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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( k* x. l1 D* _, M- ~( I4 y. u
- % @4 G q6 P+ l
- # 队伍最大人数4 @3 G6 ]5 @/ ~
- MaxPartySize = 84 b4 h1 N1 _$ v0 c6 Y& `* o9 K
- , V1 v8 o. @3 n" ?- ^3 t
- # 出战人数4 }9 m+ P5 C: r' L3 w9 J7 t& @% S
- MaxBattlerSize = 1
! V3 G8 L2 p0 c
1 Y/ V. [# }+ W( ?9 k- # 换人语句' a) N0 M% h+ @: X0 F" l
- WordChangeBattler = "换人"
' |8 C8 `+ b( N! g - ; ^# U. U& L; G) J8 b1 q6 A9 j
- # 换人时播放的动画
" V) f5 P& \5 d5 g* t' A0 h - AnimationChangeBattler = 26
$ Z, c+ H; A1 i. D6 L5 T; j* p
' d5 v8 ~& ]) l- end
3 u( |9 D: @4 ^ | - ) B; O5 W) c+ C7 k5 h' G& A
- class Game_BattleAction* v8 {: ~. m8 s8 T
- attr_accessor :change_to_battler+ M* M7 j- `- Z
- # 初始化
* |, `6 d% G K( W& y8 L - alias lbp_initialize initialize
6 z u1 K! ~& W5 W - def initialize4 t3 `$ m6 u7 c, a& E2 y4 B5 q. {
- lbp_initialize( j, m/ w' a; k6 |9 o1 d
- @change_to_battler = 0
8 s2 v! x) R; O5 U7 ~6 [ - end
7 v1 j7 i: c+ b6 D% R" f' l - # 欲更换角色编号' g; t L, H, S
- def set_change_battler
7 H8 ], w( e/ ?9 ^( D - @kind = 3* p( y }. Q1 _% {
- end5 A$ y1 F! G% ~' u/ U* d; V
- # 判断行动是否为更换角色7 R% U/ w. E8 l/ p
- def is_change_battler?: f* x- M" k# t
- return (@kind == 3)
9 X/ {8 O2 L# O - end P( F; L- R: S6 e8 U3 d
- end
( Z1 h# \3 K' R! v+ K$ S - $ R/ |! J* H) T9 [
- class Game_Party K' w4 X& C2 n0 |; G; \) q/ U
- include LimBattlePlug/ H! b$ l% ~3 h: l* |) \% o; m
- attr_reader :actors29 n6 A- V9 s/ D" d6 G$ Q9 f
- alias lpb_initialize initialize
: @; b& n% E8 a2 e6 i, k# ^ - def initialize
, M' ~( E8 L6 m0 @ - lpb_initialize
" ?8 R1 ~- V9 `! {/ m - @actors2 = []# ]$ B" E6 R6 H
- end
# V [# N: U8 u: r1 H; I - # 角色加入
! s g! D$ x/ v$ `2 i; K- l4 ? - def add_actor(actor_id)/ D3 l w! t. y- i
- actor = $game_actors[actor_id]: U0 J) t: b; v$ g$ S
- if @actors.size < MaxPartySize and not @actors.include?(actor)$ _; f( x8 ]- ^+ T q7 J# j! e3 \
- @actors.push(actor)
2 B4 Y$ b( z7 s6 D$ G5 F - $game_player.refresh
5 o: A+ z" a) D- Z/ d3 O- a - end) J; B) a1 l# j8 r0 M# p
- end& \2 n7 y: w- C4 v# \
- # 设置战斗的角色3 K. T# k' A$ X, \. l
- def set_actor_to_battle S" N$ L* x+ P2 g/ Y" d5 [
- @actors2 = []
& O( P" ?& c( I5 p+ Z& P) M1 X6 x - @actors.each do |actor|
1 Q1 v! o0 q9 d+ N8 D) q - @actors2.push(actor)
# Q/ l" g1 C% w- J ^% S. b - end
0 y3 |) i& k8 @5 Q6 K c5 b" L - @actors = []
4 ?& @( `8 K& t. ^0 v - @actors2.each do |actor|
" Z( A' L; ?6 ?% O - @actors.push(actor)
: q5 n, O! R* Q4 L# U - break if @actors.size == MaxBattlerSize0 y+ H' z0 y( ?! X
- end
$ }) B5 x! Q( ? - end K3 b! E j1 b7 j$ z
- # 还原战斗的角色9 A( k7 s+ H H3 i9 p3 `9 }1 h& [5 Z
- def set_actor_to_normal' D+ C/ N0 x; e' n# [# Z7 J6 {
- @actors = []
/ i6 f, S. E% J& h! ?1 E - @actors2.each do |actor|3 O' X: S, _2 `4 ?1 P/ [
- @actors.push(actor)1 ^7 h" d5 C1 z8 |0 s/ O
- end
4 D8 V0 }% d d4 p. E2 Q - end' ^, X8 Y, L$ z$ U/ f2 r+ H0 V0 D
- # 获取角色id数组" V% o5 L3 Z1 [1 ~& t+ g
- def get_actors_id! G" r' M5 g6 @# R
- id = []: T% Y+ ^" f% f4 z4 U8 q
- @actors.each{|actor|id.push(actor.id)}. I# i/ n6 D. g
- return id, X) ]5 m$ j4 Z. v+ R
- end
$ C7 o$ @' r4 ~8 H* M - # 获取角色id数组
' }& K$ ^: ^9 u" O9 L! V* r1 X - def get_actors2_id
# C9 d8 j. u$ |4 U% P ? - id = []$ ]7 J/ x& Q& A% E2 ~6 M0 Z
- @actors2.each{|actor|id.push(actor.id)}
7 j5 C; H3 G' N! X - return id& o1 K H2 a, n
- end! s' P, S- `% Q
- # 兑换角色
) t" x* r/ s. m8 f3 w& `0 m& ~6 U - def change_actor(index,id); |5 y/ i: _0 G1 Z: Y
- @actors[index] = $game_actors[id]
# ~8 S( `" o6 [# S" x4 n ~ - end
% z7 T# r3 F# ~( r - # 全灭判定
/ k8 x9 A9 M3 a: k6 ~) G - def all_dead?
