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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' |4 ?2 R1 d7 U9 t% ?8 E' v6 ]
4 K' e3 W8 C5 S3 U- # 队伍最大人数
# c% p/ }" y; \7 \* a( h - MaxPartySize = 8
& b q1 F9 _, C$ ^, `
) t: e6 a# K! [- r* v/ X! D9 |- # 出战人数. K3 Z! c1 s* ~( ^
- MaxBattlerSize = 1$ Q$ x) m8 I l0 b# s# m) N, D3 y6 p
- * D# R& P! B! x- ?8 G1 c
- # 换人语句
0 _4 s: H9 c4 F% T6 _& Y% Q - WordChangeBattler = "换人". @! p; Z v) e# l) [ d5 H
$ u7 ~5 x5 B% t0 {8 U& ` X- # 换人时播放的动画2 E! A( I3 S7 \6 j8 o; w! R
- AnimationChangeBattler = 26- `6 p: L4 t! D; ?& I
' u2 @- W/ ?( J* e! N- end; _5 _/ l5 H" e' n! }% ]
- % X( ?1 P' p) D
- class Game_BattleAction9 x. c+ W3 l# J# f
- attr_accessor :change_to_battler! ~" Y; L w" _) A1 ^
- # 初始化
3 o5 ^& K- K2 F1 _8 y- o' V7 H/ o - alias lbp_initialize initialize, N+ m" P' z7 u5 a
- def initialize
# f/ g) `/ h1 n* I - lbp_initialize
+ m3 V: d$ X0 S - @change_to_battler = 0- [; _3 W6 L- _, u- Z; e3 \# m$ F
- end
! ?5 u) v# ^6 U - # 欲更换角色编号
2 R5 m9 ~% `# y+ g# g - def set_change_battler! B# c% K d; P" {0 Y
- @kind = 34 [! G$ `2 F2 x: m1 S
- end
% ^4 ]$ G9 N- {) N1 b) q" O+ _0 [ - # 判断行动是否为更换角色* h# S* R3 I. ^3 E0 @
- def is_change_battler?
D! Z, G; D1 F5 ]3 x! @ K - return (@kind == 3)6 s, q$ W. S/ S! ^+ K/ J3 d4 A N
- end6 o6 \2 K0 u. ]6 k' o' g: R2 H
- end
9 k: y7 ^& T3 u' z0 y' k - 4 D) t& w) E ]/ s; d9 ~
- class Game_Party9 ]& S( ]% L# p Z
- include LimBattlePlug+ C$ a! g F9 e( ~
- attr_reader :actors29 q$ p3 A2 U( v- @ ^
- alias lpb_initialize initialize
7 z1 ~" t! q, q% N: B' ~0 E, t3 q - def initialize$ T; x" D8 l8 {
- lpb_initialize7 g3 q4 W% D6 X% z
- @actors2 = []7 R& u# ?! Q- {) t4 s2 m4 ]
- end' X( \3 I- @+ h% e4 W& r
- # 角色加入
C- p* ]2 v0 G' o% F0 x - def add_actor(actor_id)6 A/ `9 U8 x) I4 Q. ^3 [
- actor = $game_actors[actor_id]1 C, G4 M2 F! t/ W5 f
- if @actors.size < MaxPartySize and not @actors.include?(actor)
/ L4 L+ M. q9 x9 y$ ?$ T! N/ e - @actors.push(actor)
3 |. w- L1 ? N; l1 t - $game_player.refresh* a* p0 s4 S: z& E8 D4 ~$ a
- end
3 s" U( Q! b+ q n - end' F5 t" B3 S2 X* Z i S
- # 设置战斗的角色
. k$ I) q! p( ^; C0 U* r8 U - def set_actor_to_battle h' f* d8 o1 J1 @: y. }
- @actors2 = []9 x6 C% N% K2 A" {3 S4 O
- @actors.each do |actor|. E9 u, r4 G+ `# G) H
- @actors2.push(actor)9 w2 z V4 ^! w9 k5 J) r
- end
1 p n p( G1 R! y/ U2 b - @actors = []: t! c1 L) e5 Z- b Y! W
- @actors2.each do |actor|2 w- t+ U1 q+ i% n. t' T) d
- @actors.push(actor)+ y- ]# P* j0 U0 f% Y
- break if @actors.size == MaxBattlerSize
8 L6 T7 P& H5 A- G8 r - end
# p9 Z) u Y4 l I; x - end! ^- v& r0 D7 x
- # 还原战斗的角色
$ g$ o3 ]) o5 ]- S+ |" b( j - def set_actor_to_normal* t4 j1 C7 M- T/ i% E% A$ ?
