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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 LimBattlePlug8 V5 ~3 n H3 x- N l, y
2 |/ e" |3 y2 L# p \. z- # 队伍最大人数: H6 h1 s0 z( p. Z* c4 b' O
- MaxPartySize = 8" D1 D. z' s4 a
- ' r& \8 ~# O: e
- # 出战人数
& g9 D; Y# e1 c3 e6 V& q - MaxBattlerSize = 17 k) g( H8 g' U+ E
3 m a1 e$ `% h: g: E4 Y- # 换人语句# u8 J" [) v, Q0 x
- WordChangeBattler = "换人"
+ @ \- k, Q) e' i8 k
6 E+ d3 [ ^/ @- X {7 D/ Z' u. U- # 换人时播放的动画
4 R' r9 W' U* Z, W - AnimationChangeBattler = 26
- N! O# g4 n7 D# h - ( j) f/ F2 o5 Q
- end
* M/ s% n. {# j. e: `% S. {+ }# O - : J0 z+ y( t. e
- class Game_BattleAction
2 q9 u2 ^" {; `0 C: V9 a. f - attr_accessor :change_to_battler
- w' V' o0 Q% @7 O3 c - # 初始化
4 |9 b- c/ z2 J: y9 J& R# d - alias lbp_initialize initialize
8 h* ?" H- _5 G6 u - def initialize9 y7 c( e5 z' Z4 X
- lbp_initialize
8 x1 e7 v- C" X2 e - @change_to_battler = 0$ U4 J3 C/ A8 e* u8 L0 p7 h
- end% [0 `$ s2 n( J9 z
- # 欲更换角色编号
8 | G( U( y" r$ ^" n% x% I& i - def set_change_battler
/ D8 S, q; o9 T: f# Q* A - @kind = 3& Z: }8 Z3 O9 g, w
- end; E* z$ q% R v7 A ^
- # 判断行动是否为更换角色
" R3 _( P% @" U5 J* C$ w - def is_change_battler?( s$ b: j2 Z, ^7 a1 g6 I
- return (@kind == 3)
. k6 D5 X5 m* Z. k2 X - end
: U4 s G8 |3 O$ ^) M - end" n/ c. E/ e( m6 A% I4 e; D h/ e
) p( C. y6 t) ?4 V- C- class Game_Party$ P) D: \1 Z c
- include LimBattlePlug
# ?! ~$ K7 P' }5 X - attr_reader :actors26 }' o$ L' V! f0 @* ^) h# L a
- alias lpb_initialize initialize
% ?. L1 ~/ A9 \1 H( A2 v0 f - def initialize
6 p$ Q+ K1 `6 N! t* _) U - lpb_initialize
, ] Y0 z1 Z0 V/ Q! U$ d% C+ g' { - @actors2 = []1 Y+ S+ u5 ~, K5 x* e; ?' n! H1 V! Z
- end* A- U$ g! C5 T
- # 角色加入% g' r9 t) b! V& ~& O( p
- def add_actor(actor_id)! f+ Z6 N6 a$ }4 I
- actor = $game_actors[actor_id]
: N/ G% F# N, \# J( w* j - if @actors.size < MaxPartySize and not @actors.include?(actor)
^. f2 {! ^4 ^5 ^& v1 T* B - @actors.push(actor)
- w8 w8 P6 ?( D0 L2 n - $game_player.refresh$ N7 Y' E$ h. M
- end3 s2 V% K- |, Q% h
- end" O, P: ~, J4 U# O0 O
- # 设置战斗的角色0 M* ?0 a* N' p( X7 z+ [, s
- def set_actor_to_battle( a) _5 r3 X% V( v9 z# l" K: w
- @actors2 = []
6 ~# T. {3 C: F$ u6 p - @actors.each do |actor|
+ A# \9 i1 O9 m5 |2 o, s; r - @actors2.push(actor)
# L) E) Q5 f. t' [' K0 s+ H - end
0 R1 u1 U( {- J, q - @actors = []
; s8 R1 R+ \# Z0 C4 S! J- \6 _ - @actors2.each do |actor|+ w6 c6 v5 Z: l) w3 D! c0 V
- @actors.push(actor)( a2 ~6 ]; {; F7 A; v$ }4 J
- break if @actors.size == MaxBattlerSize
" c8 z% B( H+ q, ` - end1 s7 w, ?, k4 B+ Q, k/ T
- end
; V$ j1 h6 f% [3 p, x3 ^; T - # 还原战斗的角色
* k( V0 v1 k9 ^4 \ - def set_actor_to_normal
" N2 r1 W4 O: D4 a7 p - @actors = []) @7 O7 Z8 K) O0 n
- @actors2.each do |actor|$ |* I% M8 `" \/ ^6 T$ P
- @actors.push(actor)
- _. O# S- [8 Z0 ^ - end
# q6 j. J( a# M% O" W& ~1 I7 x* z - end
" C' ?( h! t# n8 X - # 获取角色id数组
( J" H8 o+ p% ~( o - def get_actors_id
% [3 y5 i( L5 I2 Y# z* V9 e - id = []
2 m# P9 H9 |* m/ T+ W' N# ~ - @actors.each{|actor|id.push(actor.id)}2 F, L o7 ^& O! I3 v
- return id
: ^: Q/ f" [8 w! e- I9 R: G - end
! T; \7 H9 N, ^ - # 获取角色id数组* L" O4 l; J- F
- def get_actors2_id! J( ~0 l5 _6 o; y1 C, N! } W
- id = []" l; f1 h7 B; i0 K$ i& G( w% e
- @actors2.each{|actor|id.push(actor.id)}; E1 _$ i! ]$ o) s& e
- return id# H. G, B! f& I1 h2 ]9 v( L
- end$ h. j3 W1 |+ `% q1 \ Z9 A
- # 兑换角色% m6 U, G' R) X1 S) ]% }
- def change_actor(index,id)7 C4 d, {2 m7 {2 @. Z* ]. P
- @actors[index] = $game_actors[id]
1 Z8 ^8 ~* d1 T% D+ b - end
1 v+ B! m% f3 e2 C - # 全灭判定7 p" f# H% i- ?1 T& W2 ^& }
- def all_dead?
