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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 LimBattlePlug0 h% I2 i) l5 P& G3 b
- $ A. T' |3 P S) C1 `5 L, Z6 b
- # 队伍最大人数* z. P; e1 G8 d9 S
- MaxPartySize = 8
! k. L; H8 @' Z - 3 K o! W7 [+ P" ?; P
- # 出战人数5 I: I( w% L/ y) b3 a% r
- MaxBattlerSize = 1- A2 X& _* _) R; _
- F- M1 s* Q9 Z% V8 c" e$ m
- # 换人语句
) W/ z( d) p% p- J# `. w: p - WordChangeBattler = "换人"( M" E6 v+ |- g O
- " N) a6 a) Z6 F4 S; V- n2 Q1 U
- # 换人时播放的动画
* V7 w9 d2 \) ?5 E3 q5 f - AnimationChangeBattler = 262 p+ |, ?1 h+ j# n4 d0 U
- ! O) ]6 v& N$ O- G2 M1 J5 s
- end
7 d! p! U4 J1 z* w - 4 S* z G8 s7 V0 _ j! S' A8 u
- class Game_BattleAction! Q: b1 o. \# G& H1 r* ?
- attr_accessor :change_to_battler' [, \& g7 W9 n2 _( m
- # 初始化! e% ]) n; J% P) _ I
- alias lbp_initialize initialize q. p6 ^9 q: z. m7 n
- def initialize- s6 E: n" ?3 Z. B0 W
- lbp_initialize
/ J" E/ }" T5 O/ { @" q! h- A - @change_to_battler = 0
6 B9 {& C% E6 D: h8 T - end8 t: i8 k C S" B
- # 欲更换角色编号
& r0 S" Y- o9 r0 t# z$ d; ` - def set_change_battler2 M! @3 p6 r. o- f
- @kind = 3
) c. s! u" f& D4 R: {! s' T - end. k; ^. x" J* ?1 ^$ W0 l
- # 判断行动是否为更换角色) u' N+ P+ L0 ~9 z
- def is_change_battler?
( V4 G3 u8 R$ c' J- f# ] - return (@kind == 3)* [" L( ^8 X1 m) s6 v( ?( N
- end# g8 N8 m' O5 d+ K
- end
/ `% j$ w$ @, u/ z" u* X" u
/ ?- ^2 w6 }0 D A4 b& `, v4 M- class Game_Party
. V2 @1 g; {4 D6 g7 i5 G4 a - include LimBattlePlug
7 R+ q1 {9 H: S& b: F - attr_reader :actors2/ ]9 j7 r- W1 o. `% I: e
- alias lpb_initialize initialize# _1 Z; L9 T P& x8 R5 q
- def initialize
" s" u# O4 R/ Z& @ - lpb_initialize9 |' y3 O) }" A+ \7 |' A8 g( n
- @actors2 = []
, g- f' b% x; v$ R) e/ p9 a - end
1 G; n3 O4 j" c" j3 v r% j - # 角色加入
1 ?" H h3 F0 A; R# ^ - def add_actor(actor_id)3 R: J" ^* L s! G$ a, x% a# ^" c7 p; m
- actor = $game_actors[actor_id]
8 T: |) B* u, M8 d( [4 Z# Q - if @actors.size < MaxPartySize and not @actors.include?(actor)% W% K) y& q4 b
- @actors.push(actor)5 c8 {& s/ V1 w
- $game_player.refresh- Z$ `( l0 R$ L
- end/ t+ s ~8 v4 J+ k# }. g6 l
- end
$ X' N$ C% f* Y# R3 N- L - # 设置战斗的角色
1 s: K+ M3 C6 {( U: z5 Z - def set_actor_to_battle9 s+ g! k; V$ y
- @actors2 = []0 P2 @! s: O4 J i" ^4 p. W, r
- @actors.each do |actor|/ c( g4 h" U0 h+ m) |
- @actors2.push(actor)6 }9 a$ B: N3 V4 I# ^! [& a7 P
- end
# U% O6 _8 R7 _" W - @actors = []
" C. X7 d* h- ]/ F* _3 l - @actors2.each do |actor|! K1 v% [/ g+ L: W& c' v
- @actors.push(actor): z' ]; [* p' F1 v; d1 [. b6 R
- break if @actors.size == MaxBattlerSize/ S' {% E( R3 m
- end
+ R7 B- }! [- ~ w9 L - end
8 g- s7 q+ R8 _ - # 还原战斗的角色
% y. P- K8 K/ a6 s - def set_actor_to_normal
2 q# A9 @6 P6 c' g - @actors = []4 ^+ D( @: m+ M% }5 u: D% O
- @actors2.each do |actor|3 _* _! N/ G" Q5 i" i
- @actors.push(actor)
: `# I4 `8 |4 B+ q - end
1 M( P2 R" b4 c) m0 e" N - end
7 D6 O3 C* P) y4 `2 K3 {! B - # 获取角色id数组2 V' V5 M8 Z, D! c
- def get_actors_id
, L& x+ R: p j4 `/ ~ - id = []; N* x7 ^( y& ]9 J( ]6 ~+ ~, r4 d `, r
- @actors.each{|actor|id.push(actor.id)}: A& i6 @6 w0 d: g4 [ T
- return id8 Z. D* N& [8 r
- end( W9 w6 g, ]: c; o# H( A1 d: v6 _
- # 获取角色id数组* l& M$ p/ G3 ~- Y3 F. F
- def get_actors2_id
4 c6 F) V/ |) F8 m+ o6 ~ - id = []
5 U6 x1 i7 U! k! X9 a3 h% \ c; h( ` - @actors2.each{|actor|id.push(actor.id)}) P, }, B9 g: f' M0 I
- return id
: H+ c% _) `' j9 g# A0 S! l - end
! h& m: V' \; w1 z$ H* M - # 兑换角色6 m7 _) B* M" o& s/ ?
