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Lv1.梦旅人
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http://rpg.blue/thread-163143-1-1.html
首先是非战斗的情况下要怎么换人物顺序呢
其次当出场人数超过一人,比如4人,而排在前4位的人物中有角色处于战斗不能的状态,那么进入战斗以后战斗不能的角色始终占着一个出场人物的位置而且不能被换人
而且在这种情况下对存活的角色玩家换人会有一定几率脚本报错(我出现过一次)- module LimBattlePlug
-
- # 队伍最大人数
-
- MaxPartySize = 8
-
- # 出战人数
-
- MaxBattlerSize = 1
-
- # 换人语句
-
- WordChangeBattler = "换人"
-
- # 换人时播放的动画
-
- AnimationChangeBattler = 26
-
- end
-
- class Game_BattleAction
-
- attr_accessor :change_to_battler
-
- # 初始化
-
- alias lbp_initialize initialize
-
- def initialize
-
- lbp_initialize
-
- @change_to_battler = 0
-
- end
-
- # 欲更换角色编号
-
- def set_change_battler
-
- @kind = 3
-
- end
-
- # 判断行动是否为更换角色
-
- def is_change_battler?
-
- return (@kind == 3)
-
- end
-
- end
-
- class Game_Party
-
- include LimBattlePlug
-
- attr_reader :actors2
-
- alias lpb_initialize initialize
-
- def initialize
-
- lpb_initialize
-
- @actors2 = []
-
- end
-
- # 角色加入
-
- def add_actor(actor_id)
-
- actor = $game_actors[actor_id]
-
- if @actors.size < MaxPartySize and not @actors.include?(actor)
-
- @actors.push(actor)
-
- $game_player.refresh
-
- end
-
- end
-
- # 设置战斗的角色
-
- def set_actor_to_battle
-
- @actors2 = []
-
- @actors.each do |actor|
-
- @actors2.push(actor)
-
- end
-
- @actors = []
-
- @actors2.each do |actor|
-
- @actors.push(actor)
-
- break if @actors.size == MaxBattlerSize
-
- end
-
- end
-
- # 还原战斗的角色
-
- def set_actor_to_normal
-
- @actors = []
-
- @actors2.each do |actor|
-
- @actors.push(actor)
-
- end
-
- end
-
- # 获取角色id数组
-
- def get_actors_id
-
- id = []
-
- @actors.each{|actor|id.push(actor.id)}
-
- return id
-
- end
-
- # 获取角色id数组
-
- def get_actors2_id
-
- id = []
-
- @actors2.each{|actor|id.push(actor.id)}
-
- return id
-
- end
-
- # 兑换角色
-
- def change_actor(index,id)
-
- @actors[index] = $game_actors[id]
-
- end
-
- # 全灭判定
-
- def all_dead?
-
- # 同伴人数为 0 的情况下
-
- if $game_party.actors.size == 0
-
- return false
-
- end
-
- # 同伴中无人 HP 在 0 以上
-
- for actor in @actors2
-
- if actor.hp > 0
-
- return false
-
- end
-
- end
-
- for actor in @actors
-
- if actor.hp > 0
-
- return false
-
- end
-
- end
-
- # 全灭
-
- return true
-
- end
-
- # 其他角色
-
- def other_actors
-
- actors = []
-
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
-
- return actors
-
- end
-
- # 角色位置互换
-
- def change_actor_pos(id1,id2)
-
- actor_id = []
-
- @actors.each do |actor|
-
- actor_id.push(actor.id)
-
- end
-
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
-
- id1_index = id2_index = -1
-
- (0...actor_id.size).each do |i|
-
- if actor_id[i] == id1
-
- id1_index = i
-
- elsif actor_id[i] == id2
-
- id2_index = i
-
- end
-
- end
-
- temp_actor = @actors[id1_index]
-
- @actors[id1_index] = @actors[id2_index]
-
- @actors[id2_index] = temp_actor
-
- end
-
- end
-
- class Window_Actor < Window_Selectable
-
- # 初始化
-
- def initialize
-
- super(0,64,640,256)
-
- self.back_opacity = 160
-
- refresh
-
- self.index = -1
-
- self.active = false
-
- end
-
- # 刷新
-
- def refresh
-
- @item_max = $game_party.actors2.size
-
- @data = []
-
- $game_party.actors.each do |actor|
-
- @data.push(actor)
-
- end
-
- $game_party.actors2.each do |actor|
-
- @data.push(actor) if [email protected]?(actor)
-
- end
-
- if self.contents != nil
-
- self.contents.clear
-
- self.contents = nil
-
- end
-
