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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
6 b9 P! Q5 |. T" G5 S# \
6 J' w& J) H9 @& F# w- x! z" a% G- # 队伍最大人数
' @' P" E6 T& j" c g - MaxPartySize = 8& A" i9 B g S0 p( M) \2 i8 u
- 0 q( \# p$ }! A' ^. o
- # 出战人数, c# D/ S5 L" d& n2 M1 [1 J0 t. b& Z
- MaxBattlerSize = 1) x0 F: c- Q# Z+ S5 ^1 l& {
2 F% L9 a# C* E# F- # 换人语句
% n8 m# \1 J4 m9 h3 t - WordChangeBattler = "换人"
3 d5 b. L2 @& L$ a, E/ T# @5 q
$ S }. t$ r; T+ s6 r- # 换人时播放的动画) y& f% \4 e- \3 M: `
- AnimationChangeBattler = 26
; w O" v" i; H8 h
" S* q0 H: O1 |$ S- end) F) E; R+ O4 I8 q' s8 r6 g
- 8 M2 ]% { q" ^8 t
- class Game_BattleAction/ x; W: |* u' t) ~9 ^( P9 m
- attr_accessor :change_to_battler
! [3 M4 D+ J8 h2 r. I8 L/ o: D- C - # 初始化7 l" E! c1 e! A- A' |
- alias lbp_initialize initialize( @& v8 o! H; S# z
- def initialize/ f e" x9 v! }" ^' W0 j. L9 u
- lbp_initialize( Z" m7 E! R& N/ i% h X
- @change_to_battler = 0/ R- s, c+ ?* t8 \3 P7 O0 t
- end
! c J# q" Q9 x: z' s! P# O - # 欲更换角色编号" W8 T8 X- Q9 i" x
- def set_change_battler; a8 l' O8 q; }! ~6 j2 \8 j4 P. D! b
- @kind = 3
8 X& ~: w. Q0 g6 [ - end' x- F6 c: a; U, R6 f/ X
- # 判断行动是否为更换角色
( n) C$ j, J! w9 Y - def is_change_battler?
2 }3 o7 L7 c3 H, z# h - return (@kind == 3)
; N. ^0 F) f* y' r- f6 ? - end
" ~! T0 j& G4 u2 m) }7 E! o- E - end
$ L4 Y n9 c3 E: a' N9 X
% r) }( d- j4 x; N$ X- c- class Game_Party% n0 C) N! A8 W# m) h1 }6 M
- include LimBattlePlug L, X6 ~0 M+ a# m- E
- attr_reader :actors2, v7 e/ d0 g, n
- alias lpb_initialize initialize; z; v5 Z- H' R6 M6 l4 u ]) T
- def initialize3 S: i( B) }; ?. S* i3 i( x
- lpb_initialize& y( c/ Z! I* F, q8 F0 b
- @actors2 = []. R) V) v/ g6 J% x) Q% r
- end* F0 I# T9 B2 n$ g: q' a
- # 角色加入
% R; G5 I0 t4 j# f6 T - def add_actor(actor_id)7 G9 z$ p3 | o# X0 B7 q- q
- actor = $game_actors[actor_id]- [- @$ d0 Z) D6 i2 s) F
- if @actors.size < MaxPartySize and not @actors.include?(actor)( E6 u3 E+ b0 E& A1 C/ J# @- z
- @actors.push(actor)
. ^& V- t% Q f0 G - $game_player.refresh( }) k' W7 \5 C0 o$ G9 a
- end0 p: o7 u. z' l. j& h% s7 a
- end, `. K9 y; J) L6 f' l3 l
- # 设置战斗的角色( w6 C/ k; m. t) C( E" e
- def set_actor_to_battle
4 X( D* S6 k9 z8 P$ M. G' g - @actors2 = []
5 o; t4 K4 ^4 l- S8 {5 l/ E: f5 Z - @actors.each do |actor|4 `8 z5 m+ W# {" [$ g
- @actors2.push(actor)
# Y" z& x5 H- k' N - end0 n" N3 A1 y5 T5 ^' v
- @actors = []* x* {% ^+ I' p$ L: {* `
- @actors2.each do |actor|
+ q! S* a; |, O! P6 y - @actors.push(actor)
9 W" w& V2 r+ X" [0 { - break if @actors.size == MaxBattlerSize
) U% x! }! a# t - end
7 }0 Z' \' v6 X. K: X3 w7 _( v' }2 | - end/ d% g; u9 {# ~; q
- # 还原战斗的角色7 ]/ x. P* Z3 H5 N
- def set_actor_to_normal4 H1 n, z7 K, f( l& j/ r+ R
- @actors = []
5 T* j" O" W; L' ]' l) h3 T - @actors2.each do |actor|: m5 W; N1 Q% _6 s) }+ B
- @actors.push(actor)
. ?6 b# g% B; M) j/ s, D# K - end
3 o+ C" M% Q, o( O4 `& V1 I - end
6 O, L+ {& I j) f0 l: l - # 获取角色id数组9 t! e% ?6 E/ ?6 G$ w
- def get_actors_id
# C+ I6 p" r& f3 A$ W3 { G' @7 Q- t' k - id = []$ ^! ] K+ Q- N
- @actors.each{|actor|id.push(actor.id)}! j! S6 _- \4 c8 T
- return id
, K2 V# B y) K1 |! H) `4 ] - end( l0 v x3 X& V# S- H/ U
- # 获取角色id数组
, c7 V' k1 T8 a/ H5 M1 w - def get_actors2_id# v" w+ q9 A9 d6 G. ~+ e3 R% u
- id = []1 j- w6 T Y/ x7 ^7 }; Q
- @actors2.each{|actor|id.push(actor.id)}
4 A! l6 B( k' y - return id% { \% Y, p0 M4 |- P. p4 A
- end" g; Y* i5 R2 y ?4 T
- # 兑换角色
# G) E* W: H4 m - def change_actor(index,id)
/ N. p ?5 u: y5 y# q - @actors[index] = $game_actors[id]
2 u; T1 {9 W' l L/ j* ?9 B - end# b$ W* v$ ~! @( z/ j/ b7 h$ x" i d9 N
- # 全灭判定
: J0 I& O4 r. V! i/ y - def all_dead?