- def change_actor(index,id)
1 z9 j: ~0 e. b7 q! g. L& D - @actors[index] = $game_actors[id]) ~/ `& A& t' U, t
- end
4 m, x" O4 Y" t, S, i: d - # 全灭判定
. q6 g6 r& n0 n, w- S - def all_dead?- P$ i( l2 K @. L: C
- # 同伴人数为 0 的情况下' q4 d0 ^: n: c! g
- if $game_party.actors.size == 0
* Y3 @4 n, N- F0 T" ~$ o - return false* w) w; ^6 s9 z( j: L% ^
- end$ Y2 h5 T6 `: A; d0 o, @
- # 同伴中无人 HP 在 0 以上8 o$ V* X& [0 K. k4 C: |, B N
- for actor in @actors2
5 Z9 c; @8 V! ?: @% E8 N' x - if actor.hp > 0
: u: g' ]6 z9 _& o% }* C0 R5 h - return false
8 U9 x( r) j* i7 B3 u1 i - end+ w( r8 r5 y. }
- end
2 A; f1 m* z/ q/ [# B( o - for actor in @actors; U( o8 ^6 f% o
- if actor.hp > 0
0 Y: l9 O4 A3 Q9 s4 }7 t6 c - return false
* p" l& p* J( J- ` - end
% d# Y/ k! q4 M+ @ Z9 }. U1 {6 s - end
3 s( d! p. M- [4 | - # 全灭6 S8 b+ P' _% z
- return true
9 C. ]8 O- |! Z - end2 j: I2 _7 n) P
- # 其他角色; \; n/ G( m5 D. g
- def other_actors
& D+ C' p. B! d! v - actors = []5 B' z" x: Y w6 h4 T0 a7 a
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}- D! [3 n+ u* |* Q
- return actors
/ ~: X% ]$ f0 u6 ~; L. c. r - end
) T- [$ b* T- M - # 角色位置互换! Q b0 w6 F/ b$ l ^
- def change_actor_pos(id1,id2)
0 x# d) Q8 J. ~+ M0 _ - actor_id = [], v( F: h( j5 I T/ N7 J2 w
- @actors.each do |actor|
, N6 R- \6 T6 Y+ B - actor_id.push(actor.id)
/ p) _% S' I" u0 z0 }0 e* G$ x8 J4 T - end; h7 e- S3 V' u5 ^
- return if !actor_id.include?(id1) and !actor_id.include?(id2)( v; S) R! P0 _$ l: M
- id1_index = id2_index = -18 G9 `( c& D; \! u- X
- (0...actor_id.size).each do |i|
5 [. x: S* X1 F, I - if actor_id[i] == id16 F) c G# P: N. ? w
- id1_index = i
# r1 F4 h2 G) r% Z' w1 A - elsif actor_id[i] == id23 H/ E8 [) d4 i, B6 o
- id2_index = i, A( ?$ ?$ e7 I/ M* Z7 t7 `4 Y" g
- end5 \$ G- c$ ]8 v* K7 q
- end
) `1 A- o3 W& z/ P' O - temp_actor = @actors[id1_index]
% T* t/ E' Z6 c( [% K* C7 R - @actors[id1_index] = @actors[id2_index]
4 p4 d6 N& G- V7 ?: r& D - @actors[id2_index] = temp_actor @5 c- ~( J2 _5 W8 ?
