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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
2 K, X j. V# O2 S6 s
; B* I6 y1 w3 H; t* p- # 队伍最大人数: V8 ]! |( G; c. I/ h* r8 E. x! Z) K
- MaxPartySize = 8
6 Z- S( K, u/ B3 `0 Q# s
( p" R; ~5 K, I2 q- # 出战人数$ Y7 r8 l/ t' J \6 d9 p
- MaxBattlerSize = 1
/ S+ A. \& V7 m. p4 O
U6 J/ A# z5 _: y- # 换人语句
* F) B5 w* I; G* E5 I4 g7 d, o - WordChangeBattler = "换人"
. z2 k/ \3 u3 t e: Q
& J+ I$ \. K, E- # 换人时播放的动画+ |- z4 X1 k% x# P/ M
- AnimationChangeBattler = 26 R' q; M: k' R: k3 {0 m
) V$ J4 N' ~3 D, `& ]$ r( W- end9 R) L: P1 e/ J/ d) \$ H5 \
+ Z$ i" h. L3 I: O. h5 v- class Game_BattleAction
0 Z/ o* t. f/ ^1 ~ }1 Q( a - attr_accessor :change_to_battler
0 v! L( f6 o' e8 @! j: u. a5 O3 f - # 初始化$ l+ B5 X+ F( y) T4 L5 J1 S9 {& X
- alias lbp_initialize initialize
/ n0 J+ a6 m" h4 Z - def initialize( f! f7 V' o# k) I5 d! R
- lbp_initialize) q0 T q! j' d1 E" v' r& n
- @change_to_battler = 07 l" a" m* G8 t, d7 @6 B
- end7 O% F4 ?1 n- o! O9 I- j" [0 P
- # 欲更换角色编号 M. H3 z- C. C* p+ ?- T; u7 E; l
- def set_change_battler
! V. Q+ R; C# @. h- }; K - @kind = 3
8 m1 \" D. ~7 J. d/ v8 t - end5 ^6 c, T( X/ o4 N! K
- # 判断行动是否为更换角色7 u4 y5 ]9 \( g* }6 f6 }, @4 z9 @
- def is_change_battler?
; G2 O- n7 K G1 l - return (@kind == 3)# \# Z6 p; V# O9 u& v: O
- end! \" j/ p) r# Y4 G
- end
) E) t1 K* K( B; _* Y, Q - ; _: I( ~' X4 a' O- r7 u- R
- class Game_Party
. @$ g. `3 w. H - include LimBattlePlug' F. k2 g" y5 S6 N7 O
- attr_reader :actors2- _0 a* c! ], O: S+ y
- alias lpb_initialize initialize3 _2 i2 @1 E5 b& D8 _* _' s
- def initialize' V3 w4 a8 ]1 X& @1 m! z
- lpb_initialize
2 D# f; f: m( \5 @% G - @actors2 = [] Q0 j# q! L2 a% ]; l
- end# W" y, f5 ?, c# _6 x- o
- # 角色加入
9 J" X& Z2 }$ y( } - def add_actor(actor_id)/ {5 j. s D5 B9 o' b
- actor = $game_actors[actor_id]
# ^) {0 m9 t3 F) H! e }) { - if @actors.size < MaxPartySize and not @actors.include?(actor)
$ S, Q9 E! |; }& O* K. d2 w - @actors.push(actor)
" s [7 ^6 ?( U% a# n; j3 Q - $game_player.refresh
0 w! i' o8 c( v$ f4 H, M' R0 ^ - end) Y. S7 C2 q7 E/ ~" D
- end
b9 f4 o& x1 [& b8 X. @/ F - # 设置战斗的角色/ _ b2 K& q* y, T& b
- def set_actor_to_battle
Q1 j/ v4 y5 z# _ - @actors2 = []
8 m. P; L& [& ?7 z8 V8 K - @actors.each do |actor|; [. j# A/ F* @4 Z
- @actors2.push(actor)4 O% y# E. N$ T& j& m
- end8 z( X, K+ w3 ?) G8 a! _2 d: K
- @actors = []1 i3 N+ n' K! c l2 i. ?