& m/ ^+ x! z3 r, b+ s4 ?, F - # 同伴人数为 0 的情况下8 w5 y2 P' E' P) |
- if $game_party.actors.size == 0
3 m$ {+ N: M2 }! ]# ?. g- } - return false) n' ^) U, u8 k+ c
- end, h2 _9 M+ R T" H% ]+ {7 Q
- # 同伴中无人 HP 在 0 以上5 F) P" V) b2 ]3 m6 s
- for actor in @actors2; o: Z: y) ~1 y9 H( }
- if actor.hp > 0$ B6 \( L! L; p- {
- return false
! M! \$ |) B8 {# V; \+ y7 S - end
# q" z: G3 X# C( V2 B - end9 y% c1 i$ L- B& Z* v8 C
- for actor in @actors& j% B. y4 f, z, U! j: ]. ?7 @5 L5 |
- if actor.hp > 0
# L; o3 R ~- V z) ]9 e/ { - return false
: w! ~! i1 v! {; R( d - end
* d. ~" U- T* P! J - end" C; X6 M$ j! Y2 c7 T
- # 全灭6 K0 {5 d8 K& P5 G3 D8 }
- return true2 Z5 Z( w7 r, m8 ^- c) Z
- end7 h* X, ]2 G4 f1 e( `3 Y4 o8 c
- # 其他角色
' ^! A* z2 A- b4 N+ L { - def other_actors% Q, j7 ^5 g! P( \, e' O
- actors = []. ]; ^! j9 l1 ]7 ^, b
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}, y2 m. N) e7 ^# c3 f% Z
- return actors* ?* o# O) S1 P$ s
- end
) G4 |" W% H( w8 Q - # 角色位置互换
1 G; s; M+ W: \- a2 m( K - def change_actor_pos(id1,id2)
! ^) W3 o4 b; r2 f% E. g - actor_id = []
/ l& d) I: K& H7 l2 l+ v - @actors.each do |actor|$ a* ]* v; D/ q5 t# u& v2 O; ^
- actor_id.push(actor.id)
4 n9 P7 {9 Q2 S - end
% J f. k: E% m: L - return if !actor_id.include?(id1) and !actor_id.include?(id2)
% n" F0 t' J/ a7 a. Z: t - id1_index = id2_index = -16 Q6 ^- m3 T Y& `" B/ u( _# O
- (0...actor_id.size).each do |i|
; p, q" ?) d1 w2 Z2 T8 S - if actor_id[i] == id1
; j# T5 A7 L' w G4 A& ^ - id1_index = i
7 p6 A. m- M- n. M* V' x - elsif actor_id[i] == id24 Q$ s: X: g; N, ?. v t
- id2_index = i: ~4 x8 X1 q; E; ^4 C
- end
; t9 P3 D7 y9 G, r" Z5 t; n, S - end) P# P& U* M2 A! H
- temp_actor = @actors[id1_index]
4 T& s" u. K3 g2 w/ c$ i - @actors[id1_index] = @actors[id2_index]# ^8 o( X& P9 r3 p/ S9 }
- @actors[id2_index] = temp_actor
( y; r Q3 {% h* j2 y - end
. |& v+ J, N( q% m7 F! A: U: i9 | - end
- k2 r# w k! x7 r+ c
2 A6 |0 e; {, C5 F* ~( n1 K( T- class Window_Actor < Window_Selectable1 C! U! ]9 b6 o) W# a' [- m4 f1 f
- # 初始化
) ^! a- h3 Z3 t( F( J x7 L - def initialize
: P4 A7 b! x+ e. T$ Y - super(0,64,640,256)
+ ?+ X1 I3 s8 p# V8 [& f0 N - self.back_opacity = 160
1 Y; ~' d" M1 N" o' h& K! J - refresh1 Z6 |2 V8 B2 ~0 X# G
- self.index = -1
* \8 M. e/ H' W# k& C% \ - self.active = false
, `, L* `2 T6 {3 M/ _# U; V5 V6 x+ Z- T - end
0 H" ~1 y0 ~1 b+ C( H) s - # 刷新, M/ `' K( x- g; a* i
- def refresh8 w" C1 |7 ~; K, Z0 c* B6 Z- M
- @item_max = $game_party.actors2.size
7 p# {/ m* {- k0 O) b - @data = []" z* @8 w* Y; j( Q; K
- $game_party.actors.each do |actor|
$ A- ]' x# O/ U! j# ` - @data.push(actor)9 }" V+ Y. }- A& h4 r1 i- i$ f
- end0 S, d, A, x( y9 r w( ]. L* q
- $game_party.actors2.each do |actor|
6 m t I. S3 ~: ^0 Z - @data.push(actor) if [email protected]?(actor)5 y; r1 }' b# b! p: }6 B
- end% Y; c, q- B: ` j# L3 y
- if self.contents != nil
! v9 X7 L1 J4 t o - self.contents.clear
# U% X1 u7 ^1 U - self.contents = nil- Y+ f2 l& H7 _( r# B
- end$ Q& W. X7 [4 j! [4 M, V3 J& v
- self.contents = Bitmap.new(608,@data.size*32)
0 }/ Y3 V5 `7 ^ - x = 40 \, I8 U' R# L
- y = 0