- end
- E8 S; U" w6 @$ F ~/ b1 V v - end
6 p: L$ f& H8 l a- S* ~2 f - ) Y, w7 r; D2 _1 |- p
- class Window_Actor < Window_Selectable
0 `2 _6 W, k- E3 Z2 L5 ]2 w - # 初始化. u: C% P8 Y" M. U" G! W
- def initialize2 X0 c" H( R N* j% w
- super(0,64,640,256)
( H3 q3 e2 p/ n" [ - self.back_opacity = 160
2 H9 ^( p6 O3 \0 [ - refresh
5 Y2 |6 y3 Q- G! D7 K1 n k - self.index = -14 V: j" L0 x' Z, C* F* C2 f3 Z
- self.active = false
3 ^5 D" k. p" F1 c3 s% L1 u4 p! O - end( X7 g7 C* ]2 L K0 c, E
- # 刷新# r4 z4 _# D; T* b( d
- def refresh% @# h* `; q* r v* F- Z7 ^& A, \# D
- @item_max = $game_party.actors2.size
9 ]+ C- A" t2 c. D4 r7 d - @data = []
! h+ e" i/ c, l/ n* }5 ~) e - $game_party.actors.each do |actor|% }/ O: j# y; c) K' E
- @data.push(actor)
& v' g$ v; L+ ` - end
3 t7 x4 M3 [' x% {3 s# ?+ } - $game_party.actors2.each do |actor|+ t$ k6 B" A4 T \6 G9 k
- @data.push(actor) if [email protected]?(actor)# Y2 n. U; e# `) x s7 l. Y6 j
- end
) b/ j+ P+ ~! k* F8 X% g2 D - if self.contents != nil9 a) T* ~/ M( M* h* S
- self.contents.clear3 ]' w( z' q% Y3 n% t. Z1 L* V. b% Z& `
- self.contents = nil) c+ T( _6 C* [) m* L0 Q7 Q4 n
- end
' p& q5 S. K7 u0 q2 w+ x+ @+ o0 b - self.contents = Bitmap.new(608,@data.size*32)
A [/ \" ?/ ?& g - x = 4
0 s* x" q7 O3 \5 ~9 j. q - y = 0
2 l8 ^" V) `& T* j+ ^* A% A8 Y) P" b - @data.each do |actor|) Z& y7 V& j5 ~4 W
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)) N# B. m. _' E( s2 M) w+ \( D
- rect = Rect.new(0,0,bitmap.width/4,31)
- G# `5 T; B) w+ L7 @8 q) T( } - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)5 I/ |1 V+ q) s, l }! {
- draw_actor_name(actor,x+36,y). F/ ], F* M+ V$ r+ Z8 R7 k, x
- draw_actor_state(actor,156,y)
1 e- S+ W" ~( W$ [. _/ X: \" D" a - draw_actor_hp(actor,x+256,y,96)
9 K+ j$ o. b4 `% y( g - draw_actor_sp(actor,x+376,y,96)
: s' o; X# u" z9 `. K - if $game_party.actors.include?(actor)
1 h3 ^3 `" |0 S3 q! u6 [/ g - self.contents.font.color = text_color(6)
. U/ @! z: j# Q" Y - cword = "出战"+ V: A. X( p: P" i/ z7 i9 t4 g
- else
+ k9 r6 I* r) b* R; t$ w9 J - self.contents.font.color = text_color(0)+ G- S& W( ]8 t4 b, Y
- cword = "待战"
5 z* b8 I" t, J8 H- S! I; U0 }2 t - end
& C1 x6 d, [% ^% U - self.contents.draw_text(x+496,y,60,32,cword)
- J- i0 c M0 V1 x9 t" p! v - y += 32' l9 a, N; ~% _7 k# U
- end
' Y8 X. v+ q/ p4 D& l - end& z% U" ?% ]# v7 h, q
- # 获取当前角色编号
/ E: k! z6 J$ x0 L$ R# W - def actor_id" E- U, D9 x8 p* P
- return @data[self.index].id
6 Q/ w$ J- Z! p4 V/ n - end3 ]* _8 h7 y" L5 H% @' k
- # 刷新帮助+ g% _4 O& K1 Z/ S, E. Z" p$ G; [/ l2 K
- def update_help7 d+ P/ \/ \- p+ ^
- @help_window.set_text(@data[self.index] == nil ?\
% u" l, W. i) }% ?' P( e - "" : @data[self.index].name)
9 h4 L3 V) d8 g% M& v - end( s# b' _% r$ l Q2 o' M- C
- end! Q! s+ u) J; O" s/ w% d! K e3 c
* F% S/ i! A H$ k0 h8 Y/ t: G- class Scene_Battle9 z0 _( v4 O& b
- include LimBattlePlug
% |0 m, l; K- i0 P: q: H0 r* ] - # 初始化 N7 P; U/ D' m2 Q c* q1 m) a" U
- def initialize
# e& {- m0 v- E* Y- p$ j7 \ - $game_party.set_actor_to_battle
( r+ p$ Z% H8 \& w - end
- m0 a2 R$ b; e1 R. a - # 主处理
, d1 V9 m% J* X( X - def main2 N0 i, \' X2 A$ s0 ]
- # 初始化战斗用的各种暂时数据
6 q. D$ |& D- U8 Q - $game_temp.in_battle = true. u- k I6 B0 G
- $game_temp.battle_turn = 0
* q b* F, U7 b2 U" N! m - $game_temp.battle_event_flags.clear! j4 A% Y9 g9 Z7 b
- $game_temp.battle_abort = false; ~& e0 U1 J7 n. P% ^# V7 C
- $game_temp.battle_main_phase = false
