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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! T: k7 i, l) u" ^
- ) B; P% J( c1 n! i
- # 队伍最大人数+ j& y% s% i2 q! H/ R/ i" q7 l' |) q
- MaxPartySize = 8
, k% _- D% r5 g$ k
5 M7 R8 a/ T3 M0 c- # 出战人数9 ~5 g9 b' D$ K7 l6 Y
- MaxBattlerSize = 1) i- x7 d& O# O' h: |
; k' o+ i7 n2 N3 w; N/ }2 G- # 换人语句0 q+ n* h$ F! e
- WordChangeBattler = "换人"9 c" h/ M9 V; z9 }' v
- 7 }! F0 m1 P# F9 H1 A
- # 换人时播放的动画+ d2 M! t. K2 a: i
- AnimationChangeBattler = 26) @% F7 j) z. W' z; T% Z
7 I' t' P& I& t% z+ T- end2 e- h3 f: h& m
8 Q, V+ q* P" M) s" v7 f& P: [- class Game_BattleAction
6 B! O2 Q4 G0 [ - attr_accessor :change_to_battler L: o$ A( G* F( U. I5 V& O8 N
- # 初始化
1 v$ t8 J5 C* ^! n& {8 F* k3 S0 s - alias lbp_initialize initialize
8 S3 [ m* R! y: @7 k: G3 z - def initialize8 a! h/ x, T' i2 D+ K
- lbp_initialize
, l a9 \' X% |! x8 ~) s - @change_to_battler = 0
% e7 H$ s) F% z! L: d2 A/ S - end- ]( m) U5 G+ F) z* e; p- X
- # 欲更换角色编号+ C1 ^# I) E" b, i& I. y8 a/ _
- def set_change_battler6 O8 Q/ E0 o+ h$ S* u
- @kind = 3
# e5 ^1 v7 J8 K) r. N( X8 r1 m - end/ R, e9 ]7 i2 L$ a
- # 判断行动是否为更换角色+ E, ^; s& K% e
- def is_change_battler?
' e& N) a7 t( H- J7 `1 a - return (@kind == 3)
3 d, T, l3 w* s1 h - end
- s8 v( j f( M9 ` - end: J; P: d O/ Y1 N2 A8 v# S1 X
0 z/ d! R; R- O% M- class Game_Party( z/ S& V* c2 |/ ]+ h
- include LimBattlePlug
3 t1 z; L( B) L8 m. V6 Q - attr_reader :actors2
- k$ {6 {1 i; i+ A3 {: s2 P8 c7 _ - alias lpb_initialize initialize8 y4 h ?0 C6 v4 F3 ?9 f
- def initialize
; f& x$ R, I$ B& j% f/ [" R5 c9 C - lpb_initialize. C1 m, O- p2 E- N
- @actors2 = []. n9 a' h' f: ?7 T
- end
, d' R# k8 x0 J+ J: }# T2 \ - # 角色加入
# y9 D9 @8 h) \" b2 |& G - def add_actor(actor_id)
( _ i4 J4 Q' A! N$ r% _ F - actor = $game_actors[actor_id]
N& ]' M; l( g& D4 g2 @$ W - if @actors.size < MaxPartySize and not @actors.include?(actor)
" w7 M, f8 `3 }' H6 F - @actors.push(actor)
- v& G6 p i7 n. H - $game_player.refresh
' b. X; n5 ?! L% j! Q. d7 T0 b - end8 t) |# {, D8 ]1 p- r( K# o2 O3 e
- end+ l7 J# R* E& h! `& S2 K. P
- # 设置战斗的角色, [- d, |1 ?& j& h: C
- def set_actor_to_battle
! `+ x% }' }0 ? - @actors2 = []' j5 [) v# c! p& `( J- x
- @actors.each do |actor|* H5 ] L: R3 S: u0 p# l& W4 p
- @actors2.push(actor)# M) r( `/ R8 Y5 q! U" v5 W
- end& s" ^: x# q- b+ q5 u) ]) r
- @actors = []
" w$ X- [1 I: ]+ ]. ]0 u, _+ k - @actors2.each do |actor|
) n7 X1 K# z+ K: a, c - @actors.push(actor)
5 u7 S" j' r6 }$ T - break if @actors.size == MaxBattlerSize$ \) e2 I7 Z* N& X
- end3 t( f5 | h/ \2 \
- end: F# l- q& V, I: q* L. j$ n
- # 还原战斗的角色4 E8 k' f6 G+ I) T
- def set_actor_to_normal
2 X, ? D0 u2 q B# I1 V# G - @actors = []
" `+ x: i5 C$ v( @1 ~8 g, A - @actors2.each do |actor|
% ~3 _- |/ G; l - @actors.push(actor)( h! l: c0 R4 ]: J
- end
" b2 j2 @9 c3 E8 K* n6 ~3 A" N - end' u2 X9 f3 [6 g
- # 获取角色id数组
: E/ y9 M: W0 Z; S! t% K8 x - def get_actors_id
' a% I3 L. ~, ?* e/ j4 w - id = []2 L. [: }: U+ T
- @actors.each{|actor|id.push(actor.id)}
6 @9 w/ A: Z- @+ y7 M* v0 ?$ B# Y - return id+ f& z6 k7 l/ C6 \
- end0 _; C- |4 u! }+ G: ? P
- # 获取角色id数组