, I) J. w4 S8 ~$ B - # 同伴人数为 0 的情况下
+ x' F' x! L) O; C - if $game_party.actors.size == 0
2 a7 h7 C. p% z _8 A K2 b% q - return false( {7 a% T# H9 i5 c. d. j
- end3 [7 L% P( Z; q# p: ]( F
- # 同伴中无人 HP 在 0 以上2 Q9 s# H; Y) d/ T) s1 J
- for actor in @actors2
5 W" {" v; O3 u# Q: y* b% F5 k - if actor.hp > 0& }0 {& P) M8 m1 q4 V
- return false
4 l4 m# ?% ^3 K( d s - end. h$ ]7 f3 ~, F9 S/ z7 ?
- end+ j+ E: n T9 n* `# D
- for actor in @actors
+ _3 }6 B; B& Z' ]2 D, u; y - if actor.hp > 00 z# W( W) L; b Y( R/ Y- }$ H
- return false; k& H+ j$ I( Y7 L
- end5 ~2 x0 o: T$ m' m5 u; x" q
- end# f. F0 S8 n. F( c- \/ k
- # 全灭+ c3 l/ y- @& l& b5 w
- return true
2 l# {9 n2 w+ J, U' I$ e8 | - end0 [5 Q/ n* j L, M- }
- # 其他角色- D2 m8 y: T$ `) D
- def other_actors
! u' J8 Q8 }! o7 A9 U) w6 r B6 P - actors = []
% Y: Y+ ]" p: ~( c V% w* p% r& ? - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}2 _) U$ C5 n- L8 H6 `/ I
- return actors5 Q: V4 v; T: q: f) q ~
- end. }2 Y; P2 x3 O" [8 P
- # 角色位置互换4 `4 b& D) I8 g8 t7 q3 L
- def change_actor_pos(id1,id2)
" O: t( {" I+ l# J- |$ H1 b4 V0 | - actor_id = []7 w) O: i" |2 t' |; _8 B
- @actors.each do |actor|" `2 ]2 s, o8 `1 t
- actor_id.push(actor.id)) o8 j1 x3 A+ U7 ~# r
- end
/ j% V/ k/ u! {1 m' F - return if !actor_id.include?(id1) and !actor_id.include?(id2)
* q( C, e: h; x+ G - id1_index = id2_index = -12 I7 R# K. |% h. C1 H# K' s) {
- (0...actor_id.size).each do |i|
' I1 P& x( V; A4 L4 p6 |; ^ - if actor_id[i] == id1
4 a4 J' `) F* c4 j' L3 v+ d - id1_index = i1 u* t, @( s; y
- elsif actor_id[i] == id2
! `- l! S) Q* f1 Q" \8 z2 w! Z$ l - id2_index = i
' j2 x& O9 `3 [ - end& r8 s& d4 K$ `* [2 m" m/ A0 ?/ W
- end3 A6 z3 g, ~5 {3 N
- temp_actor = @actors[id1_index]
7 Y( y$ N) O* S& i! O+ I6 b - @actors[id1_index] = @actors[id2_index]" m% b$ b \5 k% x+ t
- @actors[id2_index] = temp_actor7 C. m- S* K W
- end1 M/ Y, s$ A7 ?6 L g6 j. r
- end5 y$ S' A! o. H3 J" w
; U. d4 {7 s, J- class Window_Actor < Window_Selectable
' ^: L% D! O: R( P' R# O) o5 _' A - # 初始化
9 L1 P- Z/ b: L9 D# U - def initialize
+ H: z# \7 g5 k5 `' b - super(0,64,640,256)) e- E, C5 x$ N. H: {& M
- self.back_opacity = 160% z; q4 q6 B0 N" ^
- refresh. G, b* F* j) @" n$ q
- self.index = -1! {- \% u6 f3 u) C h7 w