' `* X5 }' r* L0 u6 q4 t - $game_temp.battleback_name = $game_map.battleback_name
6 l# S0 _2 e% j8 Y - $game_temp.forcing_battler = nil
( J) D$ m* ?) J6 D* S$ ]* K - # 初始化战斗用事件解释器5 l$ K: n* d9 b* ~2 I
- $game_system.battle_interpreter.setup(nil, 0)
# y' l( A( c% y$ l: D - # 准备队伍. H; X) D/ x3 M8 R0 n& |4 k7 M* I
- @troop_id = $game_temp.battle_troop_id
" v9 H8 w# |$ W- a - $game_troop.setup(@troop_id)
' }) f6 y- v# q0 I) W - # 生成角色命令窗口6 k" p6 ?9 U( s' j
- s1 = $data_system.words.attack
) o u V7 p8 t - s2 = $data_system.words.skill
2 h( \" {: r3 o/ U* }! k! Y - s3 = $data_system.words.guard
9 k; J: i$ L% |# |5 s2 @7 E0 C6 o - s4 = $data_system.words.item
. h3 f/ y" p3 t/ V - s5 = WordChangeBattler% G7 O! @7 s8 y5 e( B! [% y3 _! l" R
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])6 j" A) S" i1 U' ~+ K* x: ?2 G8 X
- @actor_command_window.y = 128
1 A8 @( g" |1 D( N6 l: g# O - @actor_command_window.back_opacity = 160
; `! l* w$ ?2 d! Q - @actor_command_window.active = false
! J2 ?! S A. d1 P - @actor_command_window.visible = false
+ j% J3 s- D' }! ^ - # 生成其它窗口8 M& g6 Q2 i3 S# }7 `
- @party_command_window = Window_PartyCommand.new1 S" R1 z& ], i: K3 i Z' V
- @help_window = Window_Help.new
1 t/ T% |% C7 L+ x( j& `/ D - @help_window.back_opacity = 160- I) i ]( {! Q6 R" L2 o& ]
- @help_window.visible = false
1 B+ c/ h* y/ ~! o - @status_window = Window_BattleStatus.new2 O3 g6 n6 _1 Z9 \
- @message_window = Window_Message.new/ E7 q1 c: z' _4 @ P/ ?2 \' O
- # 生成活动块
' z) ~$ q u( h- W - @spriteset = Spriteset_Battle.new
, h0 |9 D# N, Z- l X - # 初始化等待计数2 h) P6 ^# o8 Q P: J
- @wait_count = 0
2 a3 U, X9 v3 _; T0 \ - # 执行过渡
3 `* Q/ ^8 C( m, T: c% B - if $data_system.battle_transition == ""
3 E) ?5 P' A# g6 I3 w) A0 ?: ^ - Graphics.transition(20)
/ L& o/ ?/ u6 t% o/ r0 L0 f - else
5 V# x0 [' h* Z; D) G; `/ O - Graphics.transition(40, "Graphics/Transitions/" +
6 ^6 {7 V8 `# E* G - $data_system.battle_transition) V: o. O' }' S f2 i3 [
- end
( y1 c4 u/ N" q7 X - # 开始自由战斗回合3 L5 U- _+ s- G) p: A v% [* t: e2 J7 I
- start_phase1
4 I5 x& E( [* W8 c4 K e1 X4 o - # 主循环: n# k9 u4 l$ z% k5 O. ?; k, s
- loop do
* U& D5 R. _ i" L1 f0 V - # 刷新游戏画面
" z9 K9 e8 W) l( f: y. p: w* [ - Graphics.update* v1 w, w; p% @
- # 刷新输入信息
8 n2 i/ V. ]! M' |" {+ c4 _& ~+ V; v( h2 n - Input.update! _$ z! M. J$ z/ ~- | Y: S
- # 刷新画面7 b. r I% g) K! A
- update4 N, B; v' M# s5 t, x
- # 如果画面切换的话就中断循环
$ }% w. C- g, t7 r( j: l0 s - if $scene != self) a" Y' [ [) Y5 N
- break
3 e, W3 x0 I- C5 Q5 Q) G7 k - end! o% G, g- Q% [: y# _
- end2 v- s6 m- D/ J% `7 @) T( q* i
- # 刷新地图) R4 c0 d, }# U7 o N
- $game_map.refresh
" m; {) V! F8 i% {! I% l: w - # 准备过渡
9 b9 ~ u* b; y) k+ u. b+ N- b4 w+ _ - Graphics.freeze
& ]+ [( r# ~+ u( z - # 释放窗口
7 y: A1 ]: B4 u, Z* x" e5 U. U# K7 V$ j - @actor_command_window.dispose
5 F) i9 n6 O- D& G( b+ T+ w# N - @party_command_window.dispose
1 ]! e" l& |5 m - @help_window.dispose7 [" H/ r5 f# o, z5 E
- @status_window.dispose' W% \+ N# X6 ~: c& C
- @message_window.dispose; p6 g$ t# Z" z- p5 D8 }' z
- if @skill_window != nil
$ s+ |) r# N+ }2 K( N - @skill_window.dispose7 D, L: U& X, r7 @! ~7 e2 n
- end
% r/ C2 v# r: ]- w3 B/ O - if @item_window != nil% N. y1 t- p6 G$ o7 a( E& C
- @item_window.dispose
8 S8 w. C6 Z$ R W R0 Z7 Y - end! }) ]7 D2 E" j
- if @actor_window != nil
/ k7 p4 |) D7 t0 z - @actor_window.dispose: v/ W6 e0 E1 L5 v4 D
- end( e7 [8 k/ }/ k
- if @result_window != nil( H% S( M, \& s
