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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 M0 y8 D$ [% ?0 G0 B' X y$ h6 N - # ]5 @: O' M: N& @+ j
- # 队伍最大人数
# [: }! |1 a6 n% S3 k' w' o7 t8 O! n - MaxPartySize = 8
, }/ e$ J! i5 w; m( r& v* [ - " Z5 r" L$ b% A
- # 出战人数
: F! A/ H) a! y3 E - MaxBattlerSize = 1( y9 ]0 a# U" F; Q1 R
2 s$ u9 x1 J8 |( @$ D9 I1 i- # 换人语句
2 B5 r. {: P! ^8 ?! |4 I! m - WordChangeBattler = "换人"
) V9 w6 I2 q, R1 m - - _9 y' `: v) m
- # 换人时播放的动画% j# _4 [+ z3 R
- AnimationChangeBattler = 26
% g9 [6 F( g! f5 T+ U& _2 h% j - 3 W9 H# u: y- ~
- end
5 B3 l! j( a) V3 r/ h7 X4 V, s - ; i7 L3 A# \9 i5 f( `
- class Game_BattleAction5 H& n1 H4 r# ~" X4 R2 a' ^* o
- attr_accessor :change_to_battler
, l) j$ r- k- {% @ c - # 初始化
4 f' C$ E1 Y/ V) R - alias lbp_initialize initialize$ }4 B1 i5 v5 f
- def initialize$ {4 W0 C+ f8 X9 Y* L6 v+ |# K
- lbp_initialize4 A2 R: s+ T8 c" H! _
- @change_to_battler = 0
2 s0 @; p3 U9 B* h7 b0 S; r - end
* G7 p- `4 [) k( u9 ~" [" G - # 欲更换角色编号
2 s, Q3 {) K$ P( f7 O+ l/ I - def set_change_battler, T: G" l- o3 [) b+ n. {
- @kind = 33 W3 C U' @ h3 G9 g+ h
- end
5 m- c1 E% X. ^; _+ o, A6 f - # 判断行动是否为更换角色
& q c6 O1 i/ `' T9 F0 a l' O - def is_change_battler?" j! P; h3 a& W+ r" I' M; Y
- return (@kind == 3)
2 |/ i5 }" [. U" V# { - end
; r+ K0 q4 B$ C; x2 R) h - end |5 w" r3 n4 u. l4 Z2 `
- 0 J6 j' R `9 o; z3 I$ O7 f4 s. J
- class Game_Party- s. x1 N* j0 Q% A* M
- include LimBattlePlug
G p. N$ T: W" F - attr_reader :actors2
$ r0 ?# B8 y7 C. { - alias lpb_initialize initialize) J6 L2 ^& Y* }& k/ X8 `: e6 @
- def initialize0 g" A- a% I; H! k6 i8 ^- @, J
- lpb_initialize7 F" t/ y* X! C# k- z
- @actors2 = [] ~" [( @* R E5 z3 E3 X
- end* T* o' F& p- e5 w4 i, b
- # 角色加入
7 p) R9 ], }5 K1 @5 | - def add_actor(actor_id)
* F$ l' t1 I& m4 E4 W" o' y - actor = $game_actors[actor_id]
4 W# v5 t- k7 o6 `" K6 f5 W - if @actors.size < MaxPartySize and not @actors.include?(actor)- r/ S9 S# K7 k; j
- @actors.push(actor)
3 w+ D. e! m7 n4 z - $game_player.refresh
: @5 L) D$ \" l+ f2 ^ - end
6 \6 C. C6 D$ C. u5 [ - end1 Y+ ~. w" ]4 e* s! @
- # 设置战斗的角色5 i; m9 J; h+ W
- def set_actor_to_battle+ n* z0 G: A0 w% ^ r6 s, p
- @actors2 = []. A% o" j7 S: E! F& m9 a: C& I
- @actors.each do |actor|3 |! o9 T) J! n( ^$ M" M! q* o/ i
- @actors2.push(actor)
* v) @2 A0 ^0 h7 Q. M+ t& h - end
: d% V2 z& s2 u1 j) I* ]6 L! E - @actors = []6 Z2 G$ R: U f; @ a B& {
- @actors2.each do |actor|
- T W0 e$ O) h4 [' x: v - @actors.push(actor)! L0 h4 S; ?9 ^/ }7 a
- break if @actors.size == MaxBattlerSize) O' B4 W$ E" C" C) R
- end& P1 d& @5 i6 ?- S6 ?