9 A: i" b7 N" ]# L7 ^" T! e9 T& V4 ] - @data.each do |actor|0 ]# I) [) ~9 \& x/ @* r1 X
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
3 h- y8 l; A# z: v1 H7 ? - rect = Rect.new(0,0,bitmap.width/4,31)$ V& J* N' K8 @9 r2 ?
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
3 @' [6 K) W s$ I7 G2 k- `9 J - draw_actor_name(actor,x+36,y)
( r/ V0 z& {( B; K1 b - draw_actor_state(actor,156,y)4 @: U3 k6 v/ g, ?
- draw_actor_hp(actor,x+256,y,96)8 h& o( X3 Q8 U% X9 B
- draw_actor_sp(actor,x+376,y,96): e- |' ~) R5 v; t( u- K
- if $game_party.actors.include?(actor)
0 P' a, {6 m T - self.contents.font.color = text_color(6)4 l! D+ b6 J' w7 ~! T
- cword = "出战") V# U( T0 c: @2 M
- else* G' b& y) O: Y$ y5 X8 s* m( u- E
- self.contents.font.color = text_color(0)$ @1 h/ b. E4 D1 |! r1 f/ K, X
- cword = "待战"
! K# p! w% I8 p: e - end& j6 C: L1 b" k. y4 Q/ [# E5 O# k) H
- self.contents.draw_text(x+496,y,60,32,cword)3 A) l" _- ]6 C# \
- y += 32
. g u# Y( L0 y: J/ m. S5 @ - end
2 F# C, M: {. F5 S7 E- ?! c - end0 K0 w, a& E1 ~9 H$ H' p) V3 x' t5 s
- # 获取当前角色编号1 }0 s' H, T1 g+ ?1 _/ F1 P
- def actor_id
- q) v9 k _, i3 }. b* N - return @data[self.index].id' M! l" u5 [3 M( S& q6 S+ d
- end9 Z1 Q& a* Z6 Y1 n
- # 刷新帮助
- c. W8 I7 i2 N- e - def update_help
9 F) i+ } V# X/ F i F( r7 x7 g - @help_window.set_text(@data[self.index] == nil ?\) k3 k2 N1 ?; J
- "" : @data[self.index].name)( K& m7 E0 {7 Z3 }! W" J
- end: a/ ]1 e& g% c8 }" X' h
- end
' \! t/ o0 p# K1 R; W$ v1 b8 U1 I
' H- H5 D' u! ~ Z1 L I1 K- class Scene_Battle# r& {6 @6 E! b
- include LimBattlePlug5 P! E) Q8 i9 }' x, I, @# z: U+ T, m
- # 初始化
. J! X" n. ?- b# C - def initialize
$ }) s! \2 ]+ i* l9 I4 R - $game_party.set_actor_to_battle
1 L; \! T/ u& K! |: z! h' ]4 B. @8 Z# \ - end
" x- e7 R/ O# ~# S% ^0 i: e - # 主处理, E- X: E. z) O
- def main
?- f6 C& q2 u. u! F. Z! f/ Y6 a - # 初始化战斗用的各种暂时数据
- ^1 B" H' r' R - $game_temp.in_battle = true* |: s9 ]* M5 w: T
- $game_temp.battle_turn = 0
/ d$ ?! s/ y% E- L- n - $game_temp.battle_event_flags.clear
/ g6 D& i- R. q3 l- l) _1 f. t - $game_temp.battle_abort = false6 m- ~( Z8 M5 J/ W$ m' X
- $game_temp.battle_main_phase = false
! x0 c7 W' ~* r - $game_temp.battleback_name = $game_map.battleback_name, p8 @' i' I9 W: G
- $game_temp.forcing_battler = nil! S4 L8 F. B T( E; V. l! O
- # 初始化战斗用事件解释器. x; X5 H4 r+ f/ f, T2 k, |( e
- $game_system.battle_interpreter.setup(nil, 0)
# I6 ~$ Q4 G7 y% G! d; d1 g - # 准备队伍- n( i) v% l& G) @& C
- @troop_id = $game_temp.battle_troop_id5 m- }' U! b. B
- $game_troop.setup(@troop_id)
5 V9 T- E3 r4 E - # 生成角色命令窗口
/ F7 ]4 F: k) z- |$ N, H - s1 = $data_system.words.attack
/ @. H: M6 Z/ z1 p - s2 = $data_system.words.skill
* u) x- d4 I6 y - s3 = $data_system.words.guard
; q. ? |4 {- }4 I# e' O - s4 = $data_system.words.item, d! {! L* C+ p
- s5 = WordChangeBattler B: B2 F& F8 m- X# o
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
9 \2 Q/ J! E8 H0 ]- J+ v- m$ L8 u5 p - @actor_command_window.y = 128/ {# g1 S' r* P7 r1 X+ Q
- @actor_command_window.back_opacity = 160: g2 `4 O) B# {) K, P' b
- @actor_command_window.active = false
* U! Z5 u/ Q5 F# R7 }: l4 q" Y6 T - @actor_command_window.visible = false