+ @9 x0 y9 S0 \9 \ - def get_actors2_id8 F7 }' d* {: d
- id = []
8 D) b9 F& Q8 l0 a; \9 v - @actors2.each{|actor|id.push(actor.id)}0 \4 Y3 x3 a3 u% [0 t5 Q
- return id/ z8 W/ e& y3 N3 A1 z
- end
; L! w. I# g& n& K9 z - # 兑换角色
$ O. [$ Q; e# n6 r* O5 B - def change_actor(index,id)
7 F) W+ d/ Q& W( {6 K& G - @actors[index] = $game_actors[id]3 Q, d: G) z9 p+ ^/ T
- end
+ X! U' }+ `2 [$ {2 [1 e$ { - # 全灭判定 ?& D7 I7 K) I- O4 N/ T) J! Z
- def all_dead?+ D; P* @% Y0 c, X
- # 同伴人数为 0 的情况下8 j. k. p4 v; y7 m- Z# v
- if $game_party.actors.size == 0
* E& V4 y% u! K# k' d - return false
- e1 [3 y9 d$ g9 Q5 n - end
, H& m& K: w9 v - # 同伴中无人 HP 在 0 以上
4 h- A0 T' T8 v* o7 p - for actor in @actors2' L8 j. Q' i, }% _( e4 ~6 F9 C' V+ O
- if actor.hp > 0
X5 \0 _8 i- @2 n" L - return false
# M1 @& R+ d5 |7 H) K- v) c - end
Z2 U) p% N' j- K - end
7 o, U/ u2 ]4 U3 ^( Z - for actor in @actors! M0 ?9 }4 l$ i3 d" w/ z0 A3 y
- if actor.hp > 0$ K6 Z% j6 o& e
- return false
! s* B7 U: l4 B4 v - end/ B# [, z- G% G# e, y% R! `0 D/ T
- end5 S ]: i( N# |* W" a6 c
- # 全灭
( z. b# p9 O8 ^& U) V" Y9 J - return true, C5 g( {3 @* K* L/ [
- end
) ], K' i$ B8 D1 [$ I! Z5 c, T - # 其他角色 Z- Y. W; ]6 h4 g* H
- def other_actors3 B. I$ S0 m% P3 I
- actors = []( _% A Q [* j/ j$ W
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}% W; r: S; D& g! w3 \4 c0 _+ x
- return actors7 t- H3 m$ f0 @' H' [ J+ J* ]3 x/ @2 w
- end
( V T$ o, j! V7 r- T, Z - # 角色位置互换6 r% l9 J, m3 U" L& f; K
- def change_actor_pos(id1,id2)
1 F+ b5 {3 }0 e% ?' w1 O - actor_id = [] \4 C/ s: o% |! B: v! k
- @actors.each do |actor|
9 F* w" U8 f6 L' T7 r$ }5 Q3 { - actor_id.push(actor.id)
; G" `8 R2 F- Y - end
+ O# E- H4 s! G* R6 J$ J/ v$ _: Y8 \- H - return if !actor_id.include?(id1) and !actor_id.include?(id2): t# h& P6 r" X4 j3 b5 o8 S1 U
- id1_index = id2_index = -1
3 y/ J9 V# }) y0 h" i; p - (0...actor_id.size).each do |i|2 x! \/ f( Q" s8 e& w' Y
- if actor_id[i] == id1
2 p3 m( Y8 N6 O0 ?. W1 b - id1_index = i
6 N. F3 w( B; |1 y/ l k- d - elsif actor_id[i] == id28 j) X* W' {' N/ ~9 g2 J
- id2_index = i
$ a& t1 v0 b/ r6 [; O9 N - end8 y$ [9 N0 J! c; B; Z
- end
. A1 F# x' K5 p. u* Y - temp_actor = @actors[id1_index]$ ]( Z) C, M$ j. W1 T8 G% r
- @actors[id1_index] = @actors[id2_index]
( |, [- O4 @3 c' C/ v - @actors[id2_index] = temp_actor2 [- u$ r+ C, R/ K$ g- z
- end; F* V* y- O& m
- end P) X0 ?/ b: ?9 ^9 h$ X% B
- - p/ g h7 ^; B) V( c7 V
- class Window_Actor < Window_Selectable
) c( g1 z3 ~$ h) ] - # 初始化/ \, E$ X, R! X) }, O3 B
- def initialize
8 V9 i A2 Y& y( T) n% s& L - super(0,64,640,256)
( a" i( A T; o$ ~3 F( ?3 L - self.back_opacity = 160
& }: m& R! l0 l3 u. {5 ^. M$ n" E* l - refresh+ W6 s+ l F6 }$ V5 b* w
- self.index = -1* W5 ~$ A* \& J# B z
- self.active = false
+ c0 r V: u/ C; C5 i7 k - end" t: |) X0 N% W* @ J5 W% ~/ c
- # 刷新0 \! w9 K) f: F
- def refresh. d6 c' W( }6 I- {" D
- @item_max = $game_party.actors2.size [" u0 j6 M- V* `% M" k; r
- @data = []
$ E5 y# I( L2 ~, z m7 ~/ Y$ w - $game_party.actors.each do |actor|
( f% |- ?6 e% n$ P8 J/ V! p - @data.push(actor)
* @2 l7 @1 U1 t. N+ I6 ^# l' d - end n1 L% C( q- g4 R z
- $game_party.actors2.each do |actor|