* b' L, m, A5 j6 S0 D- h/ I - # 同伴人数为 0 的情况下2 A/ L# A- R5 P: c: t) X# x( `
- if $game_party.actors.size == 0
& T- D4 n% l; S9 j3 }0 k - return false
0 N! }1 M/ ^6 g2 A - end
/ A, l# M) Y) y" G" Y2 C" Q$ W1 G3 e - # 同伴中无人 HP 在 0 以上
7 F! g7 }7 g. g - for actor in @actors2
9 S; v/ u" y* T8 c5 ^; _ - if actor.hp > 0
2 f8 ^- K4 @ s% e! U9 q: H - return false5 n' c& ^6 Q. `5 V/ J
- end4 M% L9 e$ X6 P4 K0 O2 t
- end* _( @; O/ g) u2 P, P7 t9 j! h
- for actor in @actors
" a( i( y! f: S5 K) k - if actor.hp > 00 L# \, A* ]' H# X6 B; ]) f
- return false
0 S" U3 `3 I' `8 l. ?1 v" h - end( \( t& |5 U4 [* q, f1 j
- end, G8 [( j4 q" J
- # 全灭: w4 S! _8 j; q- x6 M1 ] z# c: {7 m2 J
- return true
( {; Q* O6 [0 \& o# w1 F - end
( T/ I7 X$ I+ y8 i. b - # 其他角色# c% Z3 ^* p8 }
- def other_actors+ `4 s& \2 Y$ m
- actors = []
G) O/ R/ T5 s! E# y - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}! }4 p3 v* p0 i. H
- return actors" m* Q. [. o! @& A, d
- end, z2 Q; |5 y+ {8 y' F
- # 角色位置互换4 F1 P/ B8 e2 c
- def change_actor_pos(id1,id2)
+ w1 x+ Z; M. @7 ^' V - actor_id = []) I6 u# v3 P/ n' v
- @actors.each do |actor|, T5 h7 X0 e# I" O( ]7 ~. w
- actor_id.push(actor.id)! N% h; L, \1 f7 F7 v4 s) {6 H- j! A
- end# I9 U$ A+ p9 i3 } ]) Q) u! M
- return if !actor_id.include?(id1) and !actor_id.include?(id2)7 H; _" Z# Y( {8 E9 e$ ]9 C