- self.active = false
/ M/ ^0 _. I" R- _0 t - end
' w( a- J2 [ \# T - # 刷新( M+ f% N: O" r0 g2 h
- def refresh
6 Y. B- d$ e+ v3 {5 ~ - @item_max = $game_party.actors2.size
/ F5 A4 |( ]3 }- O* k8 N, W, Y - @data = []
- H- k8 j a; ?2 |) U - $game_party.actors.each do |actor|! R/ c$ D' O; R0 J
- @data.push(actor). V9 d1 |9 Y. K( g1 j
- end/ Q) d) ^: ^. D6 J
- $game_party.actors2.each do |actor|3 Z* J* I/ l5 J/ z. |" k! Q) m
- @data.push(actor) if [email protected]?(actor)- h8 o! a+ l$ a; L. }+ u+ x
- end
1 R- l" f" H0 E# x% f, u. ? - if self.contents != nil
% I$ T$ T' E) s$ f* w - self.contents.clear
5 t) s! q+ S* L8 Y" H# j) L. } - self.contents = nil
/ |$ j) ]9 y1 f/ R: o" v) f - end5 t1 `* X' r: G4 f
- self.contents = Bitmap.new(608,@data.size*32)4 r4 h: ~1 S4 b C
- x = 47 ~7 N/ [: r* |% H, @
- y = 0
( G2 H0 _4 {' E9 ?$ a+ I - @data.each do |actor|
# r( d4 e2 R' s- m9 O - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
1 H/ x! H2 U: N: r - rect = Rect.new(0,0,bitmap.width/4,31)9 \3 Q+ K1 T; p
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)* U2 Q) R/ w' w9 A1 Q; |
- draw_actor_name(actor,x+36,y)
. B% I) Q1 ?, o$ U& P% r - draw_actor_state(actor,156,y)! u+ w; w+ g8 g: ^
- draw_actor_hp(actor,x+256,y,96)
9 e" y& Y' ~8 i - draw_actor_sp(actor,x+376,y,96)6 X# ]2 M. I& M1 d2 x* v u9 e# x
- if $game_party.actors.include?(actor)
2 V# _( O' H6 m) G - self.contents.font.color = text_color(6)
, d( K; d( k% C0 r. w - cword = "出战"8 D. J, ]1 `" A! G8 N
- else/ |) x) F: D B2 Z! P
- self.contents.font.color = text_color(0)
0 @! s# B( O5 m - cword = "待战"
: n+ a# V2 e, Z4 T6 `( T# s - end
. j1 U- [1 l( V - self.contents.draw_text(x+496,y,60,32,cword)$ D r5 R( {3 b2 M" ^$ m1 E
- y += 32- k2 q0 P; I2 Z$ a& j a
- end2 P/ n# Y" `; \2 T; S; C1 z+ H
- end
3 x/ O6 l* [' e - # 获取当前角色编号/ Z1 r& t9 @3 B6 ?0 H* T% M* v8 g
- def actor_id9 z0 w# ~- }' t5 n7 \
- return @data[self.index].id: @- j$ [4 z# S+ l4 s- @
- end! r4 [( e, \0 p! U
- # 刷新帮助6 N w( ?7 f# |! N) T& _
- def update_help
* I( ` W# c" G* y7 K1 M1 b - @help_window.set_text(@data[self.index] == nil ?\# r i+ {; M3 T6 o' f0 O& S7 ]
- "" : @data[self.index].name)) ~* x$ ?7 S% d# T w
- end
' s# b- R$ t; z. y9 m& z: K) U - end
: S3 `- \5 h" s$ e8 L/ o - 2 t. j# T) Q/ R' I3 I1 E" ?