- self.contents = Bitmap.new(608,@data.size*32)
-
- x = 4
-
- y = 0
-
- @data.each do |actor|
-
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
-
- rect = Rect.new(0,0,bitmap.width/4,31)
-
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
-
- draw_actor_name(actor,x+36,y)
-
- draw_actor_state(actor,156,y)
-
- draw_actor_hp(actor,x+256,y,96)
-
- draw_actor_sp(actor,x+376,y,96)
-
- if $game_party.actors.include?(actor)
-
- self.contents.font.color = text_color(6)
-
- cword = "出战"
-
- else
-
- self.contents.font.color = text_color(0)
-
- cword = "待战"
-
- end
-
- self.contents.draw_text(x+496,y,60,32,cword)
-
- y += 32
-
- end
-
- end
-
- # 获取当前角色编号
-
- def actor_id
-
- return @data[self.index].id
-
- end
-
- # 刷新帮助
-
- def update_help
-
- @help_window.set_text(@data[self.index] == nil ?\
-
- "" : @data[self.index].name)
-
- end
-
- end
-
- class Scene_Battle
-
- include LimBattlePlug
-
- # 初始化
-
- def initialize
-
- $game_party.set_actor_to_battle
-
- end
-
- # 主处理
-
- def main
-
- # 初始化战斗用的各种暂时数据
-
- $game_temp.in_battle = true
-
- $game_temp.battle_turn = 0
-
- $game_temp.battle_event_flags.clear
-
- $game_temp.battle_abort = false
-
- $game_temp.battle_main_phase = false
-
- $game_temp.battleback_name = $game_map.battleback_name
-
- $game_temp.forcing_battler = nil
-
- # 初始化战斗用事件解释器
-
- $game_system.battle_interpreter.setup(nil, 0)
-
- # 准备队伍
-
- @troop_id = $game_temp.battle_troop_id
-
- $game_troop.setup(@troop_id)
-
- # 生成角色命令窗口
-
- s1 = $data_system.words.attack
-
- s2 = $data_system.words.skill
-
- s3 = $data_system.words.guard
-
- s4 = $data_system.words.item
-
- s5 = WordChangeBattler
-
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
-
- @actor_command_window.y = 128
-
- @actor_command_window.back_opacity = 160
-
- @actor_command_window.active = false
-
- @actor_command_window.visible = false
-
- # 生成其它窗口
-
- @party_command_window = Window_PartyCommand.new
-
- @help_window = Window_Help.new
-
- @help_window.back_opacity = 160
-
- @help_window.visible = false
-
- @status_window = Window_BattleStatus.new
-
- @message_window = Window_Message.new
-
- # 生成活动块
-
- @spriteset = Spriteset_Battle.new
-
- # 初始化等待计数
-
- @wait_count = 0
-
- # 执行过渡
-
- if $data_system.battle_transition == ""
-
- Graphics.transition(20)
-
- else
-
- Graphics.transition(40, "Graphics/Transitions/" +
-
- $data_system.battle_transition)
-
- end
-
- # 开始自由战斗回合
-
- start_phase1
-
- # 主循环
-
- loop do
-
- # 刷新游戏画面
-
- Graphics.update
-
- # 刷新输入信息
-
- Input.update
-
- # 刷新画面
-
- update
-
- # 如果画面切换的话就中断循环
-
- if $scene != self
-
- break
-
- end
-
- end
-
- # 刷新地图
-
- $game_map.refresh
-
- # 准备过渡
-
- Graphics.freeze
-
- # 释放窗口
-
- @actor_command_window.dispose
-
- @party_command_window.dispose
-
- @help_window.dispose
-
- @status_window.dispose
-
- @message_window.dispose
-
- if @skill_window != nil
-
- @skill_window.dispose
-
- end
-
- if @item_window != nil
-
- @item_window.dispose
-
- end
-
- if @actor_window != nil
-
- @actor_window.dispose
-
- end
-
- if @result_window != nil
-
- @result_window.dispose
-
- end
-
- # 释放活动块
-
- @spriteset.dispose
-
- # 标题画面切换中的情况
-
- if $scene.is_a?(Scene_Title)
-
- # 淡入淡出画面
-
- Graphics.transition
-
- Graphics.freeze
-
- end
-
- # 战斗测试或者游戏结束以外的画面切换中的情况
-
- if $BTEST and not $scene.is_a?(Scene_Gameover)
-
- $scene = nil
-
- end
-
- end
-
- # 战斗结束
-
- alias lpb_battle_end battle_end