- @result_window.dispose
+ Q K( j# L7 [* B - end% }$ c% [; Y) I, x4 H* m
- # 释放活动块" e/ k# \$ a% x! ?+ l6 U
- @spriteset.dispose) z) c _7 u( x+ |4 _, T
- # 标题画面切换中的情况; E. E5 H6 }8 ]8 J6 n1 {* N# ]" G
- if $scene.is_a?(Scene_Title)% A' d5 a5 P4 d+ u+ o6 a
- # 淡入淡出画面
/ a; b4 g) M2 W% D3 N9 f7 z - Graphics.transition* G6 ^& A) Y1 Z/ r, i
- Graphics.freeze
! M; a- W- [- T3 B, a# E' u2 g - end
8 f, m3 F& M( R L - # 战斗测试或者游戏结束以外的画面切换中的情况2 L. m& N* L S3 U) ~4 j: w
- if $BTEST and not $scene.is_a?(Scene_Gameover)$ U& Y% w2 u4 [# ^9 a* E3 e
- $scene = nil
( R3 W5 H: t/ y* c- c9 o2 h3 D - end
; N8 A& V8 d# ] - end
y+ ?4 o P# F) a' u. H - # 战斗结束
' G4 |' h4 u" {9 X5 O7 A' Z4 m - alias lpb_battle_end battle_end; @8 U1 S- ]6 a* \. B S1 u$ B. _9 z
- def battle_end(n)
* k( l/ w0 B v5 y - lpb_battle_end(n); ~! I& w) ^3 o- E- K
- $game_party.set_actor_to_normal
' i# ~) d1 f# t4 S4 q* F - end& C7 ]7 H) M+ r+ n( I
- # 开始回合3" V4 k( O$ X, d5 `5 j
- alias lbp_start_phase3 start_phase3# q% M% i" I( W" L$ X$ J. _* m
- def start_phase3
' q: N1 L' [6 G4 u. r- R - @changed_battler_id = [], _3 o1 f2 p' f; _
- lbp_start_phase3( K' n9 G' d5 }; y" y+ c9 o
- end4 Y3 {& L. j$ p& Q* m# x8 R
- # 刷新角色命令回合画面
7 w. Z9 {! T& U8 J7 r( ~# Q) T - def update_phase3
. i% V- P# H* T ]6 T& _# |. Q" O - # 敌人光标有效的情况下 P% W$ c. i2 O1 n
- if @enemy_arrow != nil/ s- u& |# P$ H' `
- update_phase3_enemy_select+ n4 D6 I5 s; V& b5 k& l
- # 角色光标有效的情况下
7 r. |1 e' j! L P- d' d - elsif @actor_arrow != nil. v( A3 C1 A5 V( c) I1 r; U% m9 ^
- update_phase3_actor_select: l! u) P" F2 W4 W- T3 S! @
- # 特技窗口有效的情况下; R& t& I& [2 T2 V o4 y+ [4 i: T
- elsif @skill_window != nil+ o1 y* `) w( ]. Y; f' O
- update_phase3_skill_select
# u9 |4 M+ h B. c, a5 a - # 物品窗口有效的情况下 @/ }2 l! m( p6 P* a0 T, B; T
- elsif @item_window != nil( P# R. j# o5 v2 J
- update_phase3_item_select" i5 c$ |0 ?) a3 n) C$ Y
- elsif @actor_window != nil
: }& B) |4 B& K9 y b8 X - update_phase3_battler_select
: n6 O- n2 t9 o2 b- U0 A+ J6 A3 g' r; R - # 角色指令窗口有效的情况下
1 {2 P' E o- I$ X% L. H - elsif @actor_command_window.active) I9 J; v- I3 L, z7 Y* V
- update_phase3_basic_command
6 y% z* O3 m" n4 M - end) v- W/ R7 E9 Y
- end
* s" J1 b) K b6 d9 g/ G - # 角色基本命令
9 ?% n0 H9 ]& F* Y7 \ - def update_phase3_basic_command6 r" t% _$ E# e$ x, w' G( q
- # 按下 B 键的情况下
$ `3 S \+ L: O' ?; C - if Input.trigger?(Input::B)
' ?1 k* E6 g! h- @, l - # 演奏取消 SE' \$ L5 k, G9 p
- $game_system.se_play($data_system.cancel_se)1 Q5 E: o) I% g+ E/ C
- # 转向前一个角色的指令输入, T4 T8 `- Z, \7 \
- phase3_prior_actor
8 ]/ }2 T: Y- \$ b c: {% y% ^. C - return/ k, e7 s0 l* o; y, G( ?7 X
- end
) r+ f7 r- U# w* I - # 按下 C 键的情况下
1 c& w. H( N6 I - if Input.trigger?(Input::C)1 ^) x2 M* S2 S8 ^( @. [' ~* I( ~
- # 角色指令窗口光标位置分之
- L; u9 k. c$ S, I - case @actor_command_window.index
1 g `9 M x. V0 P. V! z - when 0 # 攻击
; o' ~& M( D+ S( K, s - # 演奏确定 SE" J u0 C! J9 r' q. J7 j6 o4 V4 |
- $game_system.se_play($data_system.decision_se)
% B: t! f: }2 H w - # 设置行动. t- G0 Y% r' A2 b+ \
- @active_battler.current_action.kind = 0
# p& z2 H2 W. d - @active_battler.current_action.basic = 0% x0 D8 k: y, R, m& l" A2 N
- # 开始选择敌人
9 @( G% j Z: S( t, J5 M7 Z - start_enemy_select
+ ~2 H$ Y( u5 }8 c: ?+ Q - when 1 # 特技
6 A9 [" m# I: L% \2 H. H - # 演奏确定 SE
. R0 c: T0 Z" t( G1 x. T1 Y G - $game_system.se_play($data_system.decision_se)1 d& s% r) f: r- @0 s( [- D
- # 设置行动
5 \* H; s# W/ t/ W - @active_battler.current_action.kind = 1