- class Scene_Battle! E6 C+ C8 |# {. B$ r/ ]; t
- include LimBattlePlug" D- ?# [" ~) Q% y' N; X
- # 初始化: q* |' T# m' O0 G7 q6 x1 i0 e
- def initialize
2 a6 Q, F& d7 \$ V: d - $game_party.set_actor_to_battle7 k/ ^% _$ ?: g! n
- end
$ U5 r/ J# H6 r& a" g - # 主处理
* a7 m* ?. N! e5 m1 L& J. ^ - def main
% S( s: j% ]6 x1 s! a$ w. G- U0 G - # 初始化战斗用的各种暂时数据; ?) {! W! g) l8 M' x+ x
- $game_temp.in_battle = true
+ ?7 D' p, o0 a8 h3 s7 T9 C" t - $game_temp.battle_turn = 0
( s+ \9 J. _8 a+ e! c! f - $game_temp.battle_event_flags.clear9 S+ p, m! m+ I5 }) c
- $game_temp.battle_abort = false" ~. P9 ]. z7 U6 z0 H! C
- $game_temp.battle_main_phase = false5 \7 ]7 N) n6 z% }6 q: E
- $game_temp.battleback_name = $game_map.battleback_name
, K7 K! [' }3 W; b- H4 D0 w3 Y5 P - $game_temp.forcing_battler = nil
8 _$ t7 f8 m7 b' K4 y- V0 n9 O - # 初始化战斗用事件解释器
7 l0 \5 o4 }: ^5 N$ { - $game_system.battle_interpreter.setup(nil, 0)4 n# y5 W: H( g( w3 j
- # 准备队伍
( J( i& D ]7 M) b0 z( A) v( { - @troop_id = $game_temp.battle_troop_id" P: m1 @2 I. r I$ X0 {1 O
- $game_troop.setup(@troop_id)
$ f# ]; m# g* q0 L - # 生成角色命令窗口
& K& D" ^, _1 Q; K8 u$ @ - s1 = $data_system.words.attack
) D: A5 T. f: _ - s2 = $data_system.words.skill
C5 Z& x2 ^' `7 Z! u4 a - s3 = $data_system.words.guard( C- T0 Q3 ~2 X
- s4 = $data_system.words.item* Q$ c, h" Y% Y" M
- s5 = WordChangeBattler
# \: h6 B% k5 i$ i5 L - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
) N/ k: b0 l) M) A$ e - @actor_command_window.y = 128
7 N9 C& U: I8 b6 r/ |+ v - @actor_command_window.back_opacity = 160
8 O5 W: {0 b( i4 b8 m. p - @actor_command_window.active = false( Q$ d: {( h1 P8 p
- @actor_command_window.visible = false
6 t; u" _- n$ v5 _ - # 生成其它窗口, i9 W2 ?2 C; b$ H8 j
- @party_command_window = Window_PartyCommand.new J3 h* w; `# G& {2 S1 Q
- @help_window = Window_Help.new6 K0 n# Q$ s% V7 i
- @help_window.back_opacity = 1605 i, `$ `) l2 i6 T
- @help_window.visible = false
6 S0 F: r4 J9 R - @status_window = Window_BattleStatus.new* r* X- x; C8 h3 `
- @message_window = Window_Message.new
& B n/ B7 m, {" T k! j5 B# y - # 生成活动块 V- l+ _, D9 }3 p" C2 P. j
- @spriteset = Spriteset_Battle.new0 C( i% R ~ z/ K" m T0 U+ \
- # 初始化等待计数9 M x# q( N3 n6 p1 }( E1 m
- @wait_count = 0
) Y1 [' w7 ` h( D/ T' u - # 执行过渡8 q& h- ^9 D* S% {% D
- if $data_system.battle_transition == ""1 }8 z' v% a4 i
- Graphics.transition(20)
1 E) s" F! t& H+ u3 q& V# _ - else/ ? I0 [) W* q7 O% H
- Graphics.transition(40, "Graphics/Transitions/" +- v. y6 ^3 l$ I) h' N
- $data_system.battle_transition)3 m% I! G, Q" z8 ]& u) E0 M
- end
m' T5 A3 Q' I! F8 m4 o2 o - # 开始自由战斗回合& b0 [6 w+ x6 x" ~# Q. S$ W
- start_phase1
" h- o4 u4 G$ `! i9 p9 M - # 主循环
- [+ n" O5 P/ z& G% O! [+ `, D - loop do2 J) I. f0 \5 g$ \6 h* p0 {3 p5 v: |$ G
- # 刷新游戏画面8 F: O! B, D; |$ f1 V) {- l [2 Z
- Graphics.update, X! I& |! e1 k- O' }2 T [- e8 n
- # 刷新输入信息
, O. s2 E& Z# {6 I6 Q9 K ^ - Input.update
( @' C$ N# ~! ` - # 刷新画面+ k+ H2 u8 E: f5 z. p7 Z! m
- update
& u$ p8 U; w: h+ X- M! a! d8 e - # 如果画面切换的话就中断循环- y S& w. O$ V* O! I& B
- if $scene != self
- Z7 [; O E$ @ - break- K4 Y2 {; U: e4 [
- end# q$ R$ m# E! @
- end# C" G& u `5 M( h) u: l
- # 刷新地图
4 \ d3 C! ?2 t8 s - $game_map.refresh ]8 }" Y: z4 d# g
- # 准备过渡
# S) X# V. `4 t8 _; m% ~) Q - Graphics.freeze
5 r* d$ P& j( M0 X - # 释放窗口5 t$ S. I* z' s* K6 o
- @actor_command_window.dispose+ c7 e/ b0 L2 m' i0 ?0 O; ]8 j
- @party_command_window.dispose' I2 ~0 o* e$ T# N# O5 C' ^
- @help_window.dispose