- id1_index = id2_index = -1
2 N( w: d5 X+ f t; C, g$ { - (0...actor_id.size).each do |i|7 g% F% R' K" t+ O& ?
- if actor_id[i] == id1
h8 E, T7 {9 q. G, Q1 D5 P - id1_index = i
1 T6 A# t% i) u o - elsif actor_id[i] == id2
: u: U: i, e% {3 B+ D3 e: t - id2_index = i
+ Y' n' X% a, q - end& U, E; w$ h" Z" O2 q
- end0 `! k. K/ h. }9 }
- temp_actor = @actors[id1_index]/ t- g( J z% t
- @actors[id1_index] = @actors[id2_index]2 ^! o7 K U2 c3 {. M/ ?, S* _
- @actors[id2_index] = temp_actor
+ L1 T0 F* b9 y# a' N - end
0 s* {4 J& E: v* L4 K- q - end/ J/ X j7 w- V1 O1 V" ~
8 X" |8 H( d9 r1 f! |2 i- class Window_Actor < Window_Selectable ~, F& R9 _% H. N" G* D
- # 初始化; z8 M0 G- w, |/ O1 Z
- def initialize
. z( ~' G4 f, ^: [9 }7 _6 N - super(0,64,640,256)8 W, p. ^8 n$ i. |# P
- self.back_opacity = 160 E& _7 } B# l! O% k3 x
- refresh
! b! P& |5 ^$ v# D - self.index = -1
* x$ s- l* }, I. r V1 z - self.active = false) |5 k9 j. ^$ Z9 o% T- h* @) |$ X N
- end2 n+ n/ D9 r2 c: `* @7 q9 B
- # 刷新
6 c1 O, _- D- k/ ~6 p/ e* d - def refresh4 c% f+ A( Z( x% o/ Z
- @item_max = $game_party.actors2.size; _9 T+ g; c8 ^% ~/ W7 b
- @data = []
t+ q( {$ H5 q - $game_party.actors.each do |actor|/ N8 M9 w0 P. J- Q7 v; R' w0 {
- @data.push(actor)
# _/ o$ }& Z; z, F - end
7 P6 P: _$ l: R Y5 f# Q - $game_party.actors2.each do |actor|
( X' b0 y& U! w. ^; ?. Y/ t - @data.push(actor) if [email protected]?(actor)2 \2 D: C# O5 s- { B+ `
- end0 T: F/ C& ?6 [: {# ^0 c; V: b
- if self.contents != nil
1 o6 x3 t- W% K; T2 L( ]/ ^ - self.contents.clear
+ [- v7 x! w% b" k - self.contents = nil, g; e/ ]1 s" N) r) U0 S1 `
- end- {( o- Q: X) H
- self.contents = Bitmap.new(608,@data.size*32)
- A: b. x, Q) H - x = 4: p& `) b. e& L5 N" U: @" {
- y = 0
% V6 s4 c1 R; B4 \) E - @data.each do |actor|' @- z* z$ M1 j3 l
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)0 S) s' v! [3 V
- rect = Rect.new(0,0,bitmap.width/4,31)5 {* c. b/ T1 Q
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)$ f7 J" {9 m) ?1 E7 S
- draw_actor_name(actor,x+36,y), u, c2 E% @+ @. @
- draw_actor_state(actor,156,y)6 b; J' _1 G* G0 @& D: _7 O
- draw_actor_hp(actor,x+256,y,96)# g d0 h8 Q4 G0 l9 @0 n/ U
- draw_actor_sp(actor,x+376,y,96)& x5 |# \+ K1 A8 w7 M3 w/ w
- if $game_party.actors.include?(actor)' i- b! z( W3 D) s. g6 k
- self.contents.font.color = text_color(6)! s9 S! h6 ]& T; u9 a+ U
- cword = "出战"
2 ^" k3 g, V% ^3 c! r - else& E- u) N4 y# I+ C; v9 G2 ?' t
- self.contents.font.color = text_color(0)
0 p1 i/ @0 K/ p+ k, l# l3 ] - cword = "待战"2 \- `/ k6 d0 [7 a/ m
- end
( @& {9 u5 A7 z - self.contents.draw_text(x+496,y,60,32,cword)
, [ ?/ U' m1 p7 R - y += 320 H! S' g6 Y( { d
- end
4 A f; s# B0 c; w+ }1 t B - end# }2 x; `8 F c1 ?7 f; g/ `* L, S
- # 获取当前角色编号
3 ~6 h# S2 e6 y) v, \0 R$ d6 v - def actor_id. E& d6 v! H" |5 a1 U. F. w# n
- return @data[self.index].id
, x3 A" x5 U+ C: t6 j4 t2 `$ ~ - end
: k6 x8 b, |, d$ B! M8 K - # 刷新帮助
/ `5 Y2 @) h3 ]# p - def update_help
8 o% T& _0 p% N4 ^. v - @help_window.set_text(@data[self.index] == nil ?\
# X+ p9 u4 B% G7 L# t) k - "" : @data[self.index].name)
5 ]3 R3 k: B0 i. N$ q9 w - end
, r: J: ?; F' ]% p9 H, @ - end
+ B" Q6 U( k& B! l$ F( q. q+ c - ' c7 o2 M9 L- R" i
- class Scene_Battle
+ h1 Y. Z$ `% a$ N - include LimBattlePlug
; S7 r. w. j# ]2 E( @& e - # 初始化) A! Q# Z3 e. D; U
- def initialize