; l# i5 Z3 A2 y. j% R - # 生成其它窗口
# \. j% Q9 z' ~) y1 ] - @party_command_window = Window_PartyCommand.new' g7 ]% V/ [) k/ u/ `
- @help_window = Window_Help.new
6 l, [8 ]1 n$ s/ d6 _; I# [$ z - @help_window.back_opacity = 160
" D' h9 s6 J9 D4 H3 h$ C, m - @help_window.visible = false
! ?9 S* O; P% N$ W! p - @status_window = Window_BattleStatus.new6 g; T3 ^# F$ [8 t
- @message_window = Window_Message.new. h$ j) P9 d/ i- I5 |
- # 生成活动块& ] t3 q' h" R4 u
- @spriteset = Spriteset_Battle.new
. u. F. T$ j( O6 k" @ j8 m+ B - # 初始化等待计数
2 j8 k% l2 [! L" x/ h5 [) { - @wait_count = 0
; T# t4 `& g& v( Z - # 执行过渡6 w1 j: h0 t: I5 {
- if $data_system.battle_transition == ""; o% H% B* g0 C* a! h
- Graphics.transition(20)
9 w4 h' G8 z. m+ F& C# m2 Z& \ - else
D+ E: X: v2 q& r1 m9 ~ c+ a - Graphics.transition(40, "Graphics/Transitions/" +: w) O% ]0 F% f$ U' b
- $data_system.battle_transition)
$ i" c& i6 }" E# }2 R" t3 N# I; U - end7 H8 d- ?9 p8 g2 \
- # 开始自由战斗回合
* O/ C* `& W: p0 c$ k - start_phase1
9 X! V1 z( n* p8 q; z - # 主循环" s) u& s+ `4 d3 q; S
- loop do0 N! z3 u# a% r2 X
- # 刷新游戏画面
9 o% C, I$ v& n- a0 q; \& ^ - Graphics.update
2 y: ~: p7 _+ x8 { - # 刷新输入信息
2 J1 k: z8 i$ c/ b$ k7 \4 E$ w - Input.update
3 n5 e* x6 g& V* l - # 刷新画面
' C( t; f9 ~' g z' ~5 l. N - update
. l3 X1 @; m/ M# e$ H* Z8 e& ]6 F - # 如果画面切换的话就中断循环
6 ]9 V9 F- B4 | - if $scene != self; J* i5 e3 Y, y- `
- break' ]2 W0 D8 B4 ?) K- e+ n7 a
- end) B8 L' | Q7 [( G: y9 {9 E/ r
- end
, g- g& r% \; x1 \ - # 刷新地图
- _! `* v+ W: U; z |9 o4 c( v - $game_map.refresh5 D. b+ u& ~4 z! _: [( Y. Y4 u# n
- # 准备过渡- m- n4 R W' V+ t3 k' V
- Graphics.freeze9 t7 S' N( D$ X0 n
- # 释放窗口2 Q- X, F: b. V5 i9 K7 E6 @
- @actor_command_window.dispose5 z! |: P: [& Z) ?3 Q: _
- @party_command_window.dispose2 z6 O2 z" z' K- U2 E( W) d
- @help_window.dispose
6 L: J8 R0 z0 Z, H( G) e - @status_window.dispose
5 s. v! Z1 F* G# I P( Z - @message_window.dispose
1 z# ?8 o1 u" y1 a& N' | - if @skill_window != nil) i9 H% \, u8 d/ Y1 v9 e# d( j
- @skill_window.dispose5 ~5 t9 u* `5 P/ X
- end
3 P( o7 L1 J# x8 { - if @item_window != nil" P: b9 T2 b4 [% Z0 p9 D( M% z6 o/ M
- @item_window.dispose A4 S' f* N$ n& p
- end
* ^/ D4 D& n E - if @actor_window != nil5 p2 s4 ]" T4 }; m
- @actor_window.dispose
. w, K1 B5 X7 c - end
$ `! o. a: L r7 Z4 J e+ ]' [& C - if @result_window != nil
0 {' d+ r2 ?5 w/ \' {5 k; z9 D3 G! Z O7 F8 K - @result_window.dispose7 q; D* h7 L, u3 r3 @ D) }8 r5 M
- end
9 q* S( [) d2 m5 j' w# }0 g: V% I - # 释放活动块
0 [! }( h- ]4 o# T( n; S - @spriteset.dispose
5 q( f( z" A6 v! j - # 标题画面切换中的情况& P7 }% u$ d8 D/ b
- if $scene.is_a?(Scene_Title)( _4 X7 @7 v9 d
- # 淡入淡出画面
0 Q( \1 p: r& E# S( y3 { - Graphics.transition
: f" v2 \, J' |! T - Graphics.freeze1 G. L y* _( y8 I4 C; Y
- end( X, ]& T1 {+ w; Y
- # 战斗测试或者游戏结束以外的画面切换中的情况* F5 i! L$ s. z- _' O" L0 s/ w0 x
- if $BTEST and not $scene.is_a?(Scene_Gameover); j2 u- m& {) Y9 Q" R, W( Q
- $scene = nil
2 L/ I- o. p! S/ F - end1 v3 {- C+ [* R: P3 k* S
- end
: C7 e& G& B- M# t) i - # 战斗结束: ^2 ^+ t+ l" i8 k
- alias lpb_battle_end battle_end