% w' v2 j% [: E5 I( ~/ h - @status_window.dispose9 c z0 O6 g- o7 s [- ]6 F$ Z
- @message_window.dispose$ c* A* [# t$ E# k) ^
- if @skill_window != nil
. O: b" e' \) q - @skill_window.dispose+ ]2 }+ l" C% Y7 a6 e
- end4 A) \% I2 C; O& F( q" h) u
- if @item_window != nil3 {. Q3 t8 S, Z. a+ s& F4 [5 w1 t
- @item_window.dispose' H. e f0 y6 T9 t# V
- end
- B& U5 \. r( E$ N6 l - if @actor_window != nil' L4 y( T5 O* b. e/ V
- @actor_window.dispose
7 @8 V3 @4 M% p! v* G! \ - end0 { N) b( n) |" [9 F& c
- if @result_window != nil# _% }) m& T7 o: Z
- @result_window.dispose! K/ ~$ k) |0 j6 y, _+ ]. O9 \
- end6 E( T: U& {0 _. q
- # 释放活动块
; p+ l1 ?! R4 e. E8 y2 q3 A - @spriteset.dispose" e% ?4 y3 P1 \& B8 ~2 b
- # 标题画面切换中的情况 ~7 U3 P3 h* [
- if $scene.is_a?(Scene_Title) `7 Y" ?6 u. }
- # 淡入淡出画面9 q. ~- J! i( v- ]; b
- Graphics.transition1 ~" S0 e; @1 Y( N0 ]
- Graphics.freeze
+ j! h/ c2 f' S2 p* b3 ]$ i+ k - end+ _/ c+ o& Y2 o5 C& I6 \5 F
- # 战斗测试或者游戏结束以外的画面切换中的情况
+ U9 m" o7 G* x( \9 h, W5 r% G7 o - if $BTEST and not $scene.is_a?(Scene_Gameover)4 L$ P U! \ o
- $scene = nil
% Z, r. g4 j- Y: u/ d - end" h3 `2 Z$ y' p/ w3 U% T
- end& f8 K \( E% j! \6 V
- # 战斗结束0 ]; @7 k' ]' Q
- alias lpb_battle_end battle_end
5 G/ W0 Q% |/ o' J - def battle_end(n)
' c& E( N' ?& V% k0 n - lpb_battle_end(n)
1 `% X. O7 ~% S7 K& [ - $game_party.set_actor_to_normal& o, ]/ s( i, a; b$ g' ~1 a
- end
# X5 l% O2 `: R1 L3 ? - # 开始回合33 h7 P( _% E1 `5 q
- alias lbp_start_phase3 start_phase3
; n7 D/ Q# n# b) j4 R8 K1 b0 c - def start_phase3" k6 O/ Q" d" D) \+ g5 b
- @changed_battler_id = []+ L5 B' J6 j5 k c
- lbp_start_phase3
- N1 F4 F0 h6 z* x - end2 _; X/ Q, @% x8 S0 J
- # 刷新角色命令回合画面# a; Q6 e' g2 D$ t$ C
- def update_phase3' s% }9 R5 K7 X
- # 敌人光标有效的情况下
1 U/ \! r" F, v8 V x- R - if @enemy_arrow != nil
5 j3 \3 j3 t) k - update_phase3_enemy_select6 o) r$ P+ c# |' E/ X& j
- # 角色光标有效的情况下
" i- X, S- _ x0 C - elsif @actor_arrow != nil
% x9 d# N [3 @8 v - update_phase3_actor_select2 [ n8 w- l9 f3 O/ K( b
- # 特技窗口有效的情况下" ~" X2 E D9 c' u) G
- elsif @skill_window != nil' ^0 W% ~$ P1 k# j5 {% Y! G
- update_phase3_skill_select/ r4 b$ h# Z/ H9 U/ K: K6 w4 [
- # 物品窗口有效的情况下
5 v5 E1 ]6 Q$ g% S% w' A/ N2 A! D - elsif @item_window != nil- B$ @. h1 g; t0 O3 q* d1 H8 P8 S! v
- update_phase3_item_select: s' X1 ^( o2 V+ }
- elsif @actor_window != nil
, ~: |+ N- I' v" { - update_phase3_battler_select. Y: v2 U! J' a
- # 角色指令窗口有效的情况下
4 }3 k( c- n' X6 ^ - elsif @actor_command_window.active2 ] ]" K3 C4 W2 w% \/ Z3 F! g
- update_phase3_basic_command
/ e) M, F2 f% X9 F( @ - end0 W+ L1 w. o& P. B; V5 [$ p0 L
- end/ N7 \$ B' a9 f# A. e
- # 角色基本命令
+ Y0 ~$ e0 R' o* A1 g$ h# D - def update_phase3_basic_command: S- `) i. l0 ^- }1 ^ I3 }
- # 按下 B 键的情况下& O! Z3 Q2 u0 W4 L
- if Input.trigger?(Input::B)
' {2 s! [8 |$ [! ^2 V* j s - # 演奏取消 SE. v: J1 a3 D5 }8 N, f) [
- $game_system.se_play($data_system.cancel_se)
0 o M$ n" V- S7 P - # 转向前一个角色的指令输入 x9 ?9 v4 A7 |+ p7 d8 N% n
- phase3_prior_actor9 U) F0 ~4 s9 J4 h" i8 c
- return4 ?! Z3 Y0 m8 M2 s+ W4 l
- end
- v( m0 v' u$ J. v; [' k: p - # 按下 C 键的情况下
' b2 u" m/ p7 ]8 D - if Input.trigger?(Input::C)' M T& U) Q3 Z8 \) y: n
- # 角色指令窗口光标位置分之
+ W5 v; W3 c9 v& @6 `1 y - case @actor_command_window.index. T+ e( l2 `: [! i. q! Z
- when 0 # 攻击
/ {$ b( W- ~+ g0 N - # 演奏确定 SE! L! k3 P8 z7 b* n8 N
- $game_system.se_play($data_system.decision_se)
# A. e5 c, J# S& e - # 设置行动6 D R4 P) [% f
- @active_battler.current_action.kind = 0