/ S/ E- K- y0 G: o+ s/ ?! q - $game_party.set_actor_to_battle- _6 ~* j% R5 t3 x8 \, `
- end
# _& k9 Z9 G% b! m5 ? - # 主处理
" f; M Q W" I8 s' D - def main9 v2 |9 ~ T# u* z- B3 I0 F
- # 初始化战斗用的各种暂时数据
# l0 c* }* i- v4 f" X& m1 V - $game_temp.in_battle = true
2 e( z! t1 \; q" e - $game_temp.battle_turn = 0$ E" ~* X t' u2 }6 h t: p( ?1 ]
- $game_temp.battle_event_flags.clear% f- Y- J9 y6 `) }" I
- $game_temp.battle_abort = false3 \$ K+ _% p, @2 i5 j3 p; v; ?9 l
- $game_temp.battle_main_phase = false% K0 S) i8 d; z K( {
- $game_temp.battleback_name = $game_map.battleback_name/ j2 z% q0 F8 @
- $game_temp.forcing_battler = nil
) K5 m* c( V; U; `0 o$ Y - # 初始化战斗用事件解释器1 }( o a3 \& r' {9 h
- $game_system.battle_interpreter.setup(nil, 0)
7 W! g( q/ d- m u. ^5 z7 H9 l - # 准备队伍5 h5 e3 u* l. i7 J6 o/ U
- @troop_id = $game_temp.battle_troop_id# z% S# s& f y; c9 x: m. Q" P
- $game_troop.setup(@troop_id)
, u. O4 B6 Q, j1 r/ L - # 生成角色命令窗口/ r9 X ~, h: Z# K* Y B/ ?6 z! g% T
- s1 = $data_system.words.attack# q* n) I1 C( l ~
- s2 = $data_system.words.skill t0 Z" @5 l) @( Y7 f" Q- L5 K* i
- s3 = $data_system.words.guard! b6 L$ E% M( Q6 [% Z/ B! K
- s4 = $data_system.words.item
$ {1 e0 b; m) P$ j9 C* ?/ e - s5 = WordChangeBattler
b( _8 I, N1 M3 u: q - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])# N( b# }3 m f/ {) I: m8 @
- @actor_command_window.y = 128
+ C: }0 ?+ M2 @5 Y, G- W9 u - @actor_command_window.back_opacity = 160' E" W& i, z- @ z# M* |! ~
- @actor_command_window.active = false' m$ U9 W5 {7 S
- @actor_command_window.visible = false
2 v3 d, P, I7 N - # 生成其它窗口
0 [2 A# S3 {" N7 z( _ - @party_command_window = Window_PartyCommand.new8 l+ B$ x8 s7 x
- @help_window = Window_Help.new6 A- p1 M: Y4 }. h
- @help_window.back_opacity = 160$ c7 K, x V, ?
- @help_window.visible = false
# z: C* p( K* z! S - @status_window = Window_BattleStatus.new
# O* x/ u- S4 z+ s! U, Y4 i; n - @message_window = Window_Message.new8 [$ J5 W U( c" q4 Q/ V
- # 生成活动块8 `( s( F8 }* H4 }8 ^+ r
- @spriteset = Spriteset_Battle.new, |: w. A: A3 }9 l
- # 初始化等待计数
" |: M$ d: _8 D& d; M' m$ L - @wait_count = 06 Y! ?* `8 l) T* j0 j" `* S
- # 执行过渡) L& ?6 v7 Z/ N' `
- if $data_system.battle_transition == ""2 f; g! f7 }0 [, N& }" @; a
- Graphics.transition(20) N8 Y, }" d3 H9 R: K
- else5 w! K+ Y1 w. Y+ R3 g) s8 [
- Graphics.transition(40, "Graphics/Transitions/" +7 m, H/ N, y. Q6 u
- $data_system.battle_transition)* l n" V- a% }5 p$ p
- end& }, N# z0 M* P! p
- # 开始自由战斗回合# v5 P3 z9 I( B W
- start_phase1% ^1 F: o# b! a9 O% L: j
- # 主循环
2 H$ p j8 k/ m/ A, l - loop do
( i$ @9 M* A" G+ U+ C; n - # 刷新游戏画面
# M: ]* D. j5 y* r, i: T4 D5 ` - Graphics.update- u9 a# g$ w$ ~" ]6 U& z2 c
- # 刷新输入信息/ A+ h: v2 v+ O8 b: B
- Input.update
' Q% m1 o( ~1 C) [ - # 刷新画面 Q* U' ^ w( l2 L: H$ F/ W
- update
+ U1 J6 k( K8 N - # 如果画面切换的话就中断循环+ T3 h% ?# r: E. ?
- if $scene != self
9 q2 c; J( s6 d7 g6 r" j1 ^& Z - break
% j4 q" ^+ M2 ]8 i! D' o# m# R" l - end' z4 F7 y. I! Z( n$ e
- end
. a* R& e% H4 p - # 刷新地图( b8 D2 _, c" ~: D/ W
- $game_map.refresh$ K! C2 i' B/ e$ h! l8 ~
- # 准备过渡1 N' d* P/ b+ q8 E7 B
- Graphics.freeze# M D9 R4 g& l, S% [0 _. _% ^
- # 释放窗口' H9 o7 X& P8 r4 V* f
- @actor_command_window.dispose5 i S0 T R' C9 V
- @party_command_window.dispose
( V+ x+ U- ^1 s( P0 ^8 G/ S( P- k( S - @help_window.dispose3 M4 p$ m$ g! P9 [( K