_9 ?& q. G( ]1 \- x - @data.push(actor) if [email protected]?(actor)
5 T' Q( [5 Q. Y7 z+ z- i$ _+ X4 _ - end
- ~6 @3 e" D* X( n2 r) M - if self.contents != nil
5 i$ I4 O8 T' }8 b2 x9 N9 ~, E - self.contents.clear; s0 A9 {2 [+ c
- self.contents = nil: d" g9 Z& u; t* N ?- B; }
- end: u. u6 F7 o" M4 v2 l! f
- self.contents = Bitmap.new(608,@data.size*32)) b5 M/ L* |5 G, a L
- x = 4
6 m8 D- o3 a7 n7 R% _ - y = 0 [- I& e4 l5 K/ s
- @data.each do |actor|/ n" l, D; {! G/ ^9 F
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
8 B3 L; _8 f9 f, K7 T v- ^3 D( d - rect = Rect.new(0,0,bitmap.width/4,31)* H, n7 V/ @, u" z# G; q# Z! v
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
2 E9 I" P4 k6 P3 q! ^% o$ P - draw_actor_name(actor,x+36,y)
9 |) O4 C: P/ ]) X( m - draw_actor_state(actor,156,y)
8 R3 y7 Z3 G: Z9 i+ A! O - draw_actor_hp(actor,x+256,y,96)% @8 x/ q( z, U5 ?! a
- draw_actor_sp(actor,x+376,y,96)
D2 ^+ K9 q$ h# l - if $game_party.actors.include?(actor)
4 h+ p4 K u, j5 X7 u - self.contents.font.color = text_color(6)
, Q& E0 L3 x) f2 @0 D1 {' [ L - cword = "出战"
1 {' {( ~& V" z' S - else
2 P1 ~; F( J& {9 H - self.contents.font.color = text_color(0); I$ R. J x2 D; t; q0 P# [1 O
- cword = "待战"
+ ]; n. p$ U, M - end
( i: T; j+ z" }: I - self.contents.draw_text(x+496,y,60,32,cword)5 U' K% H: x3 G% v
- y += 32
?! f' v- l: M& c; `% H. e$ ? - end
, V) z8 G8 j0 x% z- R) L- S - end
( `! G' q. I9 x4 y0 Q - # 获取当前角色编号5 `. w9 x2 a( Q1 c
- def actor_id: p& ~9 J5 E$ L
- return @data[self.index].id
( L- ^& ~8 @, q' O! Q - end
) [$ H. g4 y/ M! c. q - # 刷新帮助
4 G; K: v: k- h0 k- o0 b& v - def update_help
# T; a. n7 W) l3 I7 }5 ~0 A - @help_window.set_text(@data[self.index] == nil ?\
1 _0 f' r8 m. b0 ~0 V0 \* C% x, i - "" : @data[self.index].name)
6 A% M4 J. f8 t8 z( e0 Q: o - end% j% i2 d* f1 d0 U9 Y
- end
6 @2 @) y) B# o6 n( J9 x% ~& @ - : A* U9 a( o: n: X" d+ f
- class Scene_Battle/ y' Y D# W+ M: N! d- g
- include LimBattlePlug
0 m9 s7 Y: S! k1 o - # 初始化! T, W3 j8 ?, z9 f
- def initialize
2 p" B' {! {! d( c d3 U" z: L( U - $game_party.set_actor_to_battle4 Q& W2 |5 N* T, }4 K8 J! M i
- end
% s( Z1 ~% z# P C- X% Y - # 主处理
9 n6 w: P, ^, f% \: r - def main
7 F! y' M( L" B) h# A1 ` - # 初始化战斗用的各种暂时数据$ O" Y/ T( `5 W3 y
- $game_temp.in_battle = true
3 u% @" m. e- m0 W- ?3 K- {4 k - $game_temp.battle_turn = 0
* R' A# R+ e/ X7 x0 E1 p6 Z - $game_temp.battle_event_flags.clear% q( n& h6 d" u0 K0 F% ` p
- $game_temp.battle_abort = false; W6 n+ v0 t" s, c: l
- $game_temp.battle_main_phase = false7 d4 N# j! T9 T1 b
- $game_temp.battleback_name = $game_map.battleback_name# j& C1 O+ l/ N& d! D
- $game_temp.forcing_battler = nil
E7 j. B& X* q5 C - # 初始化战斗用事件解释器0 j o. |! ~ d
- $game_system.battle_interpreter.setup(nil, 0)/ B# n% ^& ]' F- ~ p
- # 准备队伍
5 K4 Q/ }/ {) y* [5 {- m - @troop_id = $game_temp.battle_troop_id
2 ^$ G; E; w3 V: O+ V, O: S1 {: i - $game_troop.setup(@troop_id)
) ~: p! o9 m/ Q1 c- O$ R* s4 [ - # 生成角色命令窗口1 ]0 ?* F7 n* _- V% Q$ S
- s1 = $data_system.words.attack
& P- p, m8 d, [) U' O' A4 D0 E - s2 = $data_system.words.skill, l/ Z0 B, C8 Z! s; w
- s3 = $data_system.words.guard# V( o: q, p* K! \