6 ~1 a$ J! N; q3 o0 H ^, ] - @active_battler.current_action.basic = 0
7 \0 B1 r/ R) ^7 \; v2 p - # 开始选择敌人, y3 f7 ~, x. C6 `% }0 w: i+ t
- start_enemy_select. }( W5 h0 f3 m, O
- when 1 # 特技7 j8 d, b% m0 y% L0 A1 t& _/ C
- # 演奏确定 SE
. X' p: i$ w, p) R$ G0 M2 y% r3 c9 U - $game_system.se_play($data_system.decision_se); E! G9 Q% I3 k6 {
- # 设置行动
. y! o: S6 V. Y- w5 n0 |4 l - @active_battler.current_action.kind = 1
, N9 Q4 o |& n; X, y5 L - # 开始选择特技
5 Q/ f# J1 X8 m7 I' J: k; V - start_skill_select
; |1 [& w) ?: M9 i - when 2 # 防御. {$ f3 W3 t/ {* P6 ^
- # 演奏确定 SE' _( `2 R& Z0 d! t7 j% l6 d
- $game_system.se_play($data_system.decision_se)
; |' I. R6 ^3 e! k$ g - # 设置行动
: J; y3 b7 O7 n+ ^2 e - @active_battler.current_action.kind = 0
7 d6 @& r" Q' ~6 W0 l: ~4 v - @active_battler.current_action.basic = 1+ C2 \8 C/ v4 f% [6 r3 G6 O
- # 转向下一位角色的指令输入
( M; _8 Q, h# m+ e2 {) q* G6 b - phase3_next_actor
/ T3 H# A. l K4 r8 Q; g9 ? - when 3 # 物品+ A& W; f: a0 `0 a# S2 v a
- # 演奏确定 SE
. H8 Z X" Y' X - $game_system.se_play($data_system.decision_se)# A/ c2 J- y, {
- # 设置行动
: Z9 S5 ~) @5 e* E6 J6 ?/ O. L8 L - @active_battler.current_action.kind = 2, d$ ~* y& s1 s$ y& Z* ~
- # 开始选择物品
3 Q3 l/ h2 P r& ]4 @* G - start_item_select- f" D# |! ?% J, P7 x
- when 4 # 换人
q& J1 o+ r$ B0 }3 z2 B - $game_system.se_play($data_system.decision_se)2 J: M$ ~3 j! h* z( T g) V
- @active_battler.current_action.set_change_battler5 ^% W/ B0 f# c D8 }* Y4 y
- start_battler_select& e( U5 \! x8 M6 b( F3 D" @; {
- end
# D7 f. [9 K4 V1 I; D( { - return
0 [( }8 q% q! h0 n$ Z - end, X. c5 m3 G8 f+ q6 ^: O6 }3 E# A5 j( \
- end4 {) W! J! f K6 b
- # 开始角色选择- M2 r5 s. O4 V, B% A
- def start_battler_select
a6 i7 b4 L4 E: d - @actor_window = Window_Actor.new; h ^. {$ u, Z9 ?
- @actor_window.active = true
5 }" P1 u- Z0 [8 l" r. p) c - @actor_window.index = 0# X6 `* d& L3 I
- @actor_window.help_window = @help_window
- }% z+ Z# P; z3 V - @actor_command_window.active = false
/ y0 P- q9 i- q' a: m j( `$ @ - @actor_command_window.visible = false" a- @ s; Q5 g; F/ w
- end
. z# b+ G. t" O- } - # 结束角色选择
) i+ q6 p5 [" U' x! b9 t* O- H" f - def end_battler_select& l# |+ E5 m' L: ]7 P
- @actor_window.dispose
& P" T) z0 q) D( G0 q. W( b - @actor_window = nil
) i3 o u; d/ x) Z - @help_window.visible = false
5 D3 r) n7 G" P+ z/ S - @actor_command_window.active = true
5 S0 v4 j- @/ I! \ - @actor_command_window.visible = true% V; ^; d1 l7 Y4 r% Z: H I
- end h) y, h" E) }
- # 刷新角色选择
8 s' z6 V* n+ r' k$ X - def update_phase3_battler_select) q! ^* _+ c( \. q6 D* v# n
- @actor_window.visible = true
7 F" v6 K0 P1 b$ o; R - @actor_window.update3 i; ?' A* F' _5 G) e$ v& O
- if Input.trigger?(Input::B)
H3 V; L9 P: {# D - $game_system.se_play($data_system.cancel_se)
3 _# b% _6 r9 e - end_battler_select3 m1 x6 a3 j, p4 u
- return
* B- h) E3 c7 c8 }* Y# S - end" |7 a* n% G) D- ]
- if Input.trigger?(Input::C)
, B- n0 V4 X4 k" G( S% L5 M - actor_id = @actor_window.actor_id
" ^: f! _& X7 b; X1 ? - if $game_party.get_actors_id.include?(actor_id) or+ w+ Z9 P' J0 B% u" V
- $game_actors[actor_id].dead? or
. @2 S- I: j/ ]( {' n - @changed_battler_id.include?(actor_id)7 X2 a; J# D5 \9 u
- $game_system.se_play($data_system.buzzer_se)
# P# l6 Q( m/ S - return
) G8 u9 E! s6 J7 m - end
% k, f( D6 d9 p) L4 E - $game_system.se_play($data_system.decision_se)
. u. c/ l; M3 f k& }* \ - @active_battler.current_action.change_to_battler = actor_id
, z/ ^, G( ~$ ~4 F - @changed_battler_id.push(actor_id)