- @actors2.each do |actor|
7 N3 n" D3 a6 l - @actors.push(actor). F1 N; G, }9 t1 k' t0 C
- break if @actors.size == MaxBattlerSize) f! D5 M4 b( b% ?" E# `. u
- end" @5 V! R" x) U! Q6 b+ S
- end
5 \3 s6 r& J- F/ q5 J ~" m - # 还原战斗的角色
4 v ?# T3 h/ o" `# K - def set_actor_to_normal
4 u4 U# }5 z0 s! m2 {: a - @actors = []
+ S( E0 P H# t: L" B - @actors2.each do |actor|( ~" D! p: }0 y# ~4 f
- @actors.push(actor)9 j7 ? b: R2 r& l
- end6 L6 k4 s, o3 }% d. m) G
- end1 m" n$ U2 [/ {: v
- # 获取角色id数组
# z4 \2 G$ \+ H+ r! H) G - def get_actors_id3 `( L9 N" `. i1 V
- id = []
l& N/ S# R- z+ L - @actors.each{|actor|id.push(actor.id)}! ^+ y7 x' G2 _! @, E+ J
- return id
( a4 O1 z& o* j: {4 ] - end$ j2 ?; ?- J' b7 j. o
- # 获取角色id数组7 O; {& n1 E2 f& |( c9 w6 k! s. i) o
- def get_actors2_id
& y z) ^9 E5 H i! U - id = []" c( o/ M0 o% |2 l" H
- @actors2.each{|actor|id.push(actor.id)}. ]- S( ]8 Z4 P8 ?0 Y! }5 T3 }: U
- return id
5 q8 `& ~* _$ j m* {1 |9 r - end
& \( c% y7 m9 H% s9 j5 |# P - # 兑换角色
+ B$ j) @' C) h* L: @8 F% |; A - def change_actor(index,id)1 h$ _4 J5 G8 T5 \: I
- @actors[index] = $game_actors[id]
& s5 B! `2 l, n - end
3 o2 L6 W5 W/ F* o" E2 t - # 全灭判定
" k; Q1 H0 t s# a9 H" [ - def all_dead?
$ c4 @: y: T/ p9 y - # 同伴人数为 0 的情况下8 b( N6 g# z7 x0 I
- if $game_party.actors.size == 0
6 ~% D, E* ^ X4 U& {0 G. K - return false
) T2 b* _# I$ S! @9 M+ u - end7 T: P2 V/ _" F
- # 同伴中无人 HP 在 0 以上/ w5 g* _8 @! t. y( @0 n5 V1 [
- for actor in @actors24 C. W- _9 H5 T' g! n% ~
- if actor.hp > 0
4 c0 b% H3 ~5 U - return false+ S1 c0 Q& \; ^6 B6 s
- end+ H. `' F& E J4 J; S8 T
- end7 ]8 q; ]4 ~+ _9 `9 F$ L6 e1 t; O
- for actor in @actors
/ t* ~ t: I5 i9 R, w) f3 J- A - if actor.hp > 0
/ y% } `: S1 H: @/ d$ K8 _# G - return false2 A7 T+ A6 L2 y- ~5 G. q
- end: i& D7 }4 v7 v) k; r0 q" h5 G8 i
- end: B! [4 Z( p/ W" _! ]6 P& L6 `3 V
- # 全灭
! ?& u. B/ J3 H - return true
[6 x1 }( T) q/ e - end
2 i' J# e+ H8 D' n - # 其他角色8 w4 _' F: B( f2 H
- def other_actors6 r( v: ?* a, q$ U( r+ t
- actors = []
1 W$ |* Y5 S) R! \. x7 \ - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
, `& O& n3 i4 y3 B8 e- |3 B - return actors+ a& r# Z: O7 B* A2 A
- end
@- w7 T7 a( K - # 角色位置互换% ?# Q2 B/ {+ Q0 i& s: [5 s
- def change_actor_pos(id1,id2)
6 M' u1 \- {* ^" x- c& ` - actor_id = []
, O; c8 p- ~# b0 m - @actors.each do |actor|/ l& G; B/ j* K6 e" Q$ y6 v
- actor_id.push(actor.id)/ w$ x. `. _5 S& D' V. O E( \+ ^
- end
' ^- E: L; p6 t3 U3 A; y1 ]) J - return if !actor_id.include?(id1) and !actor_id.include?(id2)
: Q( `! J" J, u - id1_index = id2_index = -1
# E4 {5 f0 W6 h8 ` - (0...actor_id.size).each do |i|
" K5 i: p, \8 h5 i+ A4 F - if actor_id[i] == id11 G8 v g/ q7 N, \( X* @
- id1_index = i
4 G: }, }9 U" @. P9 B - elsif actor_id[i] == id2
$ h! s l( o- c/ p - id2_index = i, e1 K1 O* a2 P7 |" x& g* w
- end
