 }# J' a* S% w - (@changed_battler_id.include?(actor.id) and
0 s' ?2 K' G9 p0 m7 Z! L - target.current_action.change_to_battler != actor.id) or
" g& K6 O0 _* O - $game_party.actors.include?(actor)0 j+ u3 u$ d+ s. W" n
- $game_system.se_play($data_system.buzzer_se)
; r/ e1 W+ C" v& | - else% K" z1 N3 y! s0 e/ H9 W. ?
- actor_id = actor.id: h6 K- C: S0 e
- end
! V5 P) |6 g# \+ K& S4 D6 }# t - end0 W j* P$ S% Y+ s6 c: X
- break if actor_id >= 0/ S! }+ m- V. s% i& S
- end8 C( ?/ x1 R. e& ^$ V+ _' |
- @actor_window.visible = false% z, I2 }1 ~! M. P, T4 Y/ g
- @actor_window.dispose/ b2 Z$ z) \+ \8 D( H+ V! U" F5 ]
- @actor_window = nil1 z& z4 i# f) r. A* f0 l
- @help_window.visible = false! Y' h- G( _$ I( h
- (0...$game_party.actors.size).each do |i|. j2 l2 M; F1 S9 q6 w. P% H
- if $game_party.actors[i].id == target.id
5 Y$ O/ P- m( n/ ^ - $game_party.change_actor(i,actor_id)3 b, z# E6 E9 R
- @status_window.refresh
4 P4 F; r( R" @7 i: J - end
! E. N; e% c$ g& L - end1 c+ B) N/ k% W: t& e
- end
; Z. r9 l# L3 L5 Y" M1 b - end) ~# k5 H, r- ]9 _/ c' |
- # 清除强制行动对像的战斗者
4 Z/ O1 g5 l" | - $game_temp.forcing_battler = nil
) U2 W- \' a- v7 ?+ r - # 公共事件 ID 有效的情况下
2 R6 y- X$ M4 }% d- L! h5 Q - if @common_event_id > 0
4 L$ O: @ g( R+ }1 q2 x) W - # 设置事件7 o+ M! Z# t" q6 Q
- common_event = $data_common_events[@common_event_id]
) r, r( z7 Z/ @) H4 k+ W - $game_system.battle_interpreter.setup(common_event.list, 0)
7 Y. \" w& K* B ~9 F8 s$ \1 ~# Q - end x. u7 Q) @0 x! z! j* U1 I' t
- # 移至步骤 10 p3 ^; n! A) l8 y
- @phase4_step = 1( r5 m8 z& P8 x/ i
- end- m5 H: i9 z- n& D
- end
' V& Y% L6 N7 \* @
9 I5 p# u' O! y6 w1 ^6 {- class Window_MenuStatus' d8 k( Y k1 S: k" ]/ N
- def refresh
7 k) |' x/ e/ G s3 m - self.contents.clear, g3 |$ h1 s9 A# a9 j- {' V
- @item_max = $game_party.actors.size
: X1 E% m+ z$ T: @ V6 @! K* F - for i in 0...$game_party.actors.size
3 u7 o( M; i4 d$ G' i$ t - x = 4
- f' H# e/ k) { f) N' j& p - y = i * 32
) @! Y% n) S! O5 `# t( T0 l - actor = $game_party.actors[i]
3 Y* F$ [9 S( G: G - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)* N- K4 E* q9 n3 h5 X' s: B# n4 h/ z
- rect = Rect.new(0,0,bitmap.width/4,31)9 |0 r. P5 Q7 I& H Z- ~3 C
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
* H) t! [, C6 G1 y/ m2 g - draw_actor_name(actor, x+36, y)# q; {+ S+ G3 _" L* i
- draw_actor_state(actor, x + 136,y), m. `, g" E1 ~' l: t( Y
- draw_actor_hp(actor, x + 236, y,96)
2 }/ d* d0 A/ M- S# o - draw_actor_sp(actor, x + 336, y,96)
' B% r/ r) z4 \# ]6 p - end
. |+ ~0 x- A; }& O( P - end
7 T/ w* x& t/ o- @" @5 I- Q+ p+ v - def update_cursor_rect
* C9 |9 H7 k& q; K4 W/ [ - super
5 R% t7 A+ z9 `) [ - end
# J7 ^& g* D. [4 {6 v- y' M - end
复制代码 说明:这个东西是转自enghao_lim的一篇帖子,版权归原作者所有。 |
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