/ _: \$ [1 q, W. ?+ i/ A - end_battler_select
+ T; o0 Y4 s5 Z7 }, E7 U- t0 j - phase3_next_actor
2 s. ], i" Z- a1 B" O% R - return
% G! q% \$ F6 W - end
3 |+ [5 a. z' |/ F1 O Q8 Y - end
& q! v* c; E7 R - # 行动方动画
3 Q! h% H8 P1 c% T+ }9 s# g - def update_phase4_step3
5 J+ \9 I$ R7 I - if @active_battler.current_action.is_change_battler?
6 f7 Z3 o2 b; G7 t4 @/ p9 Y; Z. X; w - @animation1_id = AnimationChangeBattler8 r) O% X4 H6 v' p- z4 B5 m; R
- @target_battlers = []
0 N; \ v. v0 p. y - end
7 A5 }% y! n7 L$ B - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
9 K' o; D8 h. b9 K8 O - if @animation1_id == 0( ?8 j5 r5 I6 q2 r$ Q& u) j
- @active_battler.white_flash = true
) o6 I% M" g+ } - else/ q. h u0 r* \1 _
- @active_battler.animation_id = @animation1_id. C; s; H0 K8 \& i
- @active_battler.animation_hit = true
. {$ G& H% n4 i, w7 [4 ]- }! t - end9 K" s {4 [' J. x
- # 移至步骤 45 Q) c1 g! m9 e$ E% }2 G
- @phase4_step = 4; u, m1 z1 g$ e: }; x
- end
- v) \3 ?8 b0 Z+ {2 o - # 对象方动画0 R! }0 g, T4 r7 `, F: T1 ^
- def update_phase4_step41 R7 D7 x, m# y/ A
- if @active_battler.current_action.is_change_battler?, m1 v& `" i& @1 ?5 U7 E
- actor1_id = @active_battler.current_action.change_to_battler& E$ _3 C8 i) f1 {! n
- actor2_id = @active_battler.id
# E+ a- ~9 p5 E+ q* m9 D - (0...$game_party.actors.size).each do |i|4 Q0 f- P! Q, o& \( k! \- w3 u
- if $game_party.actors[i].id == actor2_id
S# J& A* Q; x0 a - $game_party.change_actor(i,actor1_id)
4 e; x2 z: k( J- G9 D7 }2 ~0 h - @active_battler = $game_actors[actor1_id]& ?- m3 o+ r# c/ q4 i% `. K9 Q
- @status_window.refresh) r$ C* m3 G" [+ ~9 c, O
- end% _) [( t% F5 K; l+ f+ w" _" p+ x# x
- end
' J/ ~7 ?' s- h1 Z# t* o% f - end
5 ]7 ^9 p4 E: e& h8 ^1 Y! A - # 对像方动画3 q' i4 N# _* y, p* P
- for target in @target_battlers
* C( x" i' {1 y( E - target.animation_id = @animation2_id3 N( \ ]( A! s+ Q, A- j
- target.animation_hit = (target.damage != "Miss")
" t5 c! e3 r! R, o$ h4 K* L: a' R/ M- O - end, K- l* n( i$ y4 d/ P' `& S1 \
- # 限制动画长度、最低 8 帧
$ a7 w' V6 ^5 a3 i) V1 f& J4 @6 \( J - @wait_count = 8" L* d+ C& L& d; `( r+ C7 \& ~/ L3 t" E
- # 移至步骤 5% g1 M" \- a- p% k) j! A) @8 L* h% B; N
- @phase4_step = 5
0 W$ O$ n( {& G0 k+ m& N - end- d* |$ Z! r$ _0 y7 a: u. x
- # 公共事件
9 R4 k0 h, v$ l9 s/ w( D( s+ y - def update_phase4_step6
2 P6 p3 s: @8 e - @target_battlers.each do |target|
" y# b8 _' Z' C6 k4 S- t. h5 { - if target.is_a?(Game_Actor) and target.dead? and
$ `+ L5 e0 R- P T - !$game_party.other_actors.all?{|actor|actor.dead?}+ Z4 i* w0 I; l$ g! {
- @actor_window = Window_Actor.new
* l* L% _6 C) M: _ - @actor_window.index = 0
: p2 Q, r$ }+ G: a6 G) N) | - @actor_window.active = true; C/ b1 O8 K# n
- @actor_window.help_window = @help_window: q- _ \) W' u! T2 y. }$ @5 z0 ~
- actor_id = -1
8 r1 ` c. r: W2 | - loop do
: k+ Y: ]( Y5 B; q9 }' g1 N - Graphics.update
" f) Q6 e7 V. y( h3 ~ - Input.update