- @status_window.dispose0 C. D d4 K/ a7 q9 x
- @message_window.dispose
% N$ z T( p+ w# d- K% U1 k/ t - if @skill_window != nil
- r8 z0 b5 I* {' I( e8 Y, W8 D( A5 m - @skill_window.dispose4 j3 q3 g) h. A. \9 } h
- end; f5 k* M5 R: {8 r1 ^/ m
- if @item_window != nil4 l7 V% T, x, h; G- ~% g
- @item_window.dispose; C; C9 K) X7 K- H
- end. \; p9 S% g* \( W6 m8 T5 d
- if @actor_window != nil
& V( a" G0 T0 w. L6 X3 p% @- t! g' F( Z - @actor_window.dispose
1 i5 g# J7 i4 @ - end$ n+ P7 I7 g0 p. t, t3 S0 t( y
- if @result_window != nil
: h3 k; N4 r* u# U; X - @result_window.dispose
`2 Q+ {/ `5 p1 U, o0 H' P0 A4 T+ ` - end, Q% ]+ f% y5 x: L, L3 l" e# S
- # 释放活动块
' L# d! ?" M- f& ?* c$ \* C1 m - @spriteset.dispose. D: I2 S. z6 I
- # 标题画面切换中的情况
( J6 W1 e- x2 c, a - if $scene.is_a?(Scene_Title)
! A+ J1 |1 t# G - # 淡入淡出画面9 }8 l! e2 \+ d) w# ]
- Graphics.transition* x- g; s$ ]5 O2 g& C' U
- Graphics.freeze% P% s+ E' B; I/ l* p o
- end
) h- i, E7 B C' i5 \ - # 战斗测试或者游戏结束以外的画面切换中的情况
; E6 M; N d$ K/ c0 o - if $BTEST and not $scene.is_a?(Scene_Gameover)
) _; Y6 g/ G$ J5 e/ h) [, [ - $scene = nil7 T% ?* P6 i) ~ u
- end
. s p# B& ?+ e. g' l* ? - end" H6 N$ {8 V/ G: R# B& }9 m/ B; m
- # 战斗结束3 y6 n2 Y! y5 b- h4 x
- alias lpb_battle_end battle_end: g2 w" M; v3 r/ c
- def battle_end(n)
; t }* I* M! _. l( b9 \2 [ - lpb_battle_end(n)
* ^1 e1 Y& ~- u! w& v - $game_party.set_actor_to_normal9 `6 F0 K/ \6 c
- end
* F0 d6 g! @' o! R - # 开始回合3
6 f* ?# _9 x" U2 _+ j) { - alias lbp_start_phase3 start_phase3* N7 G+ V; ~; R% q
- def start_phase3
2 O2 M9 G. p% F7 X2 h( w& p, r- k1 l - @changed_battler_id = [] e0 V% m6 y9 s5 p# p' I* G
- lbp_start_phase3
+ B. _- u$ h( w3 W4 h9 k1 u% E! J& c - end
3 W, E* ^- R( d8 p! z; t - # 刷新角色命令回合画面. f& U; n/ `4 k. |: _5 v# l7 i
- def update_phase3
# M' B& c) \% J. X3 S& c( k# f - # 敌人光标有效的情况下1 U! _* A8 I: T! T' F) c7 z
- if @enemy_arrow != nil' Q7 _- ?7 {% u2 r6 x7 s
- update_phase3_enemy_select
- g7 q6 i, N/ C) x8 n9 W - # 角色光标有效的情况下& R7 o/ f. n4 [* s
- elsif @actor_arrow != nil
; U0 I2 U% Z: Z' m; e7 `6 Z - update_phase3_actor_select7 @9 z0 `1 K, j* c- t! I
- # 特技窗口有效的情况下5 R& j& L0 X# ]
- elsif @skill_window != nil
0 Y9 P. r+ _! B7 y! x$ l- o# z - update_phase3_skill_select) V3 D( ], S8 @4 ~$ e2 j& w1 `
- # 物品窗口有效的情况下3 l. `! W4 L/ j1 Q
- elsif @item_window != nil# T$ B" O4 f, ?; E
- update_phase3_item_select. c; x; \7 ^1 W
- elsif @actor_window != nil
5 G6 ?. ^; N0 g, g; i& Q2 O - update_phase3_battler_select, R) R$ d( p b+ S2 F. G$ Z: L) Q
- # 角色指令窗口有效的情况下/ Z9 c8 O" q) S, N
- elsif @actor_command_window.active
( t8 [5 T$ g' k' U* m. \. z# b% Q; x - update_phase3_basic_command
+ p: Z4 @* G) K3 d' p - end' b3 q9 e4 l% `) x$ t! h! b
- end
2 V2 H, p! O D: z* } - # 角色基本命令
# U1 y2 @' z1 D9 e7 q* V& _ - def update_phase3_basic_command# O, W9 i8 y+ s" N
- # 按下 B 键的情况下
5 ?9 Z3 q+ C2 j* { Q3 ]- h# X - if Input.trigger?(Input::B)
# c# |! i) o5 `) a, D - # 演奏取消 SE
7 G& `% D$ ~$ r$ u2 l R - $game_system.se_play($data_system.cancel_se)3 V7 U+ T( O* s. U5 k; d% P8 i
- # 转向前一个角色的指令输入
) ^+ e; i: R, p - phase3_prior_actor( @8 t/ N J( ]: G3 \; j. Q2 V+ ~8 a
- return h% y3 a% v: F+ A' w
- end! l/ P9 u' m; y3 v- A' ?2 n- J* {
- # 按下 C 键的情况下
; X, K0 b1 P/ o. x5 V' i - if Input.trigger?(Input::C)
j8 m2 W0 [2 B - # 角色指令窗口光标位置分之
1 q3 M* b9 E1 s# a$ k( F - case @actor_command_window.index- V7 x {3 D% v) M" ?