- end0 E* h$ M, T) G
- # 还原战斗的角色
6 R3 x* K1 y, G1 i5 T - def set_actor_to_normal
/ l" {1 X% T& Q% I - @actors = []. T B' M: O, U9 ]
- @actors2.each do |actor|
2 z' o0 h7 E/ x1 U - @actors.push(actor)
# n8 G1 H1 h3 ^7 U, C% e; R - end
2 Q2 S3 r( _- o0 R7 U - end
: w" k) t; M" E/ B$ X* h: Y$ M - # 获取角色id数组
$ @' l' s: \7 L" w- X - def get_actors_id
8 ~' p+ I9 p+ f# l9 b8 T; U - id = []
! k K6 ~* k; ~2 b! x# \ - @actors.each{|actor|id.push(actor.id)}" e5 y3 g4 K m5 P' {. |
- return id4 B- Y& B4 F. @4 B- N$ H1 A
- end
& O* L: p9 E" r! ^7 h4 S' U( Y - # 获取角色id数组
% w. y ]+ X3 H - def get_actors2_id
P* E! m6 _" @ - id = []' _; j. e' f g7 U
- @actors2.each{|actor|id.push(actor.id)}$ n4 n6 d; r( B* h
- return id
: Z' W5 V' E9 d0 N5 R& D' l+ K, c" ] - end* s( j6 f2 d8 {, o4 o! a
- # 兑换角色
0 J7 _) ^! z9 m5 M6 ?4 M7 [8 |; u - def change_actor(index,id)3 h. s) R2 R& H
- @actors[index] = $game_actors[id]; r# G: y# e3 i* ~/ F {
- end
$ E* W" m* I- Z" T2 l$ y! n% w5 y4 x - # 全灭判定
! T+ N9 a& D% J - def all_dead?
; |* F9 Q- I) O1 R0 Q' Q - # 同伴人数为 0 的情况下6 j" s; t+ [- I# Z# S
- if $game_party.actors.size == 0" s' t$ x* S0 p9 l8 T
- return false' O2 r6 o1 l7 C( o. v
- end# d* C: ?( W4 w9 K1 @
- # 同伴中无人 HP 在 0 以上
6 H# K0 W! Z/ a+ D% }) a. N - for actor in @actors2
7 t" |2 x& l+ n - if actor.hp > 0
2 |( V p7 z8 Z: ` - return false
" T' r! z, v/ }6 S# b5 b - end8 p: l$ U h" ~. c2 k
- end
) g9 ]( z# O# ?! O# _: ~ - for actor in @actors
: M# W4 d: x8 K% }% N) P4 T - if actor.hp > 0
# C/ w7 B! [% J8 z' V; o - return false$ R- U2 o7 j6 c/ m5 ]- K' e) l7 n
- end6 I+ o3 m& A- d
- end
% e) q% `1 s! T6 N/ y6 j# J# b - # 全灭1 I% X4 e! [. o4 v0 Q* C
- return true
+ \9 y" B7 I6 ~ - end
$ T, o7 I. C& r4 P0 t% I - # 其他角色
0 x0 r9 w% e" ~6 X( w: z% g! D - def other_actors7 p0 I' W( m9 Y& W# ~2 U
- actors = []/ q) j' q; z$ A6 n
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}4 k8 @0 p+ ?$ e( W
- return actors
# t' n6 i6 k* T- d* R - end
' v) d# |" y5 N - # 角色位置互换, Q) ~" ]2 ~0 g' h
- def change_actor_pos(id1,id2)
- L, t& w3 z) {1 n7 C - actor_id = []1 d: R! V7 p* R) q4 L
- @actors.each do |actor|3 J8 @# D5 z, g
- actor_id.push(actor.id)% j1 r, Z3 o, z, H; f8 M
- end H2 X9 `9 q2 S+ T3 E/ o
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
3 t2 A; G! m9 r9 x' t - id1_index = id2_index = -17 _# @0 n0 o: B
- (0...actor_id.size).each do |i|
, C8 f- W5 Q& ?1 e - if actor_id[i] == id1+ r! {( F, L( H' Y3 {1 g
- id1_index = i
5 p4 H0 A0 s" o; ?9 Y - elsif actor_id[i] == id28 y4 W" ^# S8 a7 a8 ~+ O
- id2_index = i6 Y2 m2 H; i8 o4 X- K% X$ q
- end) \ |- i" [& q; _% k
- end: X* h7 r* u: n; R! v! k0 o
- temp_actor = @actors[id1_index]& n: w/ O% r2 b) S0 n! h5 U
- @actors[id1_index] = @actors[id2_index]% `2 ?4 n" I& D: W7 x0 J6 \
- @actors[id2_index] = temp_actor9 y# ?+ u) l5 P& ?7 ^
- end# x, w O# u7 H( @7 D4 h+ ]
- end( f' R+ [7 j- F8 g! r; ]
0 N2 \# Y' k. S8 A _- class Window_Actor < Window_Selectable
( _0 B! P7 z1 z3 \- N$ m - # 初始化& i F3 r& [: t2 R
- def initialize
" k, r, `/ Z1 K* ~ - super(0,64,640,256)