- @actors = []
6 p2 C/ i2 h, E - @actors2.each do |actor|
. l( c1 P; ~$ N/ ]% m - @actors.push(actor)& q1 L0 Z0 u: e8 |* g8 Z2 r
- end/ w, H) P( ?2 Q1 s! ]! c
- end3 x2 S; q, M# v: O t. l
- # 获取角色id数组( _: D2 T8 `$ I( b( B
- def get_actors_id
' t" o2 {5 {2 B# X( S: G - id = []
" J3 q& e! ~: e: t1 Z! W( [2 R - @actors.each{|actor|id.push(actor.id)}* Q s8 x' R6 ?# I
- return id0 V: v. i! p" V6 N2 [1 p
- end& D1 u, C! t, R2 w3 {2 C
- # 获取角色id数组
" P5 t8 q/ S" `! H. G$ f. X - def get_actors2_id
. O+ E" K+ j. w/ J - id = []. ^9 B n/ }& x% b9 Z
- @actors2.each{|actor|id.push(actor.id)}
/ i! X, \# ?/ C1 g" t4 u - return id# t7 A$ P+ b0 i; @- O+ r
- end! j \* J, M! D1 ?' y# M7 M" c0 {# [
- # 兑换角色
! x% j; O$ _5 q; j - def change_actor(index,id)
$ [: P* u* Z! t6 x4 X }- W - @actors[index] = $game_actors[id]) [2 ?) t; t$ M, ~6 L% d
- end
8 p" C) }: e7 V/ J0 Y( {1 N0 W6 ~ - # 全灭判定
$ s" A" H: \/ _) A' d9 ~ - def all_dead?
/ n; N2 q3 x4 k0 c5 S- T - # 同伴人数为 0 的情况下) u" C9 s' o1 r1 T
- if $game_party.actors.size == 0
) D1 J1 m( r2 o& q - return false
" D. O' ~5 }" Q/ r0 g! k$ d - end4 o0 H$ t* N) U9 u( t
- # 同伴中无人 HP 在 0 以上
8 J; E( e( o X: \6 D I - for actor in @actors24 E' S. U% _6 ]+ ?& f# _
- if actor.hp > 0
# F+ G6 a. ~2 _0 E4 R - return false
) u/ a# b7 y6 J+ f - end
* i1 g0 n5 X# P( L: |& p$ ] - end
& w2 I5 Q' h6 k - for actor in @actors
6 U7 j3 ]% ~- w2 a& W, n' L7 V9 S - if actor.hp > 0
, O) z! y9 F( o$ b - return false
) b0 n% W3 }1 D) _! x" g$ S+ W$ `3 `, { - end. ~1 W( t; T6 I' b, d/ `9 A$ o
- end% L+ O+ B- ]8 `1 ]' j
- # 全灭3 `# t+ _+ P; W. o: y
- return true2 Q! R) P: Q$ i3 X, [# U
- end
8 f v) q) g4 [; {( o - # 其他角色/ _, r/ ]' \2 R
- def other_actors
+ v4 A" X0 o7 k0 D3 ] - actors = []2 ^/ z* \/ g" N/ I
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
4 M5 a9 y% E! L - return actors1 B& M$ P+ {$ X7 m# ]
- end/ i7 E5 l( i' C2 T$ u9 k! e
- # 角色位置互换; N4 d$ ^- }+ ~9 T
- def change_actor_pos(id1,id2)( B; y4 |# m2 e J5 |% D
- actor_id = []% a, P2 V+ u4 S" L* n" T: v! S
- @actors.each do |actor|6 S0 @1 v# C) k) k) o% G: S) F
- actor_id.push(actor.id)) n7 M" X+ X& R, y6 g1 M; j1 z
- end
& d8 U$ O8 t8 }, N4 D - return if !actor_id.include?(id1) and !actor_id.include?(id2)7 U- _' q* \/ h# [, \' ^; Y
- id1_index = id2_index = -1+ P) y) P& U/ n
- (0...actor_id.size).each do |i|, q2 m7 ~. k/ i$ ~, J
- if actor_id[i] == id1% A* ~3 A0 T( D' }1 l6 N; }7 E! h
- id1_index = i
" P) ? F6 j4 |8 ]6 S F - elsif actor_id[i] == id2
0 v# u* c, ~5 H. }9 I: G' Z - id2_index = i
% G+ }$ n% x- L - end
) e9 Y4 X- r) f - end/ z' y! v+ N; K
- temp_actor = @actors[id1_index]! {2 o" q" m) v/ J" @. F) Y& I+ E
- @actors[id1_index] = @actors[id2_index]1 g% V( `0 p z- x" X% S3 y# w
- @actors[id2_index] = temp_actor8 r w8 M5 v/ o; `: P: g
- end
$ }* E1 z& n. \, A* g - end7 f4 P' b( p- w# n+ t' _* [# }
- 0 {' t5 X9 @7 R8 Y
- class Window_Actor < Window_Selectable$ r2 ?, H$ v$ {' h' x* k' m
- # 初始化
F6 [, y! C2 J- D" j4 F( g - def initialize
6 e+ j& Q m8 W9 i2 O8 P* X& s - super(0,64,640,256)* t- Q( v0 g# `3 g' E