- when 0 # 攻击
2 R" w; M2 f* z" W$ J9 ~ - # 演奏确定 SE' e. `$ u6 N" c, ]7 {
- $game_system.se_play($data_system.decision_se)% \7 l. q: X1 j0 j5 _
- # 设置行动( L* \1 w/ ]& I- L# B, u
- @active_battler.current_action.kind = 0
) Y D" ^2 S1 D2 U7 x! G - @active_battler.current_action.basic = 0
0 _* e; j, u( P+ p2 I. d; P1 r - # 开始选择敌人
$ @1 n5 K; |1 G4 ]4 c I - start_enemy_select( s" ?+ e+ x. R) p- W/ K+ }
- when 1 # 特技
, T1 n, q5 v) ?! P! P - # 演奏确定 SE
1 C! e$ |6 E2 ~/ E5 N0 ~ - $game_system.se_play($data_system.decision_se)3 e+ \# O/ R% K* l- h' o1 |
- # 设置行动3 i7 h) q* `* D2 Q
- @active_battler.current_action.kind = 1( f ]% b2 M9 a D5 ^" U; u* |" S
- # 开始选择特技, Y3 b- U$ Z5 G! i9 ^
- start_skill_select
0 P: y) T2 N7 }0 L; x - when 2 # 防御
& P d3 n" W# Y) A9 u - # 演奏确定 SE c/ R2 f# ^4 f, X+ Z
- $game_system.se_play($data_system.decision_se)
6 i. U4 ]9 n& _; _/ F - # 设置行动
1 n. q& m8 J: ]2 c2 A) j - @active_battler.current_action.kind = 0) ?! t, ], q3 }4 G4 P" X
- @active_battler.current_action.basic = 16 z4 a5 O+ D$ K: h2 g
- # 转向下一位角色的指令输入) B* k* |, `: A( B" p9 d! M
- phase3_next_actor
2 O1 v. i3 p. E( b' ? - when 3 # 物品* R/ z) v) v2 i4 g) i$ I3 S4 W
- # 演奏确定 SE' v! R9 V7 m {% q* [9 M& P7 a+ h; e
- $game_system.se_play($data_system.decision_se)% c3 M2 ^1 a$ I4 u
- # 设置行动
7 a( Z1 L* {2 M) F: s1 `1 J - @active_battler.current_action.kind = 22 _- q& L- }7 B. K% ?
- # 开始选择物品9 N, p2 z% b( `& k& q. X
- start_item_select1 ?6 B9 Z8 R1 P( T8 ~' z( Y
- when 4 # 换人
6 I( E' C- `0 I$ v7 u x - $game_system.se_play($data_system.decision_se)" z+ {( O" x d( K }' K2 T
- @active_battler.current_action.set_change_battler' E' E" n' X% N/ [+ d- i$ T8 f
- start_battler_select( B3 ]4 Q6 w. Q' P
- end
1 i" {! u: B8 ]6 F- z& W0 ~ - return8 B5 Z i" j2 `3 I- I2 p" @' Y& X
- end/ t/ v" O0 X" C. n
- end
6 q2 A" k' [& [0 n6 L* F - # 开始角色选择
' I; o4 @+ K% P - def start_battler_select
5 J; H/ G& m3 f5 {' n - @actor_window = Window_Actor.new# J- q; [% A* ]9 |6 Y( v: g
- @actor_window.active = true$ I% I9 m3 W% B' v& ~
- @actor_window.index = 0
: G+ j& ~0 W7 N/ d1 B - @actor_window.help_window = @help_window6 v7 R# [4 K" Z, n/ p2 y
- @actor_command_window.active = false6 y, O4 k) l. `7 e! J4 j: O9 E
- @actor_command_window.visible = false
2 p2 N3 L6 K r2 V9 E! X1 t) e! T; F - end" d6 O5 W% G7 y5 v% i
- # 结束角色选择
/ D, P5 z, Y: q! z - def end_battler_select* B2 F: r9 _, |
- @actor_window.dispose) y* J2 R5 g m6 T8 r* e
- @actor_window = nil
1 H @* A0 P) h) c" m5 Q' }# Z9 B - @help_window.visible = false
% o3 V# [6 q B - @actor_command_window.active = true P' A9 u9 c" G7 A# `8 ^+ i
- @actor_command_window.visible = true
4 K! p/ |) D1 D/ ^" O - end( E# _" M R3 m# h0 i9 |1 l
- # 刷新角色选择
9 E# h$ k1 S8 t v! I - def update_phase3_battler_select
; _$ H7 }; |/ ^- c; } - @actor_window.visible = true$ P( h; Y5 B. Z1 ~
- @actor_window.update
* P' {9 i( a1 l# F, y2 [ - if Input.trigger?(Input::B)
/ h& q* z, F" I8 u' F) [ - $game_system.se_play($data_system.cancel_se)3 I* E& P7 y3 c# h
- end_battler_select: W/ _" _5 c M8 x ~9 w
- return
, g- I! G( i# g3 M - end" B O. d7 f: u' G
- if Input.trigger?(Input::C)
& D* Y/ ^0 Z: b' Z: R7 R% V - actor_id = @actor_window.actor_id) M p% q: ^9 J
- if $game_party.get_actors_id.include?(actor_id) or
3 H5 r% P8 x6 `1 Y- S2 s& C1 _! h - $game_actors[actor_id].dead? or 5 x0 M, ^2 k: |) K/ D8 `0 c+ T
- @changed_battler_id.include?(actor_id) o8 @- t( W* h$ N: ?, N4 [
- $game_system.se_play($data_system.buzzer_se)9 B; j+ n8 W$ Y7 o
- return. X! ^* ?: }) p2 Z
- end7 {$ O; `, W9 l# X/ I' f9 p4 _
- $game_system.se_play($data_system.decision_se)" @# `& m. ? f. O( p9 x! l
- @active_battler.current_action.change_to_battler = actor_id' q7 S& I; P/ I5 @0 P8 M+ H
- @changed_battler_id.push(actor_id)# x4 c& g% s5 Y6 s; N0 _" c7 @
- end_battler_select
6 O& H4 ?7 g6 W8 | - phase3_next_actor
4 J: O. m, x' l, h - return
& v3 a3 j$ q0 V) C1 ^7 i9 s& ?, P: E - end( A# `% u) Q: W: i. O) r, H, b
- end9 z" A+ q% T/ h9 f' X
- # 行动方动画
; L. n% D7 R1 l) G+ `9 a - def update_phase4_step3( o, l3 c' p: M
- if @active_battler.current_action.is_change_battler?