: q, E* y. y# ] - # 开始选择特技
2 A7 t6 b3 R* e7 o/ D - start_skill_select
2 z4 G- Z. `7 D - when 2 # 防御
@& j- Y. Z& T* u- I - # 演奏确定 SE
& k9 v9 s g" R# e5 [ - $game_system.se_play($data_system.decision_se)
6 g5 b. ?2 Y. W5 q3 @( p- I+ d - # 设置行动
" ~0 q4 n$ T/ V0 X) K - @active_battler.current_action.kind = 0
( L% c7 P3 K8 ^1 _& C, T7 X& w - @active_battler.current_action.basic = 1
. N! r) U2 D( l4 |: m7 E - # 转向下一位角色的指令输入! |8 `7 V: ]! [& i
- phase3_next_actor% D8 h7 P2 h5 [/ j
- when 3 # 物品
+ @6 T/ }4 n: T8 k' H, G. } - # 演奏确定 SE; S5 ], R* A+ F
- $game_system.se_play($data_system.decision_se)6 K- f- _9 I4 M: n( P- \+ U! v
- # 设置行动
% B+ B9 r6 e$ }2 } - @active_battler.current_action.kind = 22 M; h' K+ N$ _: I2 `; L# _1 U% _5 q
- # 开始选择物品
( `& c, p% b; v# j' a+ ~, R9 b6 p - start_item_select
( N4 A9 N4 e V" f9 Y! z1 \ - when 4 # 换人
2 W7 h/ m5 R- d4 r% q) N9 ~/ `5 y - $game_system.se_play($data_system.decision_se)
& f/ ^: o. T6 h8 a# g$ s - @active_battler.current_action.set_change_battler
; y" q0 P7 s5 d" d( i2 `0 e& F% d - start_battler_select1 G. |% u" g# j+ U/ b3 w
- end4 \( D5 _: M% U
- return
; j3 r( R1 Z$ k. K - end1 C* d. ^. a! x6 ]
- end
7 n* C4 Z# n; g/ M3 C- B' K - # 开始角色选择
* K d6 K! |! v8 F - def start_battler_select' u* A- m4 v2 z4 z5 n! }: B0 A* F
- @actor_window = Window_Actor.new
3 P8 P, {; F& S. p; g6 _ - @actor_window.active = true
1 K- t ]* K, p- h ~$ K6 w* f. \ - @actor_window.index = 0+ h/ ?" J6 ^$ c, D
- @actor_window.help_window = @help_window8 d: M( F) u, h1 `6 l8 s
- @actor_command_window.active = false
+ j1 f" _$ `/ ` - @actor_command_window.visible = false
+ z$ N' P: I4 B - end/ c9 `5 t3 Y3 n& l% m l; s% C
- # 结束角色选择
. I- B" ]/ x! A/ u$ ] - def end_battler_select9 ?+ ]; ?5 D0 p
- @actor_window.dispose! Z/ s/ F: W+ B+ m
- @actor_window = nil L; \, m2 K1 u% D
- @help_window.visible = false' O' ]" w, q; Z
- @actor_command_window.active = true5 h& e c c% ?& _4 C
- @actor_command_window.visible = true9 _ V$ B# W, o/ s7 i
- end
3 j* ~' D# E8 ^( a ~ - # 刷新角色选择1 R* g3 l$ g, _, X1 g. |4 s
- def update_phase3_battler_select% K- A( t" ]2 D. h" O5 V3 p
- @actor_window.visible = true
4 f% J1 k6 b" Y; k/ T- }' [ - @actor_window.update
% V6 S: H& L% c# \% J4 Z8 ^ - if Input.trigger?(Input::B)
' w; G% V) n. l- b5 O( u1 z' P) y - $game_system.se_play($data_system.cancel_se)( P$ }0 [* p' S4 \" o4 O( v1 Q
- end_battler_select! O3 R( i! V9 B- d$ M$ I
- return
3 v! k% C8 C/ E1 O/ r - end
% x% B* e& C( {, W9 b - if Input.trigger?(Input::C); z1 m6 S+ k5 q' P2 d% @
- actor_id = @actor_window.actor_id! S+ n$ G% A, t9 `2 C) @
- if $game_party.get_actors_id.include?(actor_id) or3 W" {) M- v) x; d+ k
- $game_actors[actor_id].dead? or
1 X: X* J ]) ^# U9 E: T2 Q - @changed_battler_id.include?(actor_id)
+ z/ c+ b* b8 f p - $game_system.se_play($data_system.buzzer_se)6 P* m. x8 H) z
- return# x4 D/ Z8 _4 f
- end
a% _/ ~6 k1 s( b! {5 } - $game_system.se_play($data_system.decision_se)" z4 r5 F" @ m/ F; e7 x
- @active_battler.current_action.change_to_battler = actor_id A) ~1 E. p& ]6 H5 I# X: `9 L3 ~
- @changed_battler_id.push(actor_id)% U1 x: x! Z5 {! R( Z
- end_battler_select0 i* D: m9 x9 i! U. M
- phase3_next_actor
& s% t# L9 a d2 b* E% m2 k( N9 Z - return2 [- u% V. S0 Z' s, `2 t
- end8 d n, A. [9 ~- I$ @; d7 B7 R
- end# s$ H5 f& H2 l
- # 行动方动画
8 B; j" r% L2 u$ a - def update_phase4_step3
( F8 H! S+ Z" `) G" e ?* l, B5 b - if @active_battler.current_action.is_change_battler?