" h- F; S; C V1 @$ C, F - self.back_opacity = 160; W& X8 K# W h& \ ]' l
- refresh
* m2 W7 i/ C. @8 {, g - self.index = -15 _ ~- `" E1 f4 r. |4 q+ L
- self.active = false
* N$ B$ V* B6 p; N - end* {8 |; Y3 U, W% ]. D
- # 刷新
: z4 l( Y; F0 E+ ] - def refresh
; _( e! y5 m: {1 n - @item_max = $game_party.actors2.size
5 i& G/ K* H' D! {. w$ T! ] - @data = []
! y; q* F K A! Y - $game_party.actors.each do |actor|
9 e* C8 q+ q# W: t$ L% P6 U, m - @data.push(actor): J/ S5 _ W! G7 B7 R" l0 s6 z6 n
- end8 ?9 @$ O9 E8 `1 A
- $game_party.actors2.each do |actor| _* r5 ]4 X; b% I
- @data.push(actor) if [email protected]?(actor)
: ^9 {8 o2 s) p* T$ g9 ?9 h/ | - end4 t2 r" k1 w% x, i8 E; i7 [
- if self.contents != nil$ o# @9 y+ k* v. F" ?$ I
- self.contents.clear4 Q) a! ]% h3 z# g9 y& D5 J
- self.contents = nil
5 {* _9 _" W. p+ m5 L - end% S* [; K# b) v
- self.contents = Bitmap.new(608,@data.size*32)
% o* U% P. l9 S, ? - x = 4
4 R( m/ {9 D9 K - y = 03 U6 o6 R" c& s# O/ b5 P, y; J# ~! P
- @data.each do |actor|1 p, W, d, z( U v a: |2 a
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue): w$ S4 f, B, ]# e; W) |' I @
- rect = Rect.new(0,0,bitmap.width/4,31)
" v; i- P9 i& E# q/ W# t$ m9 Q - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
. A8 j( E. h" L, P - draw_actor_name(actor,x+36,y): @6 G. M- k6 o r/ p( K
- draw_actor_state(actor,156,y)
w' G5 t' q3 P: {7 L, W - draw_actor_hp(actor,x+256,y,96); V* f, ^0 A- R; w P1 @- o
- draw_actor_sp(actor,x+376,y,96)
; i& V2 A/ E. N - if $game_party.actors.include?(actor)3 ?& S& f, Y% L( v8 t4 |
- self.contents.font.color = text_color(6); u$ x, p% I! Q4 {$ |2 k
- cword = "出战"; S! W4 R" F \$ j1 V- U
- else
i' [) `% [6 i9 \% I - self.contents.font.color = text_color(0)
& C6 y* V! Q- z1 j5 p - cword = "待战"5 `4 s, ^' c* g& R2 t
- end' B6 O- W# O& Z; b" K6 N! J/ d3 I
- self.contents.draw_text(x+496,y,60,32,cword)$ r* [' M R% ?$ y
- y += 32
" ^/ z8 q5 C. W - end
6 ]- {) W$ {$ o+ M - end
6 W0 V' k- A7 u2 Q+ F - # 获取当前角色编号6 j# N+ u) m0 ~5 {
- def actor_id
# l7 g* P0 |8 s& ~7 V - return @data[self.index].id; \& e- C, Q2 }$ z2 ]7 q
- end
2 n. S% n0 H2 y" \" h2 Q, B/ a) ^3 f - # 刷新帮助
8 s; G4 Y/ c* d% b, G$ g3 A - def update_help
4 e2 y( a. M* n - @help_window.set_text(@data[self.index] == nil ?\3 p, t) _& D* E. T4 {
- "" : @data[self.index].name)6 y5 W( [4 a' d% I' l5 |4 `. u/ O
- end
1 ~! R, \) k5 Q) e2 z - end+ e. @2 p, R, v9 n* ^, m
- ' @/ L0 B+ D/ F, {
- class Scene_Battle% U5 E2 u! o0 z1 E. s( S
- include LimBattlePlug
, B7 ?; S/ W3 k - # 初始化
; W% ^; T4 ~3 {. L; @7 Y1 d/ V8 d - def initialize. `0 M/ V7 J0 A8 L8 C
- $game_party.set_actor_to_battle
+ v9 |1 A2 a+ p. ?+ k7 t - end
# c/ J* G( _! M+ \: F+ Z% ]4 u" a6 z - # 主处理8 i$ K7 i4 U. C
- def main. H- g5 P( A. j
- # 初始化战斗用的各种暂时数据
; J# {9 R+ M2 }8 k$ k - $game_temp.in_battle = true
# }: A: b% T, [( e$ b - $game_temp.battle_turn = 0
4 e0 q9 _4 t9 p4 k \ - $game_temp.battle_event_flags.clear
& h6 i- P; x' z2 V- X7 Q - $game_temp.battle_abort = false$ A/ ^* _( M0 q% h! E& l# [( Y- |