c/ B) M& g; X2 V6 ]" g - @animation1_id = AnimationChangeBattler2 z- J+ s3 o: L, X# a2 u A4 P5 j
- @target_battlers = []! \& Z- W" ~7 V% u
- end
+ Z7 G- N7 ^9 k4 ] - # 行动方动画 (ID 为 0 的情况下是白色闪烁)" d3 i' Y) m9 L9 }& n& Q# _; x1 U- M
- if @animation1_id == 01 y4 p1 c. C. k- U
- @active_battler.white_flash = true
8 \2 e9 P' D+ C. |/ X - else
7 f( M2 Z! H( n: X; K& I - @active_battler.animation_id = @animation1_id' ~: f# X& u+ l8 H- y/ G6 ]4 p$ U, f
- @active_battler.animation_hit = true
4 v. x4 r+ y. j6 U" g - end0 o% c6 u/ S( @3 u C. i; O6 K( R5 i
- # 移至步骤 4
& B, _% g: H5 a- H$ L4 z% ? - @phase4_step = 4
) d$ H# [1 ]9 O+ M8 w, F' e - end
4 H: y7 U# `& C4 ?+ O: t7 ] - # 对象方动画+ ?: [/ P; K! Y5 i7 r$ g: n# D
- def update_phase4_step4* l# a% Q! \ {8 v) r
- if @active_battler.current_action.is_change_battler?4 [; ^; u% P5 @) W6 R: B" m" U9 _
- actor1_id = @active_battler.current_action.change_to_battler! d: L2 b* Q$ Z5 ^
- actor2_id = @active_battler.id
# v1 z4 f: ^( {4 ?5 i - (0...$game_party.actors.size).each do |i|/ S8 J9 W' j" ]3 R
- if $game_party.actors[i].id == actor2_id
1 ?+ v' Y. A, }6 d - $game_party.change_actor(i,actor1_id)& ], Q3 x: k8 ~* u1 U* _
- @active_battler = $game_actors[actor1_id], f2 ^$ v5 T: }9 U: z( L
- @status_window.refresh, ^/ ~5 j2 _: O/ V, Z, r
- end
/ G. s( A0 C& O( K - end
# P2 F; N+ s! K4 j - end% o& H( X* `* J% e! x: r: z1 p7 d
- # 对像方动画. B( G8 p6 v5 Y+ I/ @: [
- for target in @target_battlers' J2 F4 j% J z3 \- s( g6 ^
- target.animation_id = @animation2_id+ Q+ b! y4 t) L( \6 F4 r
- target.animation_hit = (target.damage != "Miss"). i$ n4 G7 I5 a+ w( C+ P1 N
- end0 o8 m" F/ N; X6 h! |2 n& K2 l: A
- # 限制动画长度、最低 8 帧+ h) i7 p; ?% x. l
- @wait_count = 80 h+ v$ G# L# m8 H$ x: r
- # 移至步骤 5- ?1 g1 Z' ~4 x, E: y R9 X6 w
- @phase4_step = 5
0 V7 T2 ^" j3 M6 l/ K i - end
( v- p. I$ q5 [: O( E - # 公共事件
+ k3 f' q2 ~, ]0 | - def update_phase4_step6& U1 ^( \9 `/ G; m% e
- @target_battlers.each do |target|
* C6 p, B: l( O - if target.is_a?(Game_Actor) and target.dead? and
' ?5 W0 U2 i9 H5 o2 @5 d. ^ - !$game_party.other_actors.all?{|actor|actor.dead?}/ G B3 S( s# z0 ~5 f
- @actor_window = Window_Actor.new: t9 I* h& d, ^$ P6 C5 m
- @actor_window.index = 0. e/ L( ~% s. T$ A1 @" [$ X
- @actor_window.active = true
& K. h# R' J& i! t( H - @actor_window.help_window = @help_window
* c$ R' { I5 r* S, p - actor_id = -1
; X; @- o) |; ~) \ - loop do
5 D( g/ F( x/ R; z - Graphics.update# K3 b2 d2 j9 ~8 Q, J
- Input.update
; {+ y6 f! u S4 C; i7 M8 F) ` - @actor_window.update
) E7 t$ g* ]; ^7 Z; n - if Input.trigger?(Input::C)
4 K4 O+ Q0 A' `5 F+ N3 h: i3 l - actor = $game_actors[@actor_window.actor_id]
: Q2 n" _6 c0 A9 x# E% x/ Y2 L - if actor.dead? or