- self.back_opacity = 160
0 ^2 X/ b6 H7 ]8 u' A H4 T/ Y: B* f - refresh' R2 P/ A: p, ^1 ~8 x8 Q% P
- self.index = -1
( ^( E2 J( D ?1 Z - self.active = false
) `" O+ B& }6 L - end; A( A% [6 g* _! u) d( b5 V
- # 刷新
0 n) m$ ]; a& @4 C3 y - def refresh l, X2 c; U* s$ F2 T6 D f( M' s u! |
- @item_max = $game_party.actors2.size
1 u2 P3 L/ v6 ^' n! E2 M - @data = []
& ]' |8 O6 g, A' _ - $game_party.actors.each do |actor|
" T* }; A2 [" W9 f" v' p4 Y! t - @data.push(actor)
7 A- o7 k3 [" V% t - end3 _& }6 ]4 n' E5 ]+ |2 f7 @4 |
- $game_party.actors2.each do |actor|
# @5 c8 e1 v) z& P: |1 C# P. y; ^. ^ - @data.push(actor) if [email protected]?(actor)
Q, Q; C, O3 d$ ^; S- q - end
E' R; f7 Q7 ^9 u - if self.contents != nil
$ J6 j) E5 O1 z, d0 n9 g& B$ d - self.contents.clear1 Y% v; _; h( U, U5 g
- self.contents = nil
2 Y+ }% G3 k" L; Y7 F/ c h - end) Q) s/ m5 h2 G4 b
- self.contents = Bitmap.new(608,@data.size*32)
* k3 R( f- e( q" m - x = 4
* I& T4 r4 m# N* E8 S s - y = 0
6 y+ p+ F& E: G# i0 V; x: D J - @data.each do |actor|
3 s7 \3 U; d! ~* M- F3 r - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
& ^9 v% G$ H8 g- O$ _* `! F - rect = Rect.new(0,0,bitmap.width/4,31)
& K" o8 u2 [ q: Z' y/ e! T - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
2 `9 l0 Z; [% `: {8 ?8 O1 m- o - draw_actor_name(actor,x+36,y)4 t# [, B. t! h3 D2 }' J
- draw_actor_state(actor,156,y)$ D( i( g1 r' k! n
- draw_actor_hp(actor,x+256,y,96)1 w% `* m- |7 D, y2 L1 f$ d- T
- draw_actor_sp(actor,x+376,y,96): c8 |2 }# K+ N+ `* k9 I% y z
- if $game_party.actors.include?(actor)
6 ?% j# N9 \. o3 _: i, S7 C. s( F - self.contents.font.color = text_color(6)+ p5 ], }1 @8 F3 Q+ |/ m7 j2 l- M
- cword = "出战"
6 O1 `3 C+ B/ C; ~ - else
! ?0 H4 ^1 w- M) J - self.contents.font.color = text_color(0)6 B- p8 E+ B3 B: P: m
- cword = "待战"
- W8 ?" t% l# \4 P$ T/ R$ ` - end4 O( {# y: n8 P$ [
- self.contents.draw_text(x+496,y,60,32,cword)2 j) p. \, u3 o( i# Y0 R
- y += 32
( a& F4 }2 O7 ^4 Y - end
8 X5 v) z! _! |+ Y - end9 a& i$ ]: w/ \) Q
- # 获取当前角色编号9 s q! S# t- U9 _5 s8 b- U
- def actor_id
l$ t8 _( n- k - return @data[self.index].id0 E. u" s7 {# s5 d8 ]- P
- end
' W2 P. u; v$ Z; B9 n8 m - # 刷新帮助0 }1 O5 W( b4 O. F( {
- def update_help( J( L# E, I$ w% { f, L2 w
- @help_window.set_text(@data[self.index] == nil ?\ p% h2 q/ q2 A2 x+ J+ f7 Q
- "" : @data[self.index].name)6 y% p0 I3 y" K/ u+ k
- end
/ U: k8 |+ I- e9 }; \. B9 [* { - end w8 i* t* @4 q5 v# d/ }* P4 r8 W
?& P- E w" }, Z2 N( l- class Scene_Battle
& j8 e3 w4 y+ Y; h. M% b( L8 L& S - include LimBattlePlug
% y, f* I# Z* \; E - # 初始化+ R* ]# E4 `* Q" D: ^- @
- def initialize
+ O" ?2 ]; d$ q# N2 s - $game_party.set_actor_to_battle
( _4 @+ Z1 p% }" y; q - end
2 w& }" d6 _6 J0 T - # 主处理2 ?" l; v( J& @$ k6 o, j5 I2 F
- def main7 y/ y6 }" [8 B* k
- # 初始化战斗用的各种暂时数据
7 O0 l9 k% K: z7 X$ o - $game_temp.in_battle = true2 ^% X1 b7 c* m! m* x
- $game_temp.battle_turn = 0
2 P, U% m d( c. R - $game_temp.battle_event_flags.clear# O y6 z" A5 N& p( D$ w
- $game_temp.battle_abort = false7 k! L/ [. V8 ?