* i0 B( y" B. M4 E- x5 F - @animation1_id = AnimationChangeBattler
! n, y# m1 p, \2 ~' i# q( w - @target_battlers = []
5 O6 M; I! V& `9 W( v: e" g3 D - end T# r( f1 q: C( g0 _$ U5 I
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
0 r5 m/ ^# j; Y0 u3 b, V. z- { - if @animation1_id == 0
+ b9 b# ?& n2 k - @active_battler.white_flash = true* f/ g& H& z: U3 p& V% t3 X
- else
" t0 H7 [. \- m; S4 v2 C1 x - @active_battler.animation_id = @animation1_id
5 g" z* p' E9 L5 Y2 \: ]7 k C - @active_battler.animation_hit = true% p% P ]/ H, h! P7 n8 L* ?1 c
- end! n: l' A- P( Z5 e# ?. ]
- # 移至步骤 45 i( p+ }4 U, |
- @phase4_step = 4$ x, b2 i6 C8 i, q. p. q
- end2 w$ T7 h7 B( R# M2 ], k
- # 对象方动画
( `+ u4 f; H- i/ @# z! d* p3 ^ - def update_phase4_step4) a! W5 `' X/ f5 _4 l
- if @active_battler.current_action.is_change_battler?6 [8 C6 k2 x- x8 J+ K+ x
- actor1_id = @active_battler.current_action.change_to_battler
& b! T" [1 |/ b! _. S! K/ A* D - actor2_id = @active_battler.id
/ ~- ^5 [+ a. ^4 L' K - (0...$game_party.actors.size).each do |i| x1 A, D" E) Y2 C/ m4 d# U
- if $game_party.actors[i].id == actor2_id; o( C+ C) m; I( P3 o- _; h
- $game_party.change_actor(i,actor1_id)* _/ z3 B ~. H, y2 w I6 M0 c
- @active_battler = $game_actors[actor1_id]
3 R9 @4 w0 C2 H! { - @status_window.refresh% @) N( O0 B! x% C8 v% n
- end
. r( e; k( p' G - end1 ]3 G. P1 `1 C/ S' E
- end
4 x1 P4 G- Y$ \, e5 d: N - # 对像方动画3 X# [' w5 I+ i U
- for target in @target_battlers: E" P$ j1 H' {( T% ?: ]: M
- target.animation_id = @animation2_id
( N% w w0 Y( \9 h, c: e9 a f' i - target.animation_hit = (target.damage != "Miss")& V) I, ]- J7 u5 t) c' g, K
- end
2 Q) [1 l; a7 k$ ` - # 限制动画长度、最低 8 帧3 @# ]) C1 l! ~: ^3 a9 K# c
- @wait_count = 8
d6 A9 A5 J! t ^2 R6 V - # 移至步骤 5
; ?/ x) f f3 {# B0 [$ s - @phase4_step = 52 U7 W- U2 S: A, D
- end1 x5 Z' P: A+ l2 E3 B9 k# R5 `8 a- v
- # 公共事件9 I8 f. S4 o' i2 J, P% S& R9 ]* m
- def update_phase4_step6
+ b/ [; `! S' t0 W( e - @target_battlers.each do |target|' B; a/ N- \" c2 z- e. x7 W6 z# |
- if target.is_a?(Game_Actor) and target.dead? and6 G1 p0 L! ?) Z' {. n* j" U
- !$game_party.other_actors.all?{|actor|actor.dead?}9 [* q4 _* l, }3 ^, N* U' m$ c
- @actor_window = Window_Actor.new
3 M+ [. i5 j" Z, o - @actor_window.index = 0% ?' d/ k9 ]. L7 M2 R6 h
- @actor_window.active = true
" J' C: c0 X! r- r" k% M! g6 C - @actor_window.help_window = @help_window
+ ? O! @% _9 x! A8 `1 p* k - actor_id = -1: g3 T5 n v1 o4 [" e
- loop do
/ k$ H7 T. p$ b0 T - Graphics.update
9 V3 E. M6 C" U4 ^( W - Input.update
0 p. L% B! r1 E" ]- K8 B - @actor_window.update
9 a, y! j0 _( e# l5 x9 X) ` - if Input.trigger?(Input::C)
& ^0 G8 [) u0 q9 n. r9 R - actor = $game_actors[@actor_window.actor_id]3 X2 }2 u9 |6 l
- if actor.dead? or* N9 u3 [! ]" m N