2 w1 x/ g3 v* g% | - def battle_end(n)+ P6 \ [# v7 u& A. U2 m
- lpb_battle_end(n)
K% w/ H% d& X5 a0 U& Y/ }, b - $game_party.set_actor_to_normal
. A3 {4 P# y9 q - end
' ?* H8 Q( m7 F6 N+ W: M2 G1 A( d8 k - # 开始回合3
) e J! I/ g% {6 R( \" a - alias lbp_start_phase3 start_phase3
. ]6 M. P% I- F w! t/ E- K# c - def start_phase3
; \% p- @% I v4 c6 E: O# K - @changed_battler_id = []& j1 n L' n; D
- lbp_start_phase3
8 {: U. B+ L& O' m$ t - end
m! \+ o0 E$ B$ @% y0 \7 b - # 刷新角色命令回合画面
; C) S" _! S( v7 o2 R - def update_phase3
9 H1 n9 _9 H1 [; I% s - # 敌人光标有效的情况下
1 r5 }/ e: c& g* z# W8 K6 S1 E% Q - if @enemy_arrow != nil2 z( }- x( [3 e# k+ J: T
- update_phase3_enemy_select
4 _" \. u& Y# m* x, ^* Z - # 角色光标有效的情况下6 c1 [9 A1 {; j1 e, d/ |* e
- elsif @actor_arrow != nil
1 r' u# \/ Q( B2 X6 o+ v - update_phase3_actor_select: ?; e2 } D L& Y( _
- # 特技窗口有效的情况下
% s* q# ^2 K0 F$ b& b7 W% S - elsif @skill_window != nil
# \# [2 I% O/ Z - update_phase3_skill_select
* d4 T4 i2 z. g' g, }4 W - # 物品窗口有效的情况下3 f; t. a9 V/ q. \5 y) k, k# ]) I
- elsif @item_window != nil" }, q t3 @4 N) b/ ~3 C2 \3 x6 L
- update_phase3_item_select4 r3 V# w, q" N4 c
- elsif @actor_window != nil
, x( Q+ V& U) t: z - update_phase3_battler_select
' H5 T7 l. O) u& p. E0 Z - # 角色指令窗口有效的情况下, |, i0 O8 n3 x) d0 ^% I' o& X7 ?% ^
- elsif @actor_command_window.active \7 F% u9 n- t1 k
- update_phase3_basic_command% z# M, w3 L3 A' A: q) q" k5 j
- end) @. R' @/ v }/ Q/ S
- end
6 g7 R3 W; w# a, H1 w; o7 b/ |$ S4 P - # 角色基本命令
( d; |! _3 i8 w$ g1 r, }! A - def update_phase3_basic_command
" c: f) d" G8 z. I7 ] - # 按下 B 键的情况下+ @7 y9 X9 F4 P( L5 j+ O/ a' O
- if Input.trigger?(Input::B)+ V; }; m! D; |9 d) w
- # 演奏取消 SE
. n; J8 y/ X) \ - $game_system.se_play($data_system.cancel_se)
# z* X5 _+ O! F( |9 S* ] - # 转向前一个角色的指令输入
2 A0 y/ U" B8 v, |, Y4 t! x - phase3_prior_actor
m1 l! ?! k2 u% Q& {$ Q - return9 I: m; H: ~9 m9 H; ?$ f
- end. O" ^# G2 P8 X9 \# K% n
- # 按下 C 键的情况下
4 i' I8 X3 y5 g5 @( E1 L8 r( P - if Input.trigger?(Input::C)# H7 x) q( I ~0 t6 u+ W. h
- # 角色指令窗口光标位置分之
" |4 }. ?( n3 a/ | f* k1 F - case @actor_command_window.index
# p0 f1 M- ]5 Y: z- c - when 0 # 攻击
, f0 M' X; r4 M/ k1 o' V/ T r/ H - # 演奏确定 SE7 [( @( v2 U: P" g/ c: w% J
- $game_system.se_play($data_system.decision_se)
( X1 F( Y+ F1 d$ J0 D& G - # 设置行动
" A" H6 K# z" P; L! ] - @active_battler.current_action.kind = 0
: ?, K. S* V1 H6 P7 r/ B - @active_battler.current_action.basic = 0% \) F3 G: J. Q3 l
- # 开始选择敌人, I4 v/ y+ U" ^& q7 h5 O
- start_enemy_select
; R1 n" r% [- Y5 L - when 1 # 特技
" S2 C2 t r* O5 ^& i, x - # 演奏确定 SE# w+ m2 w3 L/ Z$ V
- $game_system.se_play($data_system.decision_se)
* S( ]& e' ^7 ~2 f/ { - # 设置行动* [2 {+ N/ E7 g& N `
- @active_battler.current_action.kind = 14 r& e; y) I" l! l2 Z: Y: Q _( {
- # 开始选择特技
/ E% s3 z; K7 p7 E( z - start_skill_select; |# Q: v! j0 X g
- when 2 # 防御% p/ T. U# F- L% }' b* y0 x
- # 演奏确定 SE
3 ]: ]5 W I ?& O; W q - $game_system.se_play($data_system.decision_se): X" o* B y# ?! ^
- # 设置行动
( z4 }% i0 G6 y4 ]: g - @active_battler.current_action.kind = 02 \& i* P, c% }5 `( [/ a
- @active_battler.current_action.basic = 1* L( f8 G% {" ?$ b+ j! X$ L4 u