-
- def battle_end(n)
-
- lpb_battle_end(n)
-
- $game_party.set_actor_to_normal
-
- end
-
- # 开始回合3
-
- alias lbp_start_phase3 start_phase3
-
- def start_phase3
-
- @changed_battler_id = []
-
- lbp_start_phase3
-
- end
-
- # 刷新角色命令回合画面
-
- def update_phase3
-
- # 敌人光标有效的情况下
-
- if @enemy_arrow != nil
-
- update_phase3_enemy_select
-
- # 角色光标有效的情况下
-
- elsif @actor_arrow != nil
-
- update_phase3_actor_select
-
- # 特技窗口有效的情况下
-
- elsif @skill_window != nil
-
- update_phase3_skill_select
-
- # 物品窗口有效的情况下
-
- elsif @item_window != nil
-
- update_phase3_item_select
-
- elsif @actor_window != nil
-
- update_phase3_battler_select
-
- # 角色指令窗口有效的情况下
-
- elsif @actor_command_window.active
-
- update_phase3_basic_command
-
- end
-
- end
-
- # 角色基本命令
-
- def update_phase3_basic_command
-
- # 按下 B 键的情况下
-
- if Input.trigger?(Input::B)
-
- # 演奏取消 SE
-
- $game_system.se_play($data_system.cancel_se)
-
- # 转向前一个角色的指令输入
-
- phase3_prior_actor
-
- return
-
- end
-
- # 按下 C 键的情况下
-
- if Input.trigger?(Input::C)
-
- # 角色指令窗口光标位置分之
-
- case @actor_command_window.index
-
- when 0 # 攻击
-
- # 演奏确定 SE
-
- $game_system.se_play($data_system.decision_se)
-
- # 设置行动
-
- @active_battler.current_action.kind = 0
-
- @active_battler.current_action.basic = 0
-
- # 开始选择敌人
-
- start_enemy_select
-
- when 1 # 特技
-
- # 演奏确定 SE
-
- $game_system.se_play($data_system.decision_se)
-
- # 设置行动
-
- @active_battler.current_action.kind = 1
-
- # 开始选择特技
-
- start_skill_select
-
- when 2 # 防御
-
- # 演奏确定 SE
-
- $game_system.se_play($data_system.decision_se)
-
- # 设置行动
-
- @active_battler.current_action.kind = 0
-
- @active_battler.current_action.basic = 1
-
- # 转向下一位角色的指令输入
-
- phase3_next_actor
-
- when 3 # 物品
-
- # 演奏确定 SE
-
- $game_system.se_play($data_system.decision_se)
-
- # 设置行动
-
- @active_battler.current_action.kind = 2
-
- # 开始选择物品
-
- start_item_select
-
- when 4 # 换人
-
- $game_system.se_play($data_system.decision_se)
-
- @active_battler.current_action.set_change_battler
-
- start_battler_select
-
- end
-
- return
-
- end
-
- end
-
- # 开始角色选择
-
- def start_battler_select
-
- @actor_window = Window_Actor.new
-
- @actor_window.active = true
-
- @actor_window.index = 0
-
- @actor_window.help_window = @help_window
-
- @actor_command_window.active = false
-
- @actor_command_window.visible = false
-
- end
-
- # 结束角色选择
-
- def end_battler_select
-
- @actor_window.dispose
-
- @actor_window = nil
-
- @help_window.visible = false
-
- @actor_command_window.active = true
-
- @actor_command_window.visible = true
-
- end
-
- # 刷新角色选择
-
- def update_phase3_battler_select
-
- @actor_window.visible = true
-
- @actor_window.update
-
- if Input.trigger?(Input::B)
-
- $game_system.se_play($data_system.cancel_se)
-
- end_battler_select
-
- return
-
- end
-
- if Input.trigger?(Input::C)
-
- actor_id = @actor_window.actor_id
-
- if $game_party.get_actors_id.include?(actor_id) or
-
- $game_actors[actor_id].dead? or
- @changed_battler_id.include?(actor_id)
-
- $game_system.se_play($data_system.buzzer_se)
-
- return
-
- end
-
- $game_system.se_play($data_system.decision_se)
-
- @active_battler.current_action.change_to_battler = actor_id
-
- @changed_battler_id.push(actor_id)
-
- end_battler_select
-
- phase3_next_actor
-
- return
-
- end
-
- end
-
- # 行动方动画
-
- def update_phase4_step3
-
- if @active_battler.current_action.is_change_battler?