- $game_temp.battle_main_phase = false4 f1 w1 ]: ^/ S+ o8 u( Z
- $game_temp.battleback_name = $game_map.battleback_name# |8 a" ?: ^( G( ?6 y/ M. a9 D
- $game_temp.forcing_battler = nil
. Z: Z+ Q. G- s) J2 [1 h - # 初始化战斗用事件解释器
9 _3 J- t5 ]0 P8 n - $game_system.battle_interpreter.setup(nil, 0)" H% m# C3 N( Q# J9 x# J
- # 准备队伍
1 c5 N$ `$ u4 M( g6 l# w: E - @troop_id = $game_temp.battle_troop_id
; B. I% `9 q7 _* Q, D3 h0 H/ B9 @ - $game_troop.setup(@troop_id)
2 T( r5 I: F- \1 r' D - # 生成角色命令窗口
3 d' \7 E! n+ c9 Q+ U, Y - s1 = $data_system.words.attack. L7 p0 T6 x7 D y+ I
- s2 = $data_system.words.skill0 k: a1 ~) Y A! c
- s3 = $data_system.words.guard& i) r2 x4 Y$ I
- s4 = $data_system.words.item
0 Y$ J% a4 X6 q1 i3 j - s5 = WordChangeBattler
, x, f3 T7 K) O - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5]), c% v1 W2 k4 V' t. p
- @actor_command_window.y = 1286 Z$ V4 c4 c9 P+ O/ A
- @actor_command_window.back_opacity = 1600 E: M. E" W8 t7 B) P) z* k' b- @ W9 [
- @actor_command_window.active = false# e$ k8 u9 q0 Z6 x! l5 V
- @actor_command_window.visible = false$ B' l& C) _5 q
- # 生成其它窗口7 ?7 ^7 L8 |' q5 k$ L
- @party_command_window = Window_PartyCommand.new
3 p% @2 @9 [" |. z7 n8 ] - @help_window = Window_Help.new7 W2 p# M$ S( [4 n5 l
- @help_window.back_opacity = 160
2 W5 q+ [1 I. v - @help_window.visible = false% T3 u( F1 w: @3 S5 t) w
- @status_window = Window_BattleStatus.new
8 s! ^% p+ y6 Q6 {0 @" c - @message_window = Window_Message.new
1 n2 o' z9 g! a+ K - # 生成活动块6 X7 b6 z# J" T+ w8 E
- @spriteset = Spriteset_Battle.new" e$ w9 E+ k+ m3 r
- # 初始化等待计数
1 H# _6 u% A4 r; O - @wait_count = 0% P7 P2 y8 ]8 T/ J
- # 执行过渡2 h; m: s1 e6 O3 X9 H/ |) ?. D4 }
- if $data_system.battle_transition == ""
2 x# i# p2 T7 N: q* u7 G, l - Graphics.transition(20)
& w& G% [: r: h5 m& _ - else% z" W9 Q# o1 |
- Graphics.transition(40, "Graphics/Transitions/" +% t- u" b% @1 q# T) [) g
- $data_system.battle_transition)
8 b+ k2 G( b% v' Q) }8 C8 [ - end
' U% b. x6 l v: p" E - # 开始自由战斗回合) j3 L1 p; r" w3 H, [
- start_phase1/ X# i+ ?9 j: E" v
- # 主循环
( R* Y) e( X4 S" H( F: w - loop do
; [" V. ^/ {6 N - # 刷新游戏画面
% i$ d) s" l% f% z( u- i( v% l - Graphics.update, e3 S' l& U" E; Q
- # 刷新输入信息$ A1 K7 _! w% n4 M- P/ F" c5 G
- Input.update" n9 W( F1 s- {) j4 t
- # 刷新画面
# F: G: j, M$ l - update2 Q7 S( `% V6 i# i/ S% d
- # 如果画面切换的话就中断循环
3 j2 P" o% e1 Q' |- s6 u4 d - if $scene != self
$ q# R5 V2 n3 D8 O) e% i% { - break
6 J: Z0 ]7 z- ]6 \. W/ v+ @ - end
4 V( C/ F9 J+ V. ^5 S! C- s0 b. l - end
/ _, G" L- J) V, p - # 刷新地图
) J1 ~3 k3 l# b" ?) R% _ - $game_map.refresh
* |' D" i0 g. k; w) S - # 准备过渡
* _9 ]; R" r4 q( Y; s+ v - Graphics.freeze
7 o6 a7 L2 G) D! \ - # 释放窗口
4 z, i0 Y3 i% J4 |2 k - @actor_command_window.dispose
3 m. x4 F: l" R6 z* ?( B - @party_command_window.dispose
. _, t: |* S1 @) F5 L7 @+ I6 d& B - @help_window.dispose
3 z' [% X' Z1 t - @status_window.dispose
/ F9 X$ Q# L+ J; R2 j! x - @message_window.dispose& @% Q$ p' ~3 f. `9 f$ o
- if @skill_window != nil) e# [. i3 U1 c4 G& Q6 c0 ?