- # 转向下一位角色的指令输入, h& b5 c, l( x$ F
- phase3_next_actor
4 K/ h+ p: D) \, G) v, x) L5 f - when 3 # 物品% Z6 J4 u1 E0 X
- # 演奏确定 SE
; {+ k2 ]2 f, R2 Z m - $game_system.se_play($data_system.decision_se)
0 U6 v% R6 }0 S* d$ V9 K4 R - # 设置行动
5 W* Q9 u% b; K8 a+ c8 }4 v% v+ ~ - @active_battler.current_action.kind = 29 h+ K3 D8 Q8 i. B0 E5 z! x
- # 开始选择物品 A6 d e# p3 p& K8 X+ M% W7 k2 C! k
- start_item_select3 ]. @+ `, _' Q/ F6 x
- when 4 # 换人
. i" C# a! b/ R( a4 h* j) q }- ] - $game_system.se_play($data_system.decision_se)
/ z- X. I6 }; R) A - @active_battler.current_action.set_change_battler
& m( z' h$ `" Z9 [# n- r; [ - start_battler_select
7 ?' @8 t: j" Z9 l - end; @0 [) H7 v7 P4 Z& }
- return$ y; f1 h' v( n1 ` s- F' j" ]) p
- end
( {- @- c) S! t$ \1 S - end
# n1 O9 R# P; o: H' A r - # 开始角色选择, q/ I r* {. @# q2 c
- def start_battler_select
6 z. K3 q: c' a& z - @actor_window = Window_Actor.new P2 S# t, T8 L: y
- @actor_window.active = true7 h& j0 w+ ^2 _# G1 _( m+ d j1 {
- @actor_window.index = 03 y* f+ r- i* F3 C
- @actor_window.help_window = @help_window
# ]8 r1 s2 Q2 C8 O' ]- C/ c8 b8 S: d - @actor_command_window.active = false
7 h' U/ u3 _& o; f# |9 |' _ - @actor_command_window.visible = false8 `6 i* J' q- R* D
- end
2 w$ O- f- x( A1 m; j/ q* ?3 Q - # 结束角色选择
$ Q) ^ r) i1 Z+ q# S, e% A$ W - def end_battler_select+ @# J5 f( Q; B$ s& N# S3 J
- @actor_window.dispose
0 o' O+ u: q1 l: K0 M v, @ - @actor_window = nil, v+ R3 [. o8 n; b$ ~
- @help_window.visible = false8 v% {! A) g7 ~ Z) H" U% J/ o
- @actor_command_window.active = true
0 h; r q5 q) @5 L- _ - @actor_command_window.visible = true5 y) Z; ^. v8 \0 d
- end
1 M; W& @0 ]4 R6 O- z; M! I5 q: W - # 刷新角色选择
/ i4 m! Q4 }& @, S5 P- Z( s - def update_phase3_battler_select
# P: L# v, J6 u2 ^1 v5 b! S - @actor_window.visible = true8 B7 V' p1 y6 x3 {( q& u* x' R
- @actor_window.update
- K3 P/ x; B( l" _% e0 h0 }; ? - if Input.trigger?(Input::B)9 s! ^- }3 |7 L
- $game_system.se_play($data_system.cancel_se)' R* K# Q( _. i5 k2 f7 |- W+ c
- end_battler_select
' d8 q: c( S3 p3 j5 [* Q! H5 M - return& w. {2 b5 H+ [" N# `0 D* g
- end% [; v) D, {: l2 V
- if Input.trigger?(Input::C)! q y5 \6 [) s" L6 G
- actor_id = @actor_window.actor_id+ F' K% _5 b# h! z& }' j
- if $game_party.get_actors_id.include?(actor_id) or9 h& U4 U# A& E% t3 o
- $game_actors[actor_id].dead? or . ?' d0 o4 x; g! `
- @changed_battler_id.include?(actor_id)- P! W, i5 m0 a6 z9 Y5 n. Q
- $game_system.se_play($data_system.buzzer_se)8 ^( |$ ~8 Y+ X
- return5 I- u. Q8 K8 h1 A- b6 _4 V5 S, a
- end
( ~( k m- D1 O" ?6 V% p - $game_system.se_play($data_system.decision_se)
% {6 [2 u: j: e) r; J1 @) g K% y - @active_battler.current_action.change_to_battler = actor_id8 ]4 P+ v; L" w* `% V: [
- @changed_battler_id.push(actor_id)
# O, ?9 C; f; M' F' x) t - end_battler_select
6 W. S. |( | r - phase3_next_actor
. A2 r9 X6 `# L5 D( } - return
* \/ B& V0 | P5 r/ @ - end
9 `3 _4 J% U; F7 k7 u7 z - end
m! n; o( z3 W+ @ T - # 行动方动画( H" j0 k$ P! K4 w: C( j
- def update_phase4_step35 C9 k# Z/ Q1 q! U, ?4 o3 x( F
- if @active_battler.current_action.is_change_battler?