+ c0 S2 t ?& K+ R& E4 M$ } - end
5 h( Y* K, W% M" s. h9 p4 k% _3 c - temp_actor = @actors[id1_index]
8 R9 i/ s4 e" J- u( l5 Q% \ - @actors[id1_index] = @actors[id2_index]- [8 C I" [% y2 D
- @actors[id2_index] = temp_actor4 f+ Z8 [& V, P8 z( N
- end: P- z; s& s7 x* r- u
- end
) ~0 X+ Y- O9 b2 E) s
) T4 E& a, K6 A. G- class Window_Actor < Window_Selectable
% L0 p, h+ u7 A/ l3 H. p - # 初始化
7 A, I( G. x# b( y( q/ X - def initialize
" e$ F6 I" G% F) B9 I: _% d- I9 | - super(0,64,640,256)0 h. Y' v9 j& _3 l" ?; }
- self.back_opacity = 160. ]) B: T& b1 ]1 P
- refresh
: x2 x. p& q4 _$ q2 f! J - self.index = -1
; k4 R h. h7 t, H- \" N - self.active = false
* }% B, m0 m1 i0 `- b - end$ d- p1 ~" x5 ^7 V" W4 j
- # 刷新
5 x4 D$ q \2 o% n( J - def refresh6 |5 t7 d- C1 I8 y
- @item_max = $game_party.actors2.size" c3 X" K9 ?9 s: p0 e' {4 R7 R
- @data = [] m* x$ N+ H0 G! F! N
- $game_party.actors.each do |actor| c9 d' P: R4 ~. _
- @data.push(actor)2 K. D1 l9 t6 T" \8 \* _
- end
! A0 b2 q- H |9 D. P - $game_party.actors2.each do |actor|- Y$ ~" y/ O% I+ |0 V
- @data.push(actor) if [email protected]?(actor)
Q9 i7 H: W; v/ P1 n - end
6 N7 s% v9 @. T, f& v9 \9 O6 [! X& I - if self.contents != nil
9 `8 ?+ t4 `( Y - self.contents.clear
* Z/ @( |$ \; x( p# y4 i: O6 s0 L* l2 r - self.contents = nil/ d; }! O- n: ` i F+ F
- end
* ]; i2 H& S, y - self.contents = Bitmap.new(608,@data.size*32): u. J: i9 K/ B7 Z# B X
- x = 4% F i0 |4 T# v0 r5 D% q
- y = 0
( q# {# P9 I! \% T - @data.each do |actor|8 o$ b# D a. E* {
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
7 J" S( L' P# S& O. N - rect = Rect.new(0,0,bitmap.width/4,31)
- v/ w" S$ _/ C6 T2 U - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect); L( V9 l' h4 m( M! F
- draw_actor_name(actor,x+36,y)
; w$ R. ^% y9 w9 w5 F3 q - draw_actor_state(actor,156,y)
; C1 @/ P! O: e - draw_actor_hp(actor,x+256,y,96)3 S; J' }1 M* w
- draw_actor_sp(actor,x+376,y,96)
. t% E8 R0 {( Q+ N" Z+ h) M; z5 x4 I* B8 ] - if $game_party.actors.include?(actor)) H! J1 f; A. ]+ B$ r$ S
- self.contents.font.color = text_color(6)& ^, K2 B1 P0 a$ N, R' B) T1 j+ I
- cword = "出战"
% d6 W1 F4 ?6 d1 ?% K! l, q - else3 ?" T* h4 i- k$ j0 J: U% x
- self.contents.font.color = text_color(0)
5 h* n- o3 G7 [! m, Y - cword = "待战"
9 f% Q3 I7 k Z# C* K3 c - end5 Q( a, H7 Y0 F9 `
- self.contents.draw_text(x+496,y,60,32,cword) A7 g- @2 t3 {, u# W- |9 y
- y += 32, h) P! A* L9 @6 i% x8 {$ x$ p' n
- end
. V3 k8 Q) ^$ I; @- r; W. ` - end
9 N( W' Q, s g9 d+ A - # 获取当前角色编号7 o. e* {. a* J
- def actor_id" o @4 y I1 |& d
- return @data[self.index].id
1 e- E/ y- p) W3 E# | - end
, j8 C* a f3 N7 L - # 刷新帮助3 ]' b5 T2 |$ H. e/ ], u
- def update_help
8 N; Y7 x0 K: S! R( ^2 w2 a' a, j - @help_window.set_text(@data[self.index] == nil ?\/ f9 q$ s' C4 i2 Z5 ~# m
- "" : @data[self.index].name)