- @skill_window.dispose
/ r# h/ X4 C+ ]7 c0 u$ A2 [7 w - end1 j4 P4 d2 H/ K8 C' Y+ l$ u
- if @item_window != nil! R: T/ \+ W: Z/ N
- @item_window.dispose, Z4 ?9 C9 K4 I* l- r
- end
+ h2 }) {8 R3 e; v! W# E1 L - if @actor_window != nil) O, x4 p7 t- R# Y7 [
- @actor_window.dispose
- n6 C) ?+ n7 X$ T0 w - end/ K. b+ |& Y: n, Z& x ^; K5 Y
- if @result_window != nil; {" a3 p& [$ W6 J( w
- @result_window.dispose
+ u8 u6 @) X+ {) p - end* _, G( K. O# Q9 } A
- # 释放活动块
2 A- P3 @1 v, M' v6 y: |% d - @spriteset.dispose+ }8 W- N0 A/ r
- # 标题画面切换中的情况
8 s5 l$ g% r2 }+ F - if $scene.is_a?(Scene_Title)& D w0 ]3 s2 f7 o
- # 淡入淡出画面0 X# d1 @! w X% i2 H3 ]* q% _3 Y
- Graphics.transition4 n& P8 Q/ C3 p. T4 x
- Graphics.freeze( f& \6 j) ?$ V
- end
S: J2 Q4 Q. g. [% b - # 战斗测试或者游戏结束以外的画面切换中的情况
3 ~" G2 X" }# o2 U1 c - if $BTEST and not $scene.is_a?(Scene_Gameover)
c! B4 W, X3 x& ?5 W7 S - $scene = nil
6 j6 N8 Z& s3 u: a1 L1 Q# \8 _" {& j - end* G$ ?/ K& |% ^, F3 [; E
- end$ J0 ]: H# ^, d8 [
- # 战斗结束
3 ^2 D z4 o! U - alias lpb_battle_end battle_end
) O& g, U, w7 D - def battle_end(n)6 S: b9 j7 Z3 F1 _
- lpb_battle_end(n)
2 n& V. C, n k2 |2 c/ Q - $game_party.set_actor_to_normal( n, C8 d- k4 c& \) y. A; S
- end7 N8 i0 n6 \7 m5 \
- # 开始回合3- w" j: z; t$ I6 u
- alias lbp_start_phase3 start_phase3
" I& ]0 q: m1 s" R - def start_phase3
c+ c, m) s9 }; I$ O. e - @changed_battler_id = []% Z' a+ s5 H0 C0 ^7 W1 j8 r
- lbp_start_phase3
$ }8 u9 ], |* h" A$ @/ C% d6 A9 P9 o - end6 s" t: M/ o/ s' P4 Q% T
- # 刷新角色命令回合画面) z: F' m/ w/ g0 N7 q
- def update_phase3
! ~% b) V. {/ N* n - # 敌人光标有效的情况下
( k8 F' E, D) i n" _6 \ - if @enemy_arrow != nil* K% A6 p* m# z9 ~3 l1 R
- update_phase3_enemy_select5 E# e! D9 Y' V, T! P$ N/ ]- ?, d
- # 角色光标有效的情况下3 `+ ]5 v: Z! E% `7 n
- elsif @actor_arrow != nil0 g; I& ^: L+ f" m& a. D
- update_phase3_actor_select
' A9 Q3 m2 |! V; r - # 特技窗口有效的情况下. R4 k. I3 X1 W0 _
- elsif @skill_window != nil
1 Z3 ~. s4 I$ F; ~) J5 } - update_phase3_skill_select3 ?: g5 [ ^3 g' E2 J
- # 物品窗口有效的情况下5 L+ l; m- W* ~: f! ^
- elsif @item_window != nil
* U/ J/ Z- ]* g9 t) p - update_phase3_item_select
) I7 V1 F1 @/ @/ W+ ]% G - elsif @actor_window != nil7 J6 u# T6 F4 m- ^7 m' e/ a. u% Y
- update_phase3_battler_select
) L( U5 L. E% G: B$ r1 {" {0 z: v3 O& Q - # 角色指令窗口有效的情况下
+ G8 x* \2 Y( X - elsif @actor_command_window.active
% ]) R5 J& f7 m4 n7 M9 @ - update_phase3_basic_command
* n( T3 j2 H7 w- W - end
3 G; a- p, {) [ - end# y0 @ K; j( p4 v) x
- # 角色基本命令% O; m' ?. `6 d. h& C7 _3 {4 a
- def update_phase3_basic_command" D- M3 G. V! o1 I$ H) L+ @: |
- # 按下 B 键的情况下
1 e0 C- T d# S4 `- s - if Input.trigger?(Input::B)
_7 {" C& j3 V - # 演奏取消 SE
/ @5 }9 S6 O$ N) B - $game_system.se_play($data_system.cancel_se)1 u$ w+ z( N( j2 X/ N, y$ B
- # 转向前一个角色的指令输入
7 a1 B' d0 _. d" B+ n - phase3_prior_actor( ^8 F( R" x8 m& S2 Q) \
- return
9 X' e3 `' w# D* h; U+ D5 c - end
4 f2 Y# w1 p, H) G - # 按下 C 键的情况下& p0 W% Q# z& ], R9 I/ K9 D
- if Input.trigger?(Input::C)
8 T& z' P3 |1 i: S* p* W) O - # 角色指令窗口光标位置分之
$ U4 f( ? j) j4 G: n4 ]& y - case @actor_command_window.index) T/ H& X7 w3 K6 g1 F: z
- when 0 # 攻击7 s, X! Z' u- N
- # 演奏确定 SE
- N0 ]4 l. c' G& s0 ~ - $game_system.se_play($data_system.decision_se)
0 h- a3 Q2 ~9 ~4 X5 _" i - # 设置行动 M7 f* ]+ j/ X3 ?