- $game_temp.battle_main_phase = false
# P" n. Y n& Z% @( G3 X3 W( l - $game_temp.battleback_name = $game_map.battleback_name
0 Z/ a. N, x: b. h3 t - $game_temp.forcing_battler = nil3 J8 h5 W7 L, o
- # 初始化战斗用事件解释器/ \) H, |8 J: V6 S
- $game_system.battle_interpreter.setup(nil, 0)
& @ T; H! K; \1 b4 z- J - # 准备队伍4 W0 r" J+ F. t8 C) \( K% p3 A
- @troop_id = $game_temp.battle_troop_id
5 X e. y3 |! D% L/ q3 B$ [3 y9 Z3 t - $game_troop.setup(@troop_id)
' ^7 V' o! ?3 V& b2 v; C - # 生成角色命令窗口
- C! w. q+ o2 d. [( q0 H - s1 = $data_system.words.attack
" X/ e8 S2 x" Y Y. B7 A6 b - s2 = $data_system.words.skill
. |& R/ o2 L; s' j; [1 N! Z* w - s3 = $data_system.words.guard/ V+ F% K$ ` [+ U f, ~3 U
- s4 = $data_system.words.item% N; A, M* @9 K* `
- s5 = WordChangeBattler
3 O) ^- G& N7 D5 ?9 C) e4 b - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
# ?2 L2 @; e9 U$ m6 t$ R0 q1 c - @actor_command_window.y = 128
) d! j; @# W2 Y" ?3 |1 s - @actor_command_window.back_opacity = 160
3 Y3 u) \0 c3 f8 \! J4 ?' ]- N" r4 G" k - @actor_command_window.active = false
) j" b9 H8 j9 M0 [- Q% s - @actor_command_window.visible = false5 u q3 C3 H& O$ n/ u& @1 r
- # 生成其它窗口9 t2 R e& }; L0 Z- z: x- x( n
- @party_command_window = Window_PartyCommand.new7 V: T m# i; P8 A H+ n
- @help_window = Window_Help.new
7 l a" M: f& A* o. {8 E( v; z - @help_window.back_opacity = 160
7 o7 D7 @& t1 Z. \ - @help_window.visible = false
9 E9 Q& s- V- s3 n+ M2 l& a - @status_window = Window_BattleStatus.new
; `9 ~8 t! g5 T5 Z - @message_window = Window_Message.new" p6 y( |6 a6 u3 J' T7 Y& _' M
- # 生成活动块
8 j0 z z! J7 _9 W. |3 m$ V, f. U - @spriteset = Spriteset_Battle.new
5 \7 Y) W5 X$ r [1 ]; B4 u+ K - # 初始化等待计数
4 a1 w) X+ U1 K4 d - @wait_count = 0
: P8 M+ r2 M* I - # 执行过渡
" v' x! ?- l/ f% j - if $data_system.battle_transition == ""
% F* b3 v. S! c- @) o( W3 R - Graphics.transition(20)
4 b! d% P" _7 R, p9 k% D1 Q! i - else- P' T' w2 f. {' j' ?. l
- Graphics.transition(40, "Graphics/Transitions/" +" h: ~& m& s9 h4 E, t( }! ?4 M4 z
- $data_system.battle_transition)7 V; f0 V9 `2 R
- end
" @/ X. D6 ?9 Q8 _. p - # 开始自由战斗回合0 I+ R0 V; H g2 ~
- start_phase1
) ?) {% g0 `- a W+ _ - # 主循环
9 l; [- [' _% H - loop do
( n" O3 h8 b- f; [1 F - # 刷新游戏画面
3 n' H5 o1 b: R' V$ @ - Graphics.update
+ u. k7 P, L0 b* D5 i) r7 o - # 刷新输入信息
+ K3 L# o1 s p& p6 h5 ? - Input.update0 g$ C4 L+ W2 L9 L. d
- # 刷新画面5 X6 N& R* L# a( I% d! k, I
- update y F/ h3 J& g& U
- # 如果画面切换的话就中断循环7 s: r9 b9 B& W
- if $scene != self
' [4 Z9 Y: Q: e0 Y - break
% k! A/ a) r' F A3 v/ E" e - end
* \0 t; s+ k" a z |- @) h- n - end
5 }* v( Q0 B) }( \8 b! k - # 刷新地图
3 e% f) l) n5 q, |4 [6 W/ E - $game_map.refresh) ^8 y2 @: T% R1 ?