- s4 = $data_system.words.item
1 d* S& B" |1 V! Y3 y: e1 B - s5 = WordChangeBattler* Z3 c) B/ S* s% P) T* f
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5]): [6 h' c' y: D; C3 w# C! o0 }
- @actor_command_window.y = 128
; s! q# `- x. h - @actor_command_window.back_opacity = 1608 V0 m& q5 H& T
- @actor_command_window.active = false
`/ T3 V( H5 f* q0 u - @actor_command_window.visible = false
" B! }$ y o( K: B - # 生成其它窗口
0 }: f& M# q0 D' Q2 l( z/ \ - @party_command_window = Window_PartyCommand.new
" f1 m! t7 ]* f' g2 Q - @help_window = Window_Help.new2 r; X* x' A6 x" b
- @help_window.back_opacity = 160- R' N3 `1 C% E* M! |- M. S& F
- @help_window.visible = false5 S! Q/ L( C2 W& \+ L3 r* ^8 K# o" J
- @status_window = Window_BattleStatus.new
) b1 Q3 ?' \9 v7 [0 e+ o& k - @message_window = Window_Message.new+ j3 z/ t# R3 U! c8 T: j+ ` X
- # 生成活动块
) J3 G# L* {+ \) k) {0 c7 Y - @spriteset = Spriteset_Battle.new
, ~ l: _4 g6 N/ ]) S( N - # 初始化等待计数
D1 L0 }9 o w - @wait_count = 0
; N8 v4 c% i( k4 I9 O8 d - # 执行过渡3 z! S9 A1 L2 r
- if $data_system.battle_transition == ""1 F# q2 K/ C: j' A$ Z* \2 j! r) Y
- Graphics.transition(20)
& Z$ T/ N2 S# b) w" l/ R v - else
# ?, n# I" _) ?3 Q - Graphics.transition(40, "Graphics/Transitions/" +1 F3 O" m% W: i) O
- $data_system.battle_transition)7 o5 ]5 ^% u% a& t k, V' I. G
- end
, F# A* S ^9 i - # 开始自由战斗回合
+ |+ ]1 R& m0 v3 H A0 n - start_phase1. K/ }' G2 d! \0 r1 M+ W0 K8 E
- # 主循环5 H0 ]1 ?$ I% }5 Q5 T* |" U. V; N
- loop do
* n2 C- w* P) V+ } - # 刷新游戏画面
) ]3 T" T5 T2 u, s( o' I A+ o - Graphics.update+ L5 C9 t3 n! `; @9 p
- # 刷新输入信息
$ `1 i1 ?( ~& x! v8 d - Input.update
* Q0 J1 ?# L, g6 Q4 V7 H* H8 O2 O - # 刷新画面: a: t- N5 c7 k4 ]' k6 A
- update+ m9 W) X z/ S; O
- # 如果画面切换的话就中断循环
7 L# { }1 f; Z$ E) I - if $scene != self
/ ^0 A- s7 g$ I* n+ f2 z - break/ }; f$ l+ Q/ }9 U0 Z9 l5 i5 H9 @
- end
6 y! V- p% I7 H - end
+ j& z8 G" u2 x; I2 q - # 刷新地图
5 s" g) W& b7 p8 h+ { - $game_map.refresh- s* s0 I5 s9 X1 E3 Z
- # 准备过渡' R" k4 N6 Z" e1 o
- Graphics.freeze# G) w, s) e; g6 i8 v
- # 释放窗口
8 }+ E0 L/ P' T - @actor_command_window.dispose$ {( x0 l. R! Q5 a+ n3 u4 @
- @party_command_window.dispose; i0 w3 }4 F, |
- @help_window.dispose9 `' i) G$ C0 C- J
- @status_window.dispose1 V3 H5 k( H [% {0 E0 u; q
- @message_window.dispose
; w5 e s, e( l. q3 ~ - if @skill_window != nil4 E# W2 k5 B* O. i& Q
- @skill_window.dispose/ |+ J: s8 I; ^& m) w
- end/ h1 ]- }% |, N2 ?9 A1 O: y
- if @item_window != nil
) N. l: n! U8 v0 ]' ? - @item_window.dispose
% b; o0 z: z! A& ~/ q - end7 X* m( ] S& f: l2 X) n4 m
- if @actor_window != nil* t4 {3 U. `# ^* @# K9 v
- @actor_window.dispose
8 b! P/ C' M4 C - end4 d R, V+ e6 D" |& W5 O# y
- if @result_window != nil/ z% L6 ?( _0 D& n" e0 W; G
- @result_window.dispose' s6 ?) \& r+ K5 B) c+ {
- end
2 B: L" `$ O0 B% O+ g* m - # 释放活动块
. t6 P2 S! X) Y% Z, R3 I - @spriteset.dispose
1 T6 U' a* `- T* D - # 标题画面切换中的情况
9 c$ l4 x r* F1 v/ E; A - if $scene.is_a?(Scene_Title)1 f) r- `6 g4 m" D# s! M7 `
- # 淡入淡出画面4 `* K7 C$ i" K$ h& |
- Graphics.transition
4 D: o% d+ ^; u - Graphics.freeze! w6 d% ~6 c2 d4 f
- end
4 r- N0 n- M( y1 _: i& O3 T - # 战斗测试或者游戏结束以外的画面切换中的情况- l: F# ^$ u! F1 F! I" ]/ m u