- @active_battler.current_action.kind = 0
( j, _ I4 G- J. y, x! U - @active_battler.current_action.basic = 0
- `+ Z3 Q7 Y% |+ n - # 开始选择敌人, L8 L. c. y; d; I' Y
- start_enemy_select/ V x; G$ K! B5 p0 ]. A- q# j
- when 1 # 特技
- g7 W# j Q5 Y" ]! s% x/ K - # 演奏确定 SE
# T$ b5 e$ Y- e' v - $game_system.se_play($data_system.decision_se)
1 Q) Z, K5 v, a- R6 y5 K - # 设置行动3 Q/ R" `- s( X( t9 J$ U
- @active_battler.current_action.kind = 1' ?4 R) ~. h7 k" ^8 t, x
- # 开始选择特技
" W2 x. K% `) N/ R2 B - start_skill_select
4 F: x8 [# j$ H: |9 |0 _& J* E - when 2 # 防御6 A/ v$ c3 E* R% z- R# f) O l
- # 演奏确定 SE
% I5 ?. S- d |; n - $game_system.se_play($data_system.decision_se)
8 p. W9 `; m, h2 C' I0 g0 { - # 设置行动- U; f6 s9 Q; M8 D
- @active_battler.current_action.kind = 0
! i: W; \: @4 ~! v: ?: H1 s6 ^7 Y - @active_battler.current_action.basic = 1, N1 U5 I6 U) V. j
- # 转向下一位角色的指令输入
; T3 D' @9 y9 R/ g1 D - phase3_next_actor6 Y2 D8 B( c) k M7 K$ l! W: q+ @
- when 3 # 物品- |8 c$ ~3 ]$ v$ E0 p7 m& m/ h+ l
- # 演奏确定 SE. ?) X! I+ X' `: k7 A% d4 s. S9 Q
- $game_system.se_play($data_system.decision_se)
1 O( ]% I, q3 G2 Y, D8 d - # 设置行动
. R1 ^) O. Z/ c, G8 } - @active_battler.current_action.kind = 2! ~& a. P7 E" `' G: a) V
- # 开始选择物品) ^& t6 P9 {5 @0 W- O3 u( V
- start_item_select
* N. b1 c) Y7 ]4 r! o1 z - when 4 # 换人/ K: H" _- x- M7 J- E3 C5 ^$ g6 J
- $game_system.se_play($data_system.decision_se)
; W* M" l! T8 u& ? - @active_battler.current_action.set_change_battler
0 T. Z; a Y+ z! F# [" n6 v6 _2 g - start_battler_select# m7 \: F. o& U* n
- end
/ V9 q6 ~) H$ j1 T - return. K1 {4 Y8 y, t. z ]: T- D
- end
$ a4 [5 Y! q& ?" @2 T7 k4 W# G - end
/ K2 L* ~0 g m5 B! j - # 开始角色选择# X9 A; L4 K' u# D. o6 V
- def start_battler_select$ D8 `! w* @" r% Q4 Y! v, |+ t; b
- @actor_window = Window_Actor.new9 \+ e5 F" V+ T* H1 k4 C' l z; I! D; g
- @actor_window.active = true
# J" I/ C* j: D- F! L' V! z; N - @actor_window.index = 0 y) Z8 e. y" K4 [7 \ p
- @actor_window.help_window = @help_window
Q6 U+ N0 w% k - @actor_command_window.active = false
6 r5 W% g2 @2 n, N - @actor_command_window.visible = false
1 A" P6 R8 [3 M5 r - end
1 d+ K- E3 f; q2 |2 ?5 e# [. p; s/ `3 n - # 结束角色选择' [" i+ K2 [) d
- def end_battler_select
9 Q+ R( J1 E. V& o8 L) U. B - @actor_window.dispose
- J$ M" K$ \5 K - @actor_window = nil
4 u( d9 K$ n4 ^8 _/ a: K - @help_window.visible = false0 T; B5 w& Y7 ]* L5 J( v: ]
- @actor_command_window.active = true s* u1 t6 l* z0 q. C8 t
- @actor_command_window.visible = true
5 \' Y$ i( C1 U9 M9 X y( z - end
, m" o3 p- J$ L - # 刷新角色选择
) r! i l; q' ~; M; E - def update_phase3_battler_select+ d, T" h# j/ j- C6 Y* g7 W
- @actor_window.visible = true3 R. m8 R- c9 k8 N* j/ b/ k: ~
- @actor_window.update3 ~- N" |/ r) O+ V0 I1 l, ^
- if Input.trigger?(Input::B)
+ j9 D8 H0 q1 u8 @! u7 r& N - $game_system.se_play($data_system.cancel_se)
k+ F5 L+ P g E - end_battler_select# q* }' ?9 O' |7 [9 w8 ^
- return
3 b2 Q1 {3 v3 u" B i/ H) P7 i2 X - end
' x7 b* ]9 A2 K8 A T8 u - if Input.trigger?(Input::C)5 M+ C% a3 a) b1 F; ?8 R) ?, x
- actor_id = @actor_window.actor_id
. E1 \/ Y& ]4 W. o8 ? - if $game_party.get_actors_id.include?(actor_id) or6 S9 X; V) _# d* g( y$ [
- $game_actors[actor_id].dead? or
1 s# h( y3 A J) \$ \. X1 p9 \1 x - @changed_battler_id.include?(actor_id)8 l) k2 I: I' g$ F
- $game_system.se_play($data_system.buzzer_se)
; [ L1 \* w- g+ s0 p) S5 q - return. W, z& t3 I- i' A- i
- end/ b: K8 j% f, n# q1 C
- $game_system.se_play($data_system.decision_se)
* U$ Y3 v1 n. L3 b% t - @active_battler.current_action.change_to_battler = actor_id% w2 y0 v7 U* K% @
- @changed_battler_id.push(actor_id)
+ Z' N, n" f+ x) h) g/ V: Y# e% _ - end_battler_select- t, [; O$ \' j1 q5 V$ j; {
- phase3_next_actor1 V' p8 Q5 s7 h6 {2 ?9 d! F) `
- return5 A& q6 b/ f" Q! L P
- end; Q$ ^* t. M- }5 b9 b# u( t* u) U
- end, i/ x2 A% v$ |; Z: M Z9 O3 s
- # 行动方动画
, z5 v/ p J5 L* u4 I0 A - def update_phase4_step3) d5 ?5 r! k6 ]; [. @6 V
- if @active_battler.current_action.is_change_battler?