, ]1 L$ a/ {" F+ g4 v+ b4 e X - @animation1_id = AnimationChangeBattler0 o$ S7 Y+ F! ^* L+ H u$ {; G+ e3 U. E
- @target_battlers = []
! a# k8 ]- ]0 z* R! |- }/ ~ - end
: Q( g- C3 x' l - # 行动方动画 (ID 为 0 的情况下是白色闪烁)( t$ }$ o% c! B0 X
- if @animation1_id == 0
* G4 l' z; L" F A' K7 C - @active_battler.white_flash = true) g5 c1 n. w, i3 F7 i
- else
5 x, P) L7 Z2 n% k! @" R. s. O - @active_battler.animation_id = @animation1_id6 J p/ ]! M/ j9 G3 \! ^
- @active_battler.animation_hit = true4 h0 O, \9 c! L8 [
- end
2 ~. \6 Y( N+ }8 y - # 移至步骤 4% ?0 E1 ^6 `7 e1 R0 P
- @phase4_step = 4
2 m+ t& I) K/ \4 \ - end6 v* {/ T+ u, y" r' t: C! e; U
- # 对象方动画
' o9 g, L. ?: Q7 k; P - def update_phase4_step47 F* }( w( f3 G2 }! t& }
- if @active_battler.current_action.is_change_battler?
4 w0 l% ]. |9 _9 D$ B( ]8 L6 K - actor1_id = @active_battler.current_action.change_to_battler
9 b* Y" e5 @6 t& [; B - actor2_id = @active_battler.id4 r9 X. X( j) r9 |
- (0...$game_party.actors.size).each do |i|5 U P5 b4 x5 ^& f2 r0 C
- if $game_party.actors[i].id == actor2_id
4 g1 A- s! ` t' _9 j0 | - $game_party.change_actor(i,actor1_id)+ S" k t' h# S8 W- r8 i& `& z, d
- @active_battler = $game_actors[actor1_id]2 Q8 _3 m) C ]
- @status_window.refresh
6 \2 Z# {: A; l# I - end3 }* M9 E7 F4 Y! f8 c3 t1 h
- end
1 d' ?3 h$ ?3 o0 n6 u- A" z - end9 t5 i6 G8 ~" u9 @, ^ C* o' o
- # 对像方动画9 g v: W3 c+ j S
- for target in @target_battlers
7 E; G1 n* Z- A. u8 Y8 t; U - target.animation_id = @animation2_id
' K% |# n; M2 _1 U - target.animation_hit = (target.damage != "Miss")( p6 r- ]! \7 g, G2 _
- end
; Z" i9 d, y, X5 E9 d - # 限制动画长度、最低 8 帧8 J' p: A7 c& x5 n4 ?3 K
- @wait_count = 8
- E. l- l0 v) j& B6 x - # 移至步骤 56 i+ V9 U4 ]* u
- @phase4_step = 5
% i. ^: z8 L& ^% e2 e: G - end9 b% b) Q) b8 V1 L) b. S
- # 公共事件
, T2 B# V# u6 Q6 | O - def update_phase4_step6
4 m, Y5 k2 T, g! {( s( I# E2 p - @target_battlers.each do |target|; f3 @& {3 E/ N$ ?. G1 u
- if target.is_a?(Game_Actor) and target.dead? and
6 I5 ~+ o, b: j1 G7 _) i0 y - !$game_party.other_actors.all?{|actor|actor.dead?}
' b5 v4 J; M- f" b$ C2 R! u# ? - @actor_window = Window_Actor.new
* g& U1 Q5 g) d - @actor_window.index = 00 v. [8 @. s, _( y$ }3 N( [1 k
- @actor_window.active = true
' ?6 V2 d8 Z$ S8 s/ m- L - @actor_window.help_window = @help_window# T" X6 Y6 c- }1 r- P9 P; M( G6 D6 U
- actor_id = -1
: q$ _7 [8 L6 y( S8 |6 I; d1 n" u - loop do9 C% N% [- ]+ J( h: h' n; A
- Graphics.update; i. C# a) Z# h& J8 m
- Input.update
6 q8 j+ ^; e I; g0 S - @actor_window.update1 k2 g, K S; H: g
- if Input.trigger?(Input::C)3 `! O! k4 Q' K# Q
- actor = $game_actors[@actor_window.actor_id]; a) L$ D# S9 X1 V- I/ O
- if actor.dead? or- u( z- A; ~* U- n, t$ ^
- (@changed_battler_id.include?(actor.id) and
3 P" }" o" G2 d- k# \% y - target.current_action.change_to_battler != actor.id) or6 q' b" t% y$ M1 V4 K
- $game_party.actors.include?(actor)
6 H/ h$ F% L7 N0 t4 L+ {% D - $game_system.se_play($data_system.buzzer_se)6 F8 C" C) w) D7 H
- else
/ F* N9 ]1 |4 C# o - actor_id = actor.id( T% `0 e+ w1 c
- end3 _/ |. I( u, M* E4 O4 X" P& `* ?