- # 准备过渡& s9 O6 X& `" t6 X6 A3 G: u% x: O
- Graphics.freeze
- _ ?$ Q3 n( ~3 N' u& ? - # 释放窗口) q3 j; n3 W' P$ \& d: Z
- @actor_command_window.dispose
% Q5 {" B: B1 N - @party_command_window.dispose, U3 \" n; B* V* e+ O6 G
- @help_window.dispose* ^0 ]& F% B$ K3 h6 j. {
- @status_window.dispose
8 e7 U# V0 l" }) b' n - @message_window.dispose
7 C" _1 s' d- u4 n - if @skill_window != nil; A$ n P) l( S# I
- @skill_window.dispose
/ {& S2 J0 y; D. O& b - end, X$ W) Q; n1 q+ m* L! [5 U
- if @item_window != nil, s+ H, X! t( K3 o7 r# q7 d
- @item_window.dispose
6 j1 j+ }( k! E ]" B, N - end
3 Y& ~7 Z* y" e4 d: m9 p - if @actor_window != nil7 S; _- _; s' g. k* x! S
- @actor_window.dispose9 t9 \4 m3 t- t. J
- end
; y$ M) u0 Q/ s( E+ M1 d; g - if @result_window != nil
% V& c$ Q' I- f" L+ B - @result_window.dispose7 x. ^3 w) H5 }4 `7 f6 `7 u* B
- end- V: c2 L& w+ H( e8 A. A6 n* r4 q3 p
- # 释放活动块
$ z7 E0 T; B0 I7 G6 T3 a7 }7 O! R, X - @spriteset.dispose
5 r/ w5 \/ q% }6 ` - # 标题画面切换中的情况3 H( R2 {5 N6 J9 b2 ~' H& b
- if $scene.is_a?(Scene_Title)
% [2 }0 p# M. J% N7 \ - # 淡入淡出画面! G' A3 y1 }- ~4 E/ V% W5 B
- Graphics.transition" o8 K9 o( g" [" z5 N; [
- Graphics.freeze* b+ |4 l D0 v* N
- end
" Y7 K. y4 `" p" F' i - # 战斗测试或者游戏结束以外的画面切换中的情况: B+ b) ]% [$ `7 T4 S
- if $BTEST and not $scene.is_a?(Scene_Gameover)
4 I* w3 J8 u* w3 _5 m- B: `: ^3 a - $scene = nil! Q8 C9 F/ B9 d8 |0 E0 y, [0 S- \ X! u
- end/ Z7 t( v2 Y6 d
- end W, I) |' v: f
- # 战斗结束6 v0 W% s+ X \/ a
- alias lpb_battle_end battle_end
9 ]! k3 F3 b' G- M - def battle_end(n)# F: U9 ]$ p+ G& ?7 z4 O& e
- lpb_battle_end(n)
& z/ C. E% B) i# |- g. h# V# Z - $game_party.set_actor_to_normal" f* m3 E8 F) ~9 m% I* a) \
- end
, X3 K# U' t. Q2 y9 i - # 开始回合3
* ?& L1 {5 V. z0 s, e2 D7 H - alias lbp_start_phase3 start_phase3
4 ^6 X2 |# Z( N' Y; t - def start_phase3
2 C' R" u( t9 x, R - @changed_battler_id = []% Y4 d3 |" p4 \
- lbp_start_phase3/ `! Q3 [, v/ ^
- end. L9 m0 B1 B0 D; A
- # 刷新角色命令回合画面+ K9 m: h; b! f2 Z. ?
- def update_phase3; P0 U8 l+ S+ p! s
- # 敌人光标有效的情况下
! h0 |7 c% _& p; T" h - if @enemy_arrow != nil
$ ~! z: {! ~ H& J. i4 D; P0 ^5 x - update_phase3_enemy_select5 g2 ]1 { Q, W2 X0 g4 n
- # 角色光标有效的情况下& {; z& R) n, F" \0 ^" B, P& A
- elsif @actor_arrow != nil
. Z$ }" w7 B0 T) w" V0 C - update_phase3_actor_select
) ~4 i5 R2 M' w/ H - # 特技窗口有效的情况下
+ L$ d* U2 _+ i4 r - elsif @skill_window != nil6 F5 k# i$ J) P M. U( l
- update_phase3_skill_select
7 A ]' @; R _/ H - # 物品窗口有效的情况下; v/ T- n' h7 l ?
- elsif @item_window != nil" P- R5 k+ b; U
- update_phase3_item_select. A" S6 d4 Z( }) w2 F/ b' v
- elsif @actor_window != nil
" F+ Q g% }' x: q% z4 q s. R8 D - update_phase3_battler_select
8 b$ Y& ~( `9 {- r3 G# Q- l - # 角色指令窗口有效的情况下3 a/ K7 z& f( g1 M9 i# R$ _
- elsif @actor_command_window.active
9 i: q# Q( g" M& G5 h - update_phase3_basic_command
" V$ Z. u! E2 a; W, e - end7 z% E2 F0 q) f f$ J( o; j/ P9 C
- end
. t* w, T0 I8 n5 o( ] - # 角色基本命令
- m2 B% {9 Z) g6 c3 D L: b2 | - def update_phase3_basic_command, [0 _* i5 W& H0 O d3 K
- # 按下 B 键的情况下
2 }- H0 v5 @- C. {) E - if Input.trigger?(Input::B)4 v: k2 p$ s9 G# W4 F, {
- # 演奏取消 SE" i7 q2 a, b# L+ h
- $game_system.se_play($data_system.cancel_se)
2 o* O3 n& R8 [/ w - # 转向前一个角色的指令输入4 q4 j6 R/ ]9 x5 w- J1 O, @
- phase3_prior_actor1 K" l2 ?8 P7 e. S& q
- return
, ^; M; ~0 Q {$ V1 X' E - end% O8 {* n A s
- # 按下 C 键的情况下
4 v6 k3 k, t- M% _4 m; R - if Input.trigger?(Input::C); L: V5 V: O$ r. a0 s* u
- # 角色指令窗口光标位置分之. S& `6 N! ]4 h
- case @actor_command_window.index9 W' \. W- X! M3 u
- when 0 # 攻击) J- l1 u: r8 [# g
- # 演奏确定 SE
8 ^+ B2 f( \1 V1 B2 K* D - $game_system.se_play($data_system.decision_se)
1 _$ F. [# X1 c - # 设置行动$ K# T' n' k* ~# W' E
- @active_battler.current_action.kind = 06 N' |0 Y$ r/ g