8 B7 \8 v/ G( D5 E2 d6 u7 p - @animation1_id = AnimationChangeBattler
+ `$ q- W0 z+ m8 l. z: w5 c7 i - @target_battlers = []- i* e$ V3 Y* o; \" R0 A
- end
' `: e; \( d; y. z4 I - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
6 E5 X8 ~* f4 p, z/ i - if @animation1_id == 0
$ w9 p' S' K, k5 W# g% u! {/ q5 f - @active_battler.white_flash = true
) e" Q9 s: E) w' c* p$ G! N$ L - else! C$ d, r9 ^" {- k
- @active_battler.animation_id = @animation1_id
' H& k9 D- C `* T, G - @active_battler.animation_hit = true
% y& T. F. m* r - end: R& j8 g' a v0 j; j' q% y& k
- # 移至步骤 4
- F {' p- Z- p' L - @phase4_step = 4
+ ~, M' \6 }7 ^0 \ - end
3 g; p8 V6 J1 ^0 k4 G. ?0 n' Z - # 对象方动画
. b$ g5 [' W D6 i) n0 U0 j - def update_phase4_step4 f( t) Y3 z0 f1 D' }7 ~" o
- if @active_battler.current_action.is_change_battler?
2 y; c3 y& t1 a' t3 e0 l - actor1_id = @active_battler.current_action.change_to_battler
* j, K* S! U5 m" A+ R6 O4 _4 x; { - actor2_id = @active_battler.id
: r: j9 D+ ?; v* f - (0...$game_party.actors.size).each do |i|
* y* c, R: h5 h# E$ m$ Y - if $game_party.actors[i].id == actor2_id
- O1 F: p. L: [4 K ^2 s/ m+ W - $game_party.change_actor(i,actor1_id)
8 m/ e1 m$ F& S8 H+ D0 K Z - @active_battler = $game_actors[actor1_id]3 a6 j3 [% [, i r1 t* A. {$ U
- @status_window.refresh
& \# q. k- N9 m4 }5 O1 c: H' X - end
: U/ ]2 B, F; U; l - end
8 Z* k5 A+ D( J - end0 p r& z" k t
- # 对像方动画
$ c3 ^) A, ^' W! ~ X! T - for target in @target_battlers
1 y7 b) U7 r1 m+ D$ K3 h/ B+ H, O3 ~ - target.animation_id = @animation2_id! v2 @0 y/ K% `5 g0 O* o
- target.animation_hit = (target.damage != "Miss"); k5 }7 q, w' ^! p. W
- end6 |1 E$ ~+ M3 x7 w0 G
- # 限制动画长度、最低 8 帧
9 g( P, [7 q/ ^" [' L9 t8 ] - @wait_count = 8- o% r% x# g; X3 p; V! M; [5 e
- # 移至步骤 5# y) D* F3 ~, V$ L3 { P/ x
- @phase4_step = 5
9 t, q& Z+ R, g, {, ~: j - end
6 X, ]6 z" s @ - # 公共事件" O4 l. O) I4 U" O1 q( ~
- def update_phase4_step6* L: W' g3 I# } |: Z+ j. q7 g
- @target_battlers.each do |target|3 Y+ @$ x* S7 c% f3 ]
- if target.is_a?(Game_Actor) and target.dead? and
^6 x( P E8 Y5 p+ i1 J+ ?( c - !$game_party.other_actors.all?{|actor|actor.dead?}! f* J1 a+ N0 y! m
- @actor_window = Window_Actor.new
& ]- N. ~/ k7 F6 E - @actor_window.index = 01 w8 o, R( X8 j5 k/ @; e6 `
- @actor_window.active = true
$ F; F4 x' j8 e" s' p# y- K4 E - @actor_window.help_window = @help_window P/ B1 H: k! b, w/ |
- actor_id = -1
( m8 j, r, k( f% I$ M- G9 G - loop do
4 T5 t% ]! ]% E" Y - Graphics.update! W6 T J$ x- I' i
- Input.update4 X) {# z; B S) E2 D3 l/ m
- @actor_window.update
6 x; e( V3 V8 f5 [1 k6 u - if Input.trigger?(Input::C)
* S1 i7 C5 G/ d2 f, K - actor = $game_actors[@actor_window.actor_id]
: x& l* D4 d0 o% { - if actor.dead? or- ^0 ^# W1 R" Q' L
- (@changed_battler_id.include?(actor.id) and