2 {$ r% N5 W8 v" a% N - (@changed_battler_id.include?(actor.id) and
4 a8 O' x S, M( e: H - target.current_action.change_to_battler != actor.id) or) R, {& f* k, X* c9 A3 P0 b4 k
- $game_party.actors.include?(actor)
- g- t' U% h) N: M3 M) z+ Q - $game_system.se_play($data_system.buzzer_se)
$ Q5 t0 S$ J0 z - else3 }# W) A. m6 o# Q: L- V l
- actor_id = actor.id
- P1 U3 X# u" A3 ^ - end
6 q! W, `8 j7 Z. h: p$ H& n - end: C; v9 b# X* q. D6 R
- break if actor_id >= 0
$ ^8 V x) P& \" H - end
+ \. C! G9 R' W( k& Q+ _% o* l - @actor_window.visible = false0 s% F; x: c! W
- @actor_window.dispose
( p o& `: l. }3 ~# H9 V - @actor_window = nil) {! M8 W; `8 H) o) h+ m( m$ K
- @help_window.visible = false. b; n# E; L# v4 a- q. x
- (0...$game_party.actors.size).each do |i|" [+ R9 N$ g% @4 K# s2 d) t
- if $game_party.actors[i].id == target.id0 K9 k$ E, \2 ?7 J& \
- $game_party.change_actor(i,actor_id)! c) `0 y1 {' _* B! Y
- @status_window.refresh
+ w4 E# h% s& Q" s - end
, x8 D( N/ l \% l9 o - end. Y. n' |6 H0 o- }. |0 r
- end
3 j8 N0 i$ K; e D! l - end C0 a3 ~+ L8 V! s
- # 清除强制行动对像的战斗者; X4 M S+ N+ U
- $game_temp.forcing_battler = nil; ?8 z0 \+ [ U8 O- M
- # 公共事件 ID 有效的情况下
# ]) ?6 }- @( ?& p) P - if @common_event_id > 03 H# b# Y9 F+ G( Q! q+ P
- # 设置事件
; m4 B1 ^% m& b - common_event = $data_common_events[@common_event_id]
% P* @: p$ e- C/ }; k - $game_system.battle_interpreter.setup(common_event.list, 0)9 s$ K9 J% ]5 ]( m3 T
- end" A9 j7 x" C( n3 a0 m
- # 移至步骤 1; e! h( _( D( n5 i' X
- @phase4_step = 1% o# W4 r5 t+ b- D3 |% }
- end
, K0 M' C1 @/ e$ |) i# O4 F - end
% ?" L o8 K) } s) q+ q
, x I. `0 r1 N" a5 E/ M- class Window_MenuStatus
S0 L( z" S" ]* F2 M+ ~; J - def refresh- G; C H4 g+ N# Q! I
- self.contents.clear- W& o% {: x( N
- @item_max = $game_party.actors.size
/ ?1 i& N+ u( W2 `' R) ]& } - for i in 0...$game_party.actors.size
1 E& B* ~6 B* w! C0 O6 H1 _; I+ n - x = 41 o4 F( q6 p; x0 _
- y = i * 323 u! l: f8 @$ L$ g L- @
- actor = $game_party.actors[i]
. Q% V( K* D2 y) A) e! ] - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
4 m0 Q# W! L) v0 O( B) n' k - rect = Rect.new(0,0,bitmap.width/4,31)
7 |1 C" m7 |+ e6 o+ E - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
- j1 V0 Z9 X* ?/ j3 n - draw_actor_name(actor, x+36, y)4 _6 M- e8 x& f; t7 G! t
- draw_actor_state(actor, x + 136,y)& u0 T6 ]: I* u! G; V
- draw_actor_hp(actor, x + 236, y,96)3 P5 k g2 F2 k! R9 ?/ P7 ?9 ]
- draw_actor_sp(actor, x + 336, y,96)' l' ~" J6 G9 o: O$ @
- end
7 n& l/ x) l2 M! H - end! n6 O8 P' H' n' o2 y1 ]
- def update_cursor_rect
/ @, g, l! c$ [! g4 l, J8 q. ^# j - super; M8 [' d/ w( |3 ~ I/ b
- end2 e* F) ?3 J# o! g. O
- end
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