! M! n" p# R' k( r6 T! W8 B - end& x( m5 y4 ]6 v" p. O, b
- end# W! U/ e! k( ^& |; }' u+ f' f
' b M3 L. v: h, {" U- class Scene_Battle
0 F) T) O6 R! D - include LimBattlePlug
' U. W+ A& b, v! Y7 D7 l8 p+ X - # 初始化
4 \7 K% M/ p6 L4 f8 m3 U; J: } - def initialize
* j$ B, n) R* n4 A% @7 z, _ - $game_party.set_actor_to_battle
* ] s6 X0 \3 T - end
! y2 O4 Y5 Z% @5 p1 J; N9 j( S - # 主处理
- t, `' G3 S& D5 K - def main
4 e! M: B5 j$ u4 \ - # 初始化战斗用的各种暂时数据1 J1 L8 v3 u6 w3 `. e$ J) b
- $game_temp.in_battle = true7 P* {+ ^/ H+ M2 b
- $game_temp.battle_turn = 0: t3 W% K) O+ B6 Q1 m5 O, ]
- $game_temp.battle_event_flags.clear
5 g4 k0 J! u' X% V4 q8 _6 I - $game_temp.battle_abort = false; U# v P& S) G4 ^
- $game_temp.battle_main_phase = false4 r& q* i9 ^9 e5 ?' d
- $game_temp.battleback_name = $game_map.battleback_name
# b! U: V7 F7 C, J8 Q$ D" I - $game_temp.forcing_battler = nil
: F# O4 m0 G2 J - # 初始化战斗用事件解释器
4 q" l* E- l+ T' M: z - $game_system.battle_interpreter.setup(nil, 0)
+ k' S8 @& D; f2 Z - # 准备队伍
/ ]; ~9 U( A+ N1 K: o8 j/ t - @troop_id = $game_temp.battle_troop_id
- p- j8 x9 e Z$ J& [ - $game_troop.setup(@troop_id); R0 Z: [' r/ w( F
- # 生成角色命令窗口9 ?: @4 K/ o; o/ P0 [8 B
- s1 = $data_system.words.attack4 I% p& [4 t! y9 Z+ W4 [
- s2 = $data_system.words.skill' Z2 h2 m" E6 ], `; W
- s3 = $data_system.words.guard u0 `! C: P+ S- G7 H6 w& e
- s4 = $data_system.words.item
; x0 _+ _2 Y( d# d - s5 = WordChangeBattler( B$ |/ Z8 L0 w' U
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5]); q2 l$ y. H- I# k9 Z3 e# [' ?3 v
- @actor_command_window.y = 1281 ?* @% Z9 H, S: S s! U) }9 m
- @actor_command_window.back_opacity = 160
$ v, a. y7 a' S5 N - @actor_command_window.active = false. W+ W$ Z3 _2 L+ S- D
- @actor_command_window.visible = false$ Q( [: G0 P+ f6 k/ s$ P( l
- # 生成其它窗口
) Y9 A6 t+ n+ a( Z; l: ] - @party_command_window = Window_PartyCommand.new y g/ i$ i, Y) M! p7 ~3 v, G
- @help_window = Window_Help.new
1 q/ K9 m* ^$ n% v6 t. U: h - @help_window.back_opacity = 160
1 F, i2 s# h6 W- F- U0 o, y. C - @help_window.visible = false4 R9 b; S# o% _/ I5 G
- @status_window = Window_BattleStatus.new3 t4 |$ J3 |2 c; e; d2 ]5 {- z- |
- @message_window = Window_Message.new
$ s0 L) b ?& y1 U. U8 A- u2 M3 s5 | - # 生成活动块
. ~* \9 d1 T9 t) r - @spriteset = Spriteset_Battle.new" E( u5 E( |- }4 C% ~' Y4 \# P* q
- # 初始化等待计数/ b8 M0 h# S) S) `1 R+ A& w. Z
- @wait_count = 0
4 A A/ D4 `+ M9 d2 \1 e! h7 b - # 执行过渡
& y0 K, H. F8 {* B) c - if $data_system.battle_transition == """ M! p. y) U. H. {
- Graphics.transition(20)! u$ Y* `3 w- v! ]' n$ o
- else
7 b, _/ u0 `! Y - Graphics.transition(40, "Graphics/Transitions/" +: r$ G1 |5 [: I' ~
- $data_system.battle_transition)# |* p" f( P+ B# k! [, L- _/ T" e# s
- end
+ x% }( b- F. f5 _, ? - # 开始自由战斗回合" E7 Q% m8 u9 A; p0 i' e
- start_phase1
U1 }, I; P3 {# H. k - # 主循环2 ^5 r( v8 I% ?