% E, L+ K2 r, Y; _ - target.current_action.change_to_battler != actor.id) or
( k0 _! h/ p* N+ {' ]2 A& d - $game_party.actors.include?(actor)6 T7 U+ o m$ x" g- o! J: }
- $game_system.se_play($data_system.buzzer_se)7 E; U/ Z2 A3 @3 a
- else
5 G8 H! P6 B# s3 `6 f6 l0 A: Q7 X" c - actor_id = actor.id: Q+ }7 m# r2 b% U
- end
5 h1 A; e) J3 P% K9 W9 R - end
& e' B; X+ c+ r! z* a: D - break if actor_id >= 0
! j, ]2 W2 }- U* i) k# P - end4 {) m2 `7 p. H9 e& K. X
- @actor_window.visible = false7 R! T3 N$ s% ~5 f
- @actor_window.dispose
% v3 c1 v# P; k* X; k - @actor_window = nil
/ ^: Y) a- T* I% f2 Q2 _3 h5 | - @help_window.visible = false
3 J, @9 U/ {' h+ U$ @, w - (0...$game_party.actors.size).each do |i|
* O% ~# `: H; G, n! N( }% i [1 b1 D' b - if $game_party.actors[i].id == target.id
! a7 U. r1 ]) w, o - $game_party.change_actor(i,actor_id) i7 W5 Z g& `( w1 o( i h
- @status_window.refresh- w- ]) p i$ q
- end% k, N- t; R3 L+ S; \
- end0 q( V# b7 R1 j# ^) o+ t
- end' N/ [% m7 M& `$ \+ ?& Z! M
- end- T0 `6 Q/ k: _. `- k2 v& k
- # 清除强制行动对像的战斗者8 d: k R& C1 v/ n7 z
- $game_temp.forcing_battler = nil |3 |7 b4 U- i7 d. s! c1 x6 P
- # 公共事件 ID 有效的情况下7 W3 r; A, w7 ]9 @# K6 c' O
- if @common_event_id > 0) i2 u; N& s: n) z2 {2 d
- # 设置事件
6 ]) E& F; ` A - common_event = $data_common_events[@common_event_id]+ ~5 T6 u8 F7 f! v
- $game_system.battle_interpreter.setup(common_event.list, 0)
. m, _9 ^, j' @* i6 b1 |3 {7 x - end8 Z) M2 g% A7 j3 X& _0 X3 v7 r
- # 移至步骤 1/ O& J+ F' A7 V/ @& C2 D. l. ^3 b9 c @
- @phase4_step = 1
4 `0 c1 s5 t; C" U- z+ N5 r - end
/ i( o/ @0 i2 i) }% H7 r! M+ r - end
4 T$ U! n- ~2 J" M% s
7 E" M; x# @" |0 E' `8 d/ K- class Window_MenuStatus
' [+ F, ~+ o7 V7 [, y - def refresh) H6 g1 v+ m0 T$ o9 T2 k
- self.contents.clear
) h5 K( U4 f2 |. r, R, I D! w7 ]9 {; P# S - @item_max = $game_party.actors.size
5 B# {: M, s6 R% x, x) q - for i in 0...$game_party.actors.size1 z# n5 ?# S1 h5 g9 Y
- x = 4+ o+ C) l) r7 U
- y = i * 32% K4 e; o' t7 h/ W% K5 D! h
- actor = $game_party.actors[i]
( ]; K+ q2 e% \- D - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)$ \! {! V. z. U! r5 z4 q) f2 j8 F
- rect = Rect.new(0,0,bitmap.width/4,31)
3 T1 U0 o8 t7 B" \6 O# I - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)6 b9 X# Y$ P+ [# B4 g
- draw_actor_name(actor, x+36, y)
0 q5 x% t' ~, j5 Z; V - draw_actor_state(actor, x + 136,y)
% B: n$ Z& d8 A6 L& X, H - draw_actor_hp(actor, x + 236, y,96)
f# N# A* s6 ] s- o6 e( B - draw_actor_sp(actor, x + 336, y,96)
" A* }# ^ o$ p, p# V k - end+ [4 ^: S1 q$ b1 ]
- end
* A2 u7 L+ Y$ J5 d# D K - def update_cursor_rect
7 b0 Z2 U9 L% ?& [- R+ W: q) V2 O - super
$ M' A) z/ h: f - end
A; _& x& P% j0 Z+ @" 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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