- end
/ f0 j3 y7 S9 M% ` - break if actor_id >= 05 y6 O9 d% a$ |9 b3 N
- end8 V4 J) d! d D6 }) m
- @actor_window.visible = false/ [8 r- E* S0 F1 L" e7 k
- @actor_window.dispose1 `4 A$ q! j/ V7 f& K" a
- @actor_window = nil! h9 S7 Y$ ?5 U/ s0 o& Y/ V
- @help_window.visible = false
& ?& u% ]8 q- {6 Z9 h& t- M - (0...$game_party.actors.size).each do |i|
& D1 r# Q$ P1 e6 k - if $game_party.actors[i].id == target.id
/ ^1 o2 E) d& T9 Q0 |2 \4 k: C - $game_party.change_actor(i,actor_id)
a: ~; x7 O: a' y - @status_window.refresh
& k( H1 y) |( k9 Y5 w7 J2 _ - end9 B; D+ E1 Z J0 p; F
- end+ V" Q6 w4 s* e4 D. W2 Y9 E
- end
/ W3 A7 S; t" x6 [ - end
0 _+ {8 B, u/ [9 h2 z8 i1 |' N - # 清除强制行动对像的战斗者
/ s% F0 {3 ]" ?( D f - $game_temp.forcing_battler = nil5 m3 D) j4 v- n- o9 y8 w( V# c
- # 公共事件 ID 有效的情况下( @" m- P Q5 W4 h+ D
- if @common_event_id > 0: T, ]' K' `+ A' w" j
- # 设置事件( [% N8 F$ d# B- J3 o6 F% Y; I6 ]# N
- common_event = $data_common_events[@common_event_id]; j* c4 n2 h" ~1 N+ [6 o# ?
- $game_system.battle_interpreter.setup(common_event.list, 0)5 { I1 {; _7 ^8 H$ ^; T% d; d
- end: A- |3 h( o( `8 G. q
- # 移至步骤 1) h4 d, ^3 n9 i3 \! \ {1 u
- @phase4_step = 1- ]# Y- W ^# N! P
- end
: g4 M, L, {* k2 X2 |: S a/ H - end$ M, L4 |3 K, R) M
- 2 A- V7 t1 I' k5 C2 a
- class Window_MenuStatus/ [: }4 v' @" j
- def refresh0 B7 @% E k7 o, i
- self.contents.clear/ _7 s; u5 b+ }% U8 @+ G
- @item_max = $game_party.actors.size) n! c5 x5 i, F
- for i in 0...$game_party.actors.size
. ~- X: k' l+ a! Z: I/ J* `3 X - x = 43 {+ m1 i2 B6 N4 B( N* ^8 z; J
- y = i * 32" T! \0 S! L4 e' j
- actor = $game_party.actors[i]( s6 r$ E0 K5 g# n4 b
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue): E' H! s$ S- r: m, }- h( P7 \
- rect = Rect.new(0,0,bitmap.width/4,31)% u( o: n* M) Q! g4 ?' T1 ~
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)) x' T6 C& q+ d+ j7 Z' `
- draw_actor_name(actor, x+36, y)
% L7 }: X2 O/ B, a% u8 @- V - draw_actor_state(actor, x + 136,y)2 `6 p' U$ R& {6 \$ w* ?" o
- draw_actor_hp(actor, x + 236, y,96)
, a" S1 y$ i( M2 s( N" h: B4 } - draw_actor_sp(actor, x + 336, y,96)3 H! v- ]3 C, ^5 X% ?6 z
- end/ {6 i: L7 F g( X7 f, H1 x2 ^
- end1 f% ?$ P! t, S' I- O
- def update_cursor_rect* s5 d, j6 i6 j6 o+ ^7 q7 N
- super
. Q7 S5 F N+ d+ D - end
& G7 Y# ?+ L7 e& Z) k( [& V - 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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