- @active_battler.current_action.basic = 0. W0 R6 l T7 _9 S
- # 开始选择敌人
0 j+ C* P Q$ c: |$ k$ x - start_enemy_select+ D9 D6 J! W# p
- when 1 # 特技8 ?% O1 j7 Y) Y
- # 演奏确定 SE4 Y0 p( d! n! V- c$ H
- $game_system.se_play($data_system.decision_se)
# \3 @2 E1 p; y0 [2 W4 Q - # 设置行动3 e8 Y4 u; L: l+ j5 x$ H* I6 V
- @active_battler.current_action.kind = 1
* i7 {/ n# D" Z( E# q) A - # 开始选择特技
; h( b* j$ y I6 o0 |" A+ }& f - start_skill_select
5 E! }1 a4 J4 I% k. t - when 2 # 防御$ k7 f7 C9 s) v! v
- # 演奏确定 SE
! n& o) }( C1 Y% v$ D - $game_system.se_play($data_system.decision_se)& k& O5 \; M3 m
- # 设置行动
) ^2 D z# g3 \* z1 m - @active_battler.current_action.kind = 04 z6 e; j/ S; _7 J! V7 h: M. B8 E
- @active_battler.current_action.basic = 1* P9 [% s! M' H# G0 O
- # 转向下一位角色的指令输入' A' k: P$ R( }* T3 I
- phase3_next_actor
6 y$ a: J7 Q2 ] y9 c9 t - when 3 # 物品
" ]# K( c3 g# f/ J3 E - # 演奏确定 SE) Q+ R J s/ w' s# K
- $game_system.se_play($data_system.decision_se)
; Z0 x! `6 L) W9 H, N+ Y# S/ U3 \$ g - # 设置行动# K# L' z, m$ B& M& M9 K3 D( L
- @active_battler.current_action.kind = 2
5 q4 @9 v' ^3 V+ B! M - # 开始选择物品' ?+ J, H7 W, S6 @9 h- |9 j
- start_item_select5 w+ E+ w, j: g" e& t
- when 4 # 换人: I E. S3 M4 c9 T/ U
- $game_system.se_play($data_system.decision_se)
6 r& U Y7 {* m' x+ H( Y% h - @active_battler.current_action.set_change_battler
i# `" w* e2 f5 g$ J - start_battler_select
: R+ E, z- ^) a/ f7 ? - end
# z' x& n7 W/ R7 d" m - return
+ g2 K% ^' c, D |0 ^ - end$ N# h) L! x& F- W x
- end6 N+ H o6 l; V$ i* h$ O
- # 开始角色选择: \3 L% b7 o" S/ v8 H' D0 s
- def start_battler_select6 @8 h7 n, d) H7 h5 s( `
- @actor_window = Window_Actor.new# A+ r; {6 G' X& e( k/ U
- @actor_window.active = true
# Q+ i) A" T& R( F/ d6 K( J) S - @actor_window.index = 0, G* f& F+ |# p0 I
- @actor_window.help_window = @help_window1 t7 G9 z8 e5 T
- @actor_command_window.active = false
7 J8 [7 O8 s$ A, u' J - @actor_command_window.visible = false
/ F8 H4 O( J! B6 ?; W! H4 o - end
9 M: } [1 p! i) b& p$ s% {) K - # 结束角色选择7 E5 `8 h- P# y9 _" y
- def end_battler_select4 N. ?$ ?: X9 d
- @actor_window.dispose
/ l$ v: D9 G/ P( k - @actor_window = nil0 N; q. d0 [: D2 U% f2 j; y
- @help_window.visible = false6 o! f* \% S3 G1 q( Z$ r/ w" X3 I
- @actor_command_window.active = true
1 C/ P6 ?- N* A1 p6 @3 G* l - @actor_command_window.visible = true+ p# G7 N& J: a6 B# n/ t
- end
( g' S8 _. ~) k5 _- e# n& y- L4 Y - # 刷新角色选择( p( O6 \) d0 N
- def update_phase3_battler_select
8 I/ u- ~" s7 a% k1 } - @actor_window.visible = true
) K ] E1 x! j, H( p2 K - @actor_window.update; Z8 W. G$ C. f L
- if Input.trigger?(Input::B)0 H/ t# v6 ` P$ Z8 @
- $game_system.se_play($data_system.cancel_se)+ L/ e3 G- T3 L! c! X2 z
- end_battler_select
" b' Z9 |. s; S0 }4 i# l7 X - return1 h( k i+ Y4 h+ z; K
- end
' \2 ~* D$ C" T% A# |* [1 u2 f - if Input.trigger?(Input::C)% N: L* H$ E0 x0 a; a, K2 l1 z
- actor_id = @actor_window.actor_id9 D# B7 o: }8 v2 I& k
- if $game_party.get_actors_id.include?(actor_id) or
/ B4 c" d+ w ~- r% | - $game_actors[actor_id].dead? or " I, |4 y1 V& o' M
- @changed_battler_id.include?(actor_id)
" H' x/ ?0 d5 X* N - $game_system.se_play($data_system.buzzer_se)! b- M m" F; k8 q
- return
% C: V9 l5 |$ R8 _3 O4 y, g - end7 ]9 f5 o/ p6 \8 }! }' |
- $game_system.se_play($data_system.decision_se)
, d$ L4 y$ V0 G$ n' p. c - @active_battler.current_action.change_to_battler = actor_id
; S+ V5 r+ F0 A- m5 O - @changed_battler_id.push(actor_id)
/ j3 Y; a1 i0 w4 U3 L& x+ J - end_battler_select
7 [$ c+ U% v* R - phase3_next_actor
& G3 ?) Z0 D" [5 Z: V3 F - return
2 N3 T4 E, ]% U. h# A* C - end
: _4 S5 n9 P7 d2 ?' C& p8 q - end
- [8 z& u" S+ E# n& O% w - # 行动方动画
2 s) Z2 c; m! N) Y; E; A - def update_phase4_step3: a0 i# Q; [+ ], x
- if @active_battler.current_action.is_change_battler?