$ y3 [. a3 x/ w7 E# `3 F U, _ - @actor_window.update
% p: }' l" a& J0 i ^ - if Input.trigger?(Input::C)
2 P. v" \$ j; [% I/ G# Z0 | - actor = $game_actors[@actor_window.actor_id]+ P5 h/ C8 g6 [9 ]0 D9 f% K4 X) A
- if actor.dead? or: k3 d d A$ U6 A) J
- (@changed_battler_id.include?(actor.id) and
9 J7 e" l/ }' S7 l9 x3 Z - target.current_action.change_to_battler != actor.id) or# F. G9 d5 Y3 }
- $game_party.actors.include?(actor): q, B% L0 H7 F: ~
- $game_system.se_play($data_system.buzzer_se)
2 q6 s, x: x; N0 d4 i* w. a - else5 T7 t5 b# S! e. a
- actor_id = actor.id
( A* ]9 ?" T1 G3 [% Y7 u4 @ - end
6 h4 w! s) ~0 r; {- ^9 Y# k - end
' b$ A3 N- c. I - break if actor_id >= 0! x% a7 E6 w6 s! t
- end
, K C6 n# X. p+ X& |" W2 I - @actor_window.visible = false
, h- Y7 e! { ]0 {' E - @actor_window.dispose
9 e" p# t: H' T% [8 J - @actor_window = nil4 O4 i5 T& Y. }9 _$ h0 ?' k# g
- @help_window.visible = false
# g: _$ H9 `2 Z9 U. S" i - (0...$game_party.actors.size).each do |i|$ @; Y$ X, O( c8 ~ _( f w
- if $game_party.actors[i].id == target.id# Q+ _) P2 D o. C- ]5 O" o/ }& e [
- $game_party.change_actor(i,actor_id)
$ C0 \6 R! h$ n - @status_window.refresh, r" U" n! w& d0 e
- end/ b' t% G8 V! n9 |# N: H0 N% G
- end- j* c/ ^. w& B7 S: @3 v. J
- end
% W2 H) V8 a; j# L% _ - end% |$ m S( k* J6 _+ y' Q) A
- # 清除强制行动对像的战斗者/ ^* `8 c& J3 _' e) T; a4 P& W
- $game_temp.forcing_battler = nil
, c( H* j b8 o - # 公共事件 ID 有效的情况下. V6 v; E& x; N7 Y7 i8 W
- if @common_event_id > 0, O! D H0 [, Y9 u7 X
- # 设置事件 {3 u' s0 s- m
- common_event = $data_common_events[@common_event_id]' ?7 z o* w$ u. V7 l7 }# x
- $game_system.battle_interpreter.setup(common_event.list, 0)
0 F% y( ]4 d L; ] - end
$ N# j- T/ {0 O - # 移至步骤 1
5 {0 H& ~( ~ s - @phase4_step = 1$ z9 m% o: w; v4 v
- end
$ Z: T5 Q, X9 [9 h* h9 ? - end4 W5 h6 }) i2 ^. N8 A# J
4 M8 E; s! _- V, J" u- class Window_MenuStatus/ C, w# }! @# H$ V/ i2 ]
- def refresh* G: W: f- J- e5 Y/ q, X
- self.contents.clear1 N( Z) m4 I' `2 @4 ?' ?
- @item_max = $game_party.actors.size
, Y& H( ]1 }3 E$ h - for i in 0...$game_party.actors.size
$ G9 d0 i/ _" ]2 ] - x = 4/ ^" j. x9 z4 @
- y = i * 32
% W# t0 ^* @/ U" }8 u2 U" h - actor = $game_party.actors[i]
4 o* f8 l, Y5 ?. J6 V - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)3 N" u* G: K$ e6 z
- rect = Rect.new(0,0,bitmap.width/4,31)4 m' Y+ \# [; Z* O) S
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)- _& V! ^, [2 W( T
- draw_actor_name(actor, x+36, y)* @# [+ X# y( q- @9 M
- draw_actor_state(actor, x + 136,y)% v- |0 p: n6 |& E- x
- draw_actor_hp(actor, x + 236, y,96), G- |$ a2 p( U! T4 e* I
- draw_actor_sp(actor, x + 336, y,96)
4 r7 v" X* _( R: X. }7 w% i/ u - end8 t3 w( t! D4 H9 i5 `# W* A/ m
- end7 p- H$ k# {/ ?( M
- def update_cursor_rect
+ ], C: H; B: X4 D l - super
7 }8 @8 e# d0 F; a& | - end' y: `7 @! M7 w+ Z s' t6 ^
- end
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