- if $BTEST and not $scene.is_a?(Scene_Gameover), O8 r+ C- K8 B
- $scene = nil, B8 T3 y" _( g- D. f$ r* q4 W
- end
7 v: }' J* ^9 { - end [! Z! C+ ]4 \ k, r
- # 战斗结束 }2 A. o* p9 ~: ^6 m5 r1 @6 T$ R9 g& c1 g
- alias lpb_battle_end battle_end2 U! I* @( N- _: H( `4 S9 h
- def battle_end(n)
C! h( ~' k+ Q: v) F - lpb_battle_end(n), q4 |+ `0 s' @* k# y
- $game_party.set_actor_to_normal
3 p$ Z6 K1 m) D/ m @* r - end5 s) n" G, h4 X, ]8 l/ d
- # 开始回合3
( u8 ?, O; k- U' o6 |6 z - alias lbp_start_phase3 start_phase3
) n y, P- y" S, K* ~ - def start_phase3' j6 O" o9 p2 Q* I
- @changed_battler_id = []
. k5 j+ R4 ~6 L, K# b$ W - lbp_start_phase3
4 E% i, ~# }, @" ~; O6 s - end
1 A" [ o' G# g+ d! {7 `% p+ H- y - # 刷新角色命令回合画面3 e8 V! E$ }/ K1 h6 i( Z/ E
- def update_phase3
3 w& z7 H: F% z4 m7 K1 H$ P - # 敌人光标有效的情况下
. P9 ]4 C3 w. Z2 L9 L% K- M5 f1 Y& j - if @enemy_arrow != nil
: A; K: L5 N( T7 Y5 H' n - update_phase3_enemy_select
( h6 j% v7 d# z. V( S* ^ - # 角色光标有效的情况下1 s7 N# t6 i" O" d8 [% T
- elsif @actor_arrow != nil, u& Z# m9 v& E0 e2 E8 e8 g* Z
- update_phase3_actor_select
' x6 h. t5 U: g& V$ b: ?4 u - # 特技窗口有效的情况下
! k. p6 A- Z5 d+ X- r" N% F - elsif @skill_window != nil
7 [$ @# x) m2 {) i9 e - update_phase3_skill_select
" u, |& c! e9 ]8 H! q - # 物品窗口有效的情况下5 N9 u' L$ L" m( r1 k; K2 X1 f
- elsif @item_window != nil
2 J9 ?) {% s* s) O j4 b- v+ y2 T! f - update_phase3_item_select
' p( m- Z. x# k6 ^% a - elsif @actor_window != nil
' K% \$ h, w# V$ p4 i, x7 `0 L - update_phase3_battler_select9 b) A: B) I9 B9 c' N4 M. H) E
- # 角色指令窗口有效的情况下
% M3 p8 a7 @: ]; J! q - elsif @actor_command_window.active
6 e j. [6 q f8 W8 Q# Z- @ - update_phase3_basic_command2 O" \5 ^- W# r* }9 c$ h/ W
- end
* t! G/ }5 p, F0 t - end& f3 q/ z: J" `. F6 E, H2 O
- # 角色基本命令" \' d) Z6 I, P! L Q& D1 K" C( o
- def update_phase3_basic_command" g" h% d' C& P! i0 {% T
- # 按下 B 键的情况下
0 h. f9 j. B, Q' P: H - if Input.trigger?(Input::B)8 Z! _9 d$ X2 x8 i5 Z" | Q( Y0 @
- # 演奏取消 SE# u# b3 W3 a0 v4 k7 a" o. ~
- $game_system.se_play($data_system.cancel_se)' U7 k1 ~- A9 S* v- O9 f
- # 转向前一个角色的指令输入/ @) h" n( M) p+ W
- phase3_prior_actor
+ z# R1 w) Q7 S* U - return
& A5 Y9 a3 A9 u - end
3 v/ P F* v# f# h1 G( R% ` - # 按下 C 键的情况下
1 Q$ q) l, z- O& |1 Z. \* \8 y" A - if Input.trigger?(Input::C)
% j1 p7 v$ t# G: z - # 角色指令窗口光标位置分之2 M( w5 m$ {: S
- case @actor_command_window.index
, i7 f0 t5 c* f' i5 B- M' d - when 0 # 攻击
! j/ j U1 I7 h) {' [0 C - # 演奏确定 SE
# \: h, M" s5 s" J. S C" d - $game_system.se_play($data_system.decision_se)
% o/ r' Q6 L8 m8 `% l( L7 H - # 设置行动7 F9 P$ F& C! s# H9 F. o7 `; D
- @active_battler.current_action.kind = 0
$ I! {8 o8 f6 C8 K - @active_battler.current_action.basic = 08 ?0 |; Z4 u; L6 p5 B
- # 开始选择敌人8 H: S' I0 {1 R
- start_enemy_select
% J$ _0 D' _( L+ z6 [ - when 1 # 特技! I. |: R4 s. I- P3 e/ p; [ Q
- # 演奏确定 SE
, v7 r. C. ~6 X9 m7 X - $game_system.se_play($data_system.decision_se)
$ U4 g$ g. [5 K- K6 M( \ - # 设置行动
3 o% l$ M7 k! w# U" d - @active_battler.current_action.kind = 1
8 S$ g6 z6 u! I4 J) T& ]: [) l - # 开始选择特技$ K/ D: Y9 O% O" E1 g. @
- start_skill_select