- Q7 ]9 z# S0 s2 ` - @animation1_id = AnimationChangeBattler% p2 H# @) A& ]7 K; n- k/ I
- @target_battlers = []
8 [- S( D+ f" Z( s+ q - end0 C8 o: v$ _+ t( }
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
; |' N7 `" b8 M% ] - if @animation1_id == 0
& T+ r" {( i* M [ - @active_battler.white_flash = true# g$ z7 t; F2 ?; s
- else+ F3 j2 }0 ^6 d( j y: g, ^! r
- @active_battler.animation_id = @animation1_id
: n: W) e: k' M' | B7 S. Q - @active_battler.animation_hit = true' r( ~7 T) N k, ]& M
- end4 P0 i" i7 I" V1 G$ m! k. B7 N
- # 移至步骤 42 r! k/ S7 y- D1 g3 s
- @phase4_step = 4" U$ G0 a b6 G3 i$ S8 e- d
- end( _0 b* y! m t, B
- # 对象方动画" l. G1 S! p) X) z6 I7 y
- def update_phase4_step4+ x4 |" p% E% ]6 Z
- if @active_battler.current_action.is_change_battler?4 g7 o" g J9 G, p. f+ [
- actor1_id = @active_battler.current_action.change_to_battler
( A+ \1 {' k2 F* M8 |; [) P - actor2_id = @active_battler.id* R) _. n0 t. h P
- (0...$game_party.actors.size).each do |i|
$ z6 ?0 O( `! a) w) O. q& ~, I! r - if $game_party.actors[i].id == actor2_id& w. K$ M, Q/ \5 H: L
- $game_party.change_actor(i,actor1_id)% T o+ H$ s6 x% v. Y K$ k8 N
- @active_battler = $game_actors[actor1_id]
1 c, e- X' C/ b- g - @status_window.refresh
$ P- l$ Q- k9 B+ d+ Y - end
4 {4 O% R$ U' Z8 A; A - end2 n( y+ j5 d: t& j3 W
- end
; K1 b0 a+ g" n5 [ - # 对像方动画
3 P- s! k) Y3 h! L( ] - for target in @target_battlers# L7 i! c" G7 D; P
- target.animation_id = @animation2_id
g/ E( j6 R" X+ I6 j) {! i$ D - target.animation_hit = (target.damage != "Miss")" H' X1 ?1 I( @
- end
: Z) G# i0 v7 z; ]0 @# u4 A- R - # 限制动画长度、最低 8 帧
. ]+ T2 P8 c4 d* b - @wait_count = 8( d( y2 a& i" Q4 Q6 O8 c& f
- # 移至步骤 5
5 `4 n6 v. n9 b0 n$ w - @phase4_step = 5
& T) e; D* @! N8 ] - end
# x. Q. S! q! \ - # 公共事件
: g1 t$ [5 y* p+ F' { t - def update_phase4_step6
- a& S$ l1 j1 K! v - @target_battlers.each do |target|
3 S x/ M3 F3 n; j - if target.is_a?(Game_Actor) and target.dead? and
1 H" p2 N1 V, f0 m) X( p2 ~1 n6 L - !$game_party.other_actors.all?{|actor|actor.dead?}
7 }3 R9 }2 w( n2 e% w - @actor_window = Window_Actor.new! z5 B5 Y( Y/ i3 d' I
- @actor_window.index = 0
2 F) u2 C2 ]* y1 B: p* i* }- \ - @actor_window.active = true/ J2 C m4 z9 X( S1 K' Z
- @actor_window.help_window = @help_window9 m8 M' r( t3 T' w1 n5 N8 k M
- actor_id = -1
; h7 P( f, i, b9 |1 J) T* T - loop do% n" H2 B7 G( [+ n
- Graphics.update" `# T, e% x- l8 G) u: w" m* n" n
- Input.update
. Z( }3 `2 S5 I. _& I - @actor_window.update' e) b, L0 s' a5 j
- if Input.trigger?(Input::C)
7 S* {8 T% A/ `* d& L) Y" j - actor = $game_actors[@actor_window.actor_id]
H4 o+ t3 R4 P1 d - if actor.dead? or0 ^4 {( ~7 m7 Q0 E2 F2 D8 I
- (@changed_battler_id.include?(actor.id) and