- (@changed_battler_id.include?(actor.id) and
) _; e8 X4 ?# _+ P. S - target.current_action.change_to_battler != actor.id) or
% z$ n0 a; o/ m, A( z" ^- ` - $game_party.actors.include?(actor)+ {7 M9 h$ B: ^( z i; u5 c
- $game_system.se_play($data_system.buzzer_se)+ O+ G+ \1 L) Y* R" F
- else7 H1 c8 v+ U6 U6 w8 n- V& }6 v
- actor_id = actor.id) W( S5 V4 m G# S
- end- Y: S5 Y- j' X1 x" i4 T# {7 f! h
- end7 s; K, n0 s8 o& ]3 D
- break if actor_id >= 0/ p: F+ W5 c. K( O
- end1 L+ x5 r6 y) {3 t6 R) @, f
- @actor_window.visible = false
$ _/ b6 Z Q7 N d& ` - @actor_window.dispose
6 D* j8 O @( C, O* c7 B - @actor_window = nil
; {% A$ }% Z A# q3 m6 m7 { - @help_window.visible = false* ~9 [/ c9 L( J! S7 X
- (0...$game_party.actors.size).each do |i|4 m7 F; B( K; q+ N* a* [
- if $game_party.actors[i].id == target.id
# i& X: S, w. e: f& } - $game_party.change_actor(i,actor_id)
* i) m1 Z" ?, u - @status_window.refresh
- l& [1 b2 e2 J- Z. h( m - end
; g0 U2 _8 f1 M0 }8 C: `9 P - end
. w/ g( _3 ]. R9 Z2 { - end0 G% ~7 R! C v9 L1 x
- end) [" K7 @5 p% O X( |9 a1 w
- # 清除强制行动对像的战斗者
6 F' w! t s4 v" M' E2 ` - $game_temp.forcing_battler = nil
6 b- @4 @! N5 I. E& o. H - # 公共事件 ID 有效的情况下& g. \; ^. i8 I7 j. h
- if @common_event_id > 0
1 e7 A% N" r5 i D, p" H2 n. t - # 设置事件3 X) B7 I& y+ J7 I" O
- common_event = $data_common_events[@common_event_id]! r' G6 m6 S, p; g% h) I9 z: t
- $game_system.battle_interpreter.setup(common_event.list, 0)3 U8 N# v4 C) }$ R3 A+ n, `* y
- end
" B. r( S1 J+ k* Q/ M. ? - # 移至步骤 1$ _7 {5 r: Q. T0 e4 J- M
- @phase4_step = 1
6 } M, t, k6 L) c5 l ]* A% L - end
' n$ n( T( A# m, @. z1 U7 h - end$ d( V7 N( e1 K* [- N! t
5 s- D2 D3 v2 ]; T- class Window_MenuStatus7 {+ e5 S! \" q# L. a1 ^7 d
- def refresh' g' ~# B4 M( V$ A
- self.contents.clear
) n4 J7 b, K/ }% \3 K3 g - @item_max = $game_party.actors.size
5 m" V% V2 \+ z* z1 n - for i in 0...$game_party.actors.size
4 K; \/ c b0 @: f( ?& t0 x - x = 42 d0 x& P1 ^; L9 W. r5 G/ h
- y = i * 32, Z1 Q; m- Z: ]( ?0 j- q: p% v
- actor = $game_party.actors[i]
7 ?: Y! j0 ~' K9 C. n+ S - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)/ c/ A& B- C' C! J/ r
- rect = Rect.new(0,0,bitmap.width/4,31) J5 h5 o" T+ [ @0 \" _6 C% h9 _
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)3 ~# W2 _+ y6 _; J# P
- draw_actor_name(actor, x+36, y): M" V4 @8 o+ q& A5 ?! Z. [
- draw_actor_state(actor, x + 136,y): K! L9 A! M8 h( q6 K
- draw_actor_hp(actor, x + 236, y,96)
5 K4 U2 ]$ O, Z) i# L - draw_actor_sp(actor, x + 336, y,96): H- U# q+ U/ Y) ^2 r0 ]) t5 K( R, L
- end8 U- {6 d5 I1 X# x; @
- end4 H& G4 x6 Y: c
- def update_cursor_rect3 m* H/ O; v* |9 _" ~
- super7 ~ m" e, h, Y! V9 s4 M7 O9 Y1 ]
- end
n( F5 ~4 R4 J1 ~. O - 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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