0 E" A5 r+ H- ]: U# ^* m6 l - when 2 # 防御 R5 o. |$ a, f9 D- Z
- # 演奏确定 SE- p9 v! p- b7 h* v
- $game_system.se_play($data_system.decision_se)8 q$ l6 i5 Y) Y1 j O$ p
- # 设置行动3 p0 h+ G2 V* C. `/ r$ t' _
- @active_battler.current_action.kind = 0
' t! a# @* p) P! ] - @active_battler.current_action.basic = 16 I6 B# d5 T7 ?6 _# [# r; b
- # 转向下一位角色的指令输入
7 f' z& u3 l7 N) N9 X; z& _/ J - phase3_next_actor) C; S+ j, U$ ]1 p1 m) a
- when 3 # 物品
7 ]: I$ E. u0 z5 h* u - # 演奏确定 SE
7 Y, \, {% \! ?1 p - $game_system.se_play($data_system.decision_se)
" z4 e( m! V" V! h. N" ~ - # 设置行动& g5 K( V3 D9 @
- @active_battler.current_action.kind = 2
9 r$ p+ d! d! b3 \" x* g - # 开始选择物品
! x7 \, `5 l% ]; P9 |4 v. y* Q" S - start_item_select3 [$ ~) j# a7 u) l2 p
- when 4 # 换人
9 `) B1 U: a3 Z7 Y: k+ d - $game_system.se_play($data_system.decision_se)
4 r! f2 ]; }$ H$ y' O! `# w - @active_battler.current_action.set_change_battler
) t. {$ W- p" M* r+ @ - start_battler_select N3 v u3 e! a4 r) i
- end
7 a: k* G- M5 ]* }, `- z - return
/ K9 T: {! n4 m) O0 a# S- b - end
5 K, E5 P2 F/ E7 h - end: `( `% k9 F' t% f% t5 q7 K
- # 开始角色选择8 {5 Z' o+ W+ M" U* u+ V
- def start_battler_select
7 Y* r( y1 ^0 M! @, c/ b) Z, d- `7 j% ` - @actor_window = Window_Actor.new' H+ u$ ?3 I4 P% }9 V" k- S8 d+ V# z
- @actor_window.active = true, j$ u# C5 F, j9 d) L4 L$ v
- @actor_window.index = 0. P% e f% m5 g4 @4 x2 ^; K
- @actor_window.help_window = @help_window% b0 b) H# r1 k" j2 B4 |
- @actor_command_window.active = false4 Y. ~7 N# J. {/ ^ @! y
- @actor_command_window.visible = false
. R# m% x! b+ c4 g - end$ L% B$ Y7 {( |$ U
- # 结束角色选择
2 R& K& Y& v1 D3 _ - def end_battler_select; f! R2 }. I1 y5 Q( X
- @actor_window.dispose
: { l0 d; C7 z$ }/ N - @actor_window = nil
5 ^ u7 p$ `* |; j, W, C - @help_window.visible = false
$ i4 W6 {7 z6 d4 b/ ~+ }6 T3 e! n - @actor_command_window.active = true
" x# r5 y% k7 P- j2 N, e - @actor_command_window.visible = true
+ m/ `9 @" W! b: y" @$ t( r - end
1 I$ d+ C4 ^: m5 D- P - # 刷新角色选择
; `7 _2 q& C6 U! ] - def update_phase3_battler_select
1 }% z/ o! i# Z0 _8 Z - @actor_window.visible = true
+ v4 a6 T$ T. `) ?. U- o& g. E. c/ } - @actor_window.update3 J6 s0 F. _$ n; }4 k
- if Input.trigger?(Input::B), M/ H& c8 z h& D0 A4 @
- $game_system.se_play($data_system.cancel_se)5 Y# b6 n; [+ [1 k, Z
- end_battler_select
( z9 d, T6 Y$ t, @! \, |7 M - return
3 w s' c8 r; \! g - end
& _8 ~7 m- v5 {) J$ O, q8 d9 P - if Input.trigger?(Input::C)7 B/ n1 V& _- G$ N$ D5 E" _
- actor_id = @actor_window.actor_id# h. Q* p+ Y. g. D
- if $game_party.get_actors_id.include?(actor_id) or# d& E; w1 Z& M; f# K
- $game_actors[actor_id].dead? or
! H6 W+ Q5 H- A( r0 C1 { - @changed_battler_id.include?(actor_id)
5 e: f, G2 w Z* s2 {( m - $game_system.se_play($data_system.buzzer_se)3 X# |" s) ` @, D5 `4 K$ G
- return
, H0 A/ Y3 i! \: H3 k - end
9 [# w' W: e3 X; ? - $game_system.se_play($data_system.decision_se)) Y& n1 v: z& w4 ?* {
- @active_battler.current_action.change_to_battler = actor_id; q0 W" g/ `- j% z6 F
- @changed_battler_id.push(actor_id)/ U8 B6 h6 [: v
- end_battler_select
3 [9 D3 r% _0 c- e7 o) T& Q( q - phase3_next_actor3 [, T7 k) x9 R* @+ D2 H. ?