-
- @animation1_id = AnimationChangeBattler
-
- @target_battlers = []
-
- end
-
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
-
- if @animation1_id == 0
-
- @active_battler.white_flash = true
-
- else
-
- @active_battler.animation_id = @animation1_id
-
- @active_battler.animation_hit = true
-
- end
-
- # 移至步骤 4
-
- @phase4_step = 4
-
- end
-
- # 对象方动画
-
- def update_phase4_step4
-
- if @active_battler.current_action.is_change_battler?
-
- actor1_id = @active_battler.current_action.change_to_battler
-
- actor2_id = @active_battler.id
-
- (0...$game_party.actors.size).each do |i|
-
- if $game_party.actors[i].id == actor2_id
-
- $game_party.change_actor(i,actor1_id)
-
- @active_battler = $game_actors[actor1_id]
-
- @status_window.refresh
-
- end
-
- end
-
- end
-
- # 对像方动画
-
- for target in @target_battlers
-
- target.animation_id = @animation2_id
-
- target.animation_hit = (target.damage != "Miss")
-
- end
-
- # 限制动画长度、最低 8 帧
-
- @wait_count = 8
-
- # 移至步骤 5
-
- @phase4_step = 5
-
- end
-
- # 公共事件
-
- def update_phase4_step6
-
- @target_battlers.each do |target|
-
- if target.is_a?(Game_Actor) and target.dead? and
-
- !$game_party.other_actors.all?{|actor|actor.dead?}
-
- @actor_window = Window_Actor.new
-
- @actor_window.index = 0
-
- @actor_window.active = true
-
- @actor_window.help_window = @help_window
-
- actor_id = -1
-
- loop do
-
- Graphics.update
-
- Input.update
-
- @actor_window.update
-
- if Input.trigger?(Input::C)
-
- actor = $game_actors[@actor_window.actor_id]
-
- if actor.dead? or
-
- (@changed_battler_id.include?(actor.id) and
- target.current_action.change_to_battler != actor.id) or
-
- $game_party.actors.include?(actor)
-
- $game_system.se_play($data_system.buzzer_se)
-
- else
-
- actor_id = actor.id
-
- end
-
- end
-
- break if actor_id >= 0
-
- end
-
- @actor_window.visible = false
-
- @actor_window.dispose
-
- @actor_window = nil
-
- @help_window.visible = false
-
- (0...$game_party.actors.size).each do |i|
-
- if $game_party.actors[i].id == target.id
-
- $game_party.change_actor(i,actor_id)
-
- @status_window.refresh
-
- end
-
- end
-
- end
-
- end
-
- # 清除强制行动对像的战斗者
-
- $game_temp.forcing_battler = nil
-
- # 公共事件 ID 有效的情况下
-
- if @common_event_id > 0
-
- # 设置事件
-
- common_event = $data_common_events[@common_event_id]
-
- $game_system.battle_interpreter.setup(common_event.list, 0)
-
- end
-
- # 移至步骤 1
-
- @phase4_step = 1
-
- end
-
- end
-
- class Window_MenuStatus
-
- def refresh
-
- self.contents.clear
-
- @item_max = $game_party.actors.size
-
- for i in 0...$game_party.actors.size
-
- x = 4
-
- y = i * 32
-
- actor = $game_party.actors[i]
-
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
-
- rect = Rect.new(0,0,bitmap.width/4,31)
-
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
-
- draw_actor_name(actor, x+36, y)
-
- draw_actor_state(actor, x + 136,y)
-
- draw_actor_hp(actor, x + 236, y,96)
-
- draw_actor_sp(actor, x + 336, y,96)
-
- end
-
- end
-
- def update_cursor_rect
-
- super
-
- end
-
- end
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