( ?3 P: F9 ?% H4 B - target.current_action.change_to_battler != actor.id) or
9 X. f. E6 o8 o; U' | - $game_party.actors.include?(actor)
, \. y& ]; p ~% \# q - $game_system.se_play($data_system.buzzer_se)9 Y3 o4 H, ]' Q& X8 Y
- else; L& n1 c8 L& _/ r5 J
- actor_id = actor.id
0 w3 g7 F7 l0 J: h0 P - end
* g$ ?3 o1 N) I; X4 c' j2 Q0 f - end
' m, ~6 s9 m& A2 m5 V - break if actor_id >= 0
/ u" P% P4 p0 ~5 R - end8 k9 M! y3 Y! S0 f# A" u
- @actor_window.visible = false
! c% l! H- ?& E: Z - @actor_window.dispose
2 a0 [+ N. q. v1 T- W2 V* I6 B) v - @actor_window = nil
& _: R0 |& A% \: e7 L9 p - @help_window.visible = false( z$ x3 q) \" g6 v- Y! b5 [0 s
- (0...$game_party.actors.size).each do |i|
) S% [/ s# L0 v& i8 h( p - if $game_party.actors[i].id == target.id! [. x. T {" g* Q7 W' k
- $game_party.change_actor(i,actor_id)
3 ]9 {/ n3 z& ?5 ^: F - @status_window.refresh8 E$ J* b; ?. G' V
- end
5 |& F9 t. w. v$ G9 B: R - end+ e/ q; w+ E' L7 a" d
- end6 N Z% I; q% F; R' ~4 M
- end$ {3 c/ j6 Q0 f, R7 \
- # 清除强制行动对像的战斗者0 m( ~( t. j6 s8 U2 m+ T$ k4 I+ g5 m
- $game_temp.forcing_battler = nil+ P9 _, |2 F: R! P4 q# F5 j( m
- # 公共事件 ID 有效的情况下
3 `& b! Y: p! v9 W0 k* ?5 o; e' I - if @common_event_id > 0
7 d- c# I# t3 P# [7 [- `3 J# W: R - # 设置事件: N" q: U2 Y8 Q6 z: K! I
- common_event = $data_common_events[@common_event_id]
Q( W% o2 f, G6 S2 G0 W - $game_system.battle_interpreter.setup(common_event.list, 0)& B# ]! d7 t+ D6 f. l
- end* m* b& w- Z: G4 n
- # 移至步骤 10 Q0 }0 Y+ A3 p8 h9 ]; [: X1 D
- @phase4_step = 1' N7 R7 W5 V9 ^ X
- end
( \- `6 a0 T& ?, }( E g. M - end
" s( Y! r1 ~1 a( d# U/ o$ ^
' R# Z2 i5 Z* W3 l) g- class Window_MenuStatus1 [5 ?5 ~5 w+ |8 w c) S
- def refresh
6 P% ^) x" M1 p4 V( r' t+ m. X - self.contents.clear
9 y3 _. e2 I" p9 T2 L9 l$ v - @item_max = $game_party.actors.size3 m; G; R/ x0 r- Q! W/ e
- for i in 0...$game_party.actors.size
) `7 A; G9 Q1 h4 b; p9 H - x = 47 k# I5 p' |; m3 g8 f% Z
- y = i * 325 [4 f( t5 |, }2 A V0 c& W
- actor = $game_party.actors[i]0 x9 S1 ]( w/ k3 w4 Q n1 T' H! q
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
% J2 `+ Y, v( o; X - rect = Rect.new(0,0,bitmap.width/4,31)
6 F5 ^: f; J# y/ M1 w6 B - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
: b$ O. ^& c' x4 U0 ?3 p) o5 T - draw_actor_name(actor, x+36, y)3 @4 I/ |* r' G3 ^5 V( }0 p
- draw_actor_state(actor, x + 136,y)
. V$ M1 ]" W1 _ - draw_actor_hp(actor, x + 236, y,96)1 T0 G9 }# F$ p# y$ O0 j
- draw_actor_sp(actor, x + 336, y,96)
! F7 }, |0 B0 c& O# Z f: f" j - end
1 F! x+ C. }% k - end
, }; L1 }" f3 u L& e4 v - def update_cursor_rect O9 H# `. {6 i# q4 M2 Q! [; c
- super- J, i! P. m U1 Y) U
- end
, |, q" t( E% Q, 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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