- return
_, N0 g1 d7 d3 g - end
8 @1 d5 E4 b( N& k - end
- K) v$ D8 E: |3 q1 M6 N/ [- B - # 行动方动画
) t" x) z' U6 V( A - def update_phase4_step3
% m- K. u) N! z% U& D; k - if @active_battler.current_action.is_change_battler?
) ]* W% b7 V9 O' ]3 } - @animation1_id = AnimationChangeBattler
6 d( M5 C) b. L - @target_battlers = []" _2 Q8 }; U3 m+ I7 I! V
- end
4 G4 k% u# J) _* |. [2 \ - # 行动方动画 (ID 为 0 的情况下是白色闪烁)- i0 ^7 H/ a7 B. i! N6 t) ^ D, i+ K- N
- if @animation1_id == 0
' J6 r: b7 C/ V7 g. T - @active_battler.white_flash = true' f% q K: r. m' \6 f2 s
- else
" E0 |5 D! A4 u' ^$ S: s$ Q - @active_battler.animation_id = @animation1_id
) h/ N4 f! ]2 B: f5 j - @active_battler.animation_hit = true! i& E& Z- a# R3 v! Q) M
- end
0 j0 I1 _+ Z2 }* L8 @/ @" V" @ - # 移至步骤 4 z' x! A( O, n( ]) r9 Z6 O
- @phase4_step = 4
# V. {3 X9 V. y4 ?+ |& O - end; I; y/ w B5 G+ t0 _
- # 对象方动画9 c3 z8 J8 F9 f+ R2 U* n2 A h
- def update_phase4_step4
, T# ?& Z' j9 v$ g. [4 v) G - if @active_battler.current_action.is_change_battler?
8 h& j ~7 P L0 ?. C# i3 K - actor1_id = @active_battler.current_action.change_to_battler8 M/ h/ f9 A- m; ]% i
- actor2_id = @active_battler.id; h' L: B. R5 P! E7 V4 x
- (0...$game_party.actors.size).each do |i|
( l/ l7 T: J* p - if $game_party.actors[i].id == actor2_id R J) D; t/ g8 q
- $game_party.change_actor(i,actor1_id)) I; `6 O C+ S5 e" [* [
- @active_battler = $game_actors[actor1_id]; L! [& S+ f9 _
- @status_window.refresh
8 o+ z$ _. e3 y! I - end$ V0 k( y: N( [ }( B. D% C
- end( q7 I$ J- _7 t4 E. n* e
- end
7 b: X) ]( z/ z$ u - # 对像方动画
4 o' a# D [4 I8 Z - for target in @target_battlers
4 o- i* t x. F/ S! Z; j - target.animation_id = @animation2_id: Y, A/ d; ]3 }% J; ]
- target.animation_hit = (target.damage != "Miss")6 ~/ q) ]1 u4 C# ` w; e
- end
3 R/ r2 v; x' C6 p' Y& b2 H - # 限制动画长度、最低 8 帧
2 P9 |( G u/ q- k) w7 F - @wait_count = 8$ O/ G. Y% }, d# n7 A8 G
- # 移至步骤 5
+ r9 V- U, a8 v! ^ - @phase4_step = 5/ I# w% h9 \3 j; e
- end
* ~& `' v O# |/ D6 y* M - # 公共事件9 ]8 z- f- c3 K3 a% x+ S# e- z0 \
- def update_phase4_step6
9 ^/ M* f+ N h6 L& V) s - @target_battlers.each do |target|
1 [3 [2 A( j& k- B( i/ }- R& V+ i - if target.is_a?(Game_Actor) and target.dead? and Y! n W/ U" l
- !$game_party.other_actors.all?{|actor|actor.dead?}& F* r. K6 x/ C) u3 D. q+ k
- @actor_window = Window_Actor.new
* E# j2 s) b8 @6 V - @actor_window.index = 0
: s! U: U, M5 O" U" ~+ ] - @actor_window.active = true8 k6 C8 L/ |0 |1 }! A
- @actor_window.help_window = @help_window
/ u' ?- f( Z# W. \. H - actor_id = -1/ X3 h# m. f; `) h3 e5 K9 C
- loop do5 [5 k$ i# D6 w6 W) S
- Graphics.update
+ w/ Q6 C5 }) b; M$ M1 v5 H: V' U1 ] - Input.update4 g; U( @3 e0 F2 [+ Z+ g0 v
- @actor_window.update ?* b% R4 `" I& C
- if Input.trigger?(Input::C)! w9 {' s6 Y& n V( @8 y2 M
- actor = $game_actors[@actor_window.actor_id]: B$ ]+ x1 T$ y) V5 N# O2 F4 e2 a
- if actor.dead? or# [) H/ W8 f6 i2 W7 v% ^7 }
- (@changed_battler_id.include?(actor.id) and
/ {* x" L) h8 X& f+ R1 }# _; o6 F - target.current_action.change_to_battler != actor.id) or
/ M, U4 c7 w( k: j - $game_party.actors.include?(actor)' g& x9 j: C+ N, J
- $game_system.se_play($data_system.buzzer_se)
+ I! ]! h- {" |4 y) K1 u) i - else; a( g* c* B- `, H' a& P
- actor_id = actor.id8 U5 p: p5 L, n# K0 Q1 W
- end
, I9 L8 h: \5 ]# O( t9 E2 B% q - end* Z. j- S9 x! `, k) h N) f( @
- break if actor_id >= 02 h% q: w8 H* ~! |8 M) t+ R
- end: u- c: `% C! K# A
- @actor_window.visible = false
5 m0 ?0 L. }4 r. v6 a1 m - @actor_window.dispose
5 A* O* I A. a( [; \/ F1 {7 ^" ? - @actor_window = nil
2 J* _* O, v g1 s# Q* G( b - @help_window.visible = false
) d- V+ c/ z: J3 l: U* s: v - (0...$game_party.actors.size).each do |i|% B- z, r$ V4 {3 g4 E
- if $game_party.actors[i].id == target.id: ~. o& _2 \, ^- e7 C4 t
- $game_party.change_actor(i,actor_id): ~1 P$ h: X& f$ D! n# Z/ w
- @status_window.refresh
5 N1 N* R, P/ D. i4 P - end
* z- d$ B4 M: ~7 g4 ~4 S - end
# o( ]0 S: H% j# C7 x/ ` i. B& k' N - end/ n; F3 r, k# W9 E
- end
, I+ \) S; }) Z$ c8 V - # 清除强制行动对像的战斗者$ f! n5 {% N5 b
- $game_temp.forcing_battler = nil
u& Z" G9 m9 I' c9 p; g2 t0 } - # 公共事件 ID 有效的情况下
7 S0 C% z8 f; G# S6 ?: J - if @common_event_id > 0- W; {6 o! T& ?4 i1 A: J3 }0 z
- # 设置事件2 c1 y* M* Z! Y( t0 L3 F6 t# T+ \9 A
- common_event = $data_common_events[@common_event_id]
; O& C; w2 i; @* r2 _ - $game_system.battle_interpreter.setup(common_event.list, 0)
! m5 F% a* @2 Z8 ]6 R( J - end! t9 J) a8 Q8 H
- # 移至步骤 1 K" \! v4 \8 G6 Q" B0 x+ G
- @phase4_step = 1
8 E# [& X1 Q! p% t; M2 K9 L - end
" Q- T! O6 r0 ^ - end5 t( @3 w, H G) B/ ~8 o' u
+ g& |' K/ {8 P- class Window_MenuStatus
* U! b, P! I7 K8 G+ k- B - def refresh% v/ H G4 I- a4 b% ?$ S
- self.contents.clear( B% ?) P, N* y& i9 I
- @item_max = $game_party.actors.size
. P( X) p+ A# ~% }# r - for i in 0...$game_party.actors.size
7 A* W/ H! E, C - x = 4
5 h8 B: y" n9 \# f C4 H - y = i * 32
2 Z' |+ `0 B0 R6 L( ] - actor = $game_party.actors[i]. P6 J' |% j6 s3 t4 {1 q. N
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)4 `/ ~& i! R8 S
- rect = Rect.new(0,0,bitmap.width/4,31)
/ {3 a7 g# M" T6 h! C2 H - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
: _9 \" K, Q) E* o" P& l2 H - draw_actor_name(actor, x+36, y)% b0 U; c) `# Q9 g |; X
- draw_actor_state(actor, x + 136,y). f0 d" @3 {4 j* v( S
- draw_actor_hp(actor, x + 236, y,96)
: M, i' d6 P: @ - draw_actor_sp(actor, x + 336, y,96)' {" U1 J0 V1 c1 R! k$ m
- end
; E/ m* ?& D+ ~( D - end
0 Q: B- H4 ?9 y$ M - def update_cursor_rect
! C3 C9 B; c3 ?, N P - super! ~* j+ n* E m& `5 y/ x! D+ z
- end
( b7 ?8 w' f3 \ c% B - 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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