- loop do& D, f" z. [5 u6 @5 e
- # 刷新游戏画面
' h8 W! v8 r+ o [ - Graphics.update
" h# m( ?% D; k' C V+ Z) X; w- _ - # 刷新输入信息
/ X" V) w( v8 n& u* G - Input.update
5 Q4 J: T1 f4 ^ - # 刷新画面 w: N+ Y# g, q" E' S2 o
- update
# A& }; J8 X4 M) z - # 如果画面切换的话就中断循环1 X( l# a, n* \% t; E
- if $scene != self
' Y/ c& T- k8 [ - break
9 b4 u/ w( f0 w0 b5 f. ? - end9 `3 X# {- n& G$ s5 \' R
- end! q5 Q% F: ^; _1 N$ R; |0 f- ?
- # 刷新地图- H4 Z; \3 U# _. J" [# f* {+ V! n" A
- $game_map.refresh- z. R2 ?$ c4 c9 p4 u7 j. Q9 }
- # 准备过渡
; L. z5 F; w( R; y - Graphics.freeze
+ ^9 {5 e. A; Q) |& ? - # 释放窗口6 q5 r T3 b& w0 L5 d9 q7 p
- @actor_command_window.dispose
% ?# Y) T% @* u( c6 D0 Q - @party_command_window.dispose: W+ _ }- [7 z- K
- @help_window.dispose* u+ {+ H* V; `) S. e
- @status_window.dispose
8 N! c* c& c8 D. x$ h1 A$ g - @message_window.dispose% r' W" ?" U( q5 z
- if @skill_window != nil
8 J1 H8 m& P- V% Q# \8 b. ? - @skill_window.dispose
6 r; Q4 P' b6 n1 R - end
% _1 y6 t- N3 w7 T - if @item_window != nil2 }4 \% j5 i: ~6 z$ O
- @item_window.dispose
$ `$ A/ q( ]8 k5 m1 ~9 [* ? - end
: c- w0 r% F3 c - if @actor_window != nil w: C! f5 A" b( m; W0 t
- @actor_window.dispose9 t3 D; h9 N* f4 l; l
- end
" d5 W& e3 w* C! |% h j - if @result_window != nil0 P" t) I! v. e( c2 e: B- e
- @result_window.dispose3 S% Q) l/ B; R# O7 \0 N
- end3 b: w* G. D6 I& e
- # 释放活动块
$ G; @4 c4 B2 ^& ]; T. m - @spriteset.dispose
( f6 Q* `$ X V" S+ M* n - # 标题画面切换中的情况
# _' i- K& l5 |1 ], R, a$ a" X! X - if $scene.is_a?(Scene_Title)
0 y: V- q7 Q0 [: } - # 淡入淡出画面, Y! J6 V, s: Q/ `7 q. l5 M
- Graphics.transition7 T _9 x% Q) G) L0 b# G
- Graphics.freeze
5 H( c7 J% i# [# \! C/ q& Z - end C* q: b% ]; q/ b# P- ]
- # 战斗测试或者游戏结束以外的画面切换中的情况
5 p8 ^4 N+ [ Q& Y: f& c - if $BTEST and not $scene.is_a?(Scene_Gameover)
" k: f. }( F* M5 T3 g6 z - $scene = nil# V+ O: o* O* c" C0 X1 c
- end4 v8 j( G; W* R+ j1 [* t$ v
- end U3 @+ O* A8 f
- # 战斗结束
1 ]% p) k+ t; y1 F - alias lpb_battle_end battle_end( ?5 R# p2 u6 a2 U4 a- k- _ [
- def battle_end(n)! U" X4 v1 f* z
- lpb_battle_end(n)
9 v! L) w# b1 A; U - $game_party.set_actor_to_normal
* O5 @, ~7 O# p - end; M0 J5 }6 B5 y" e4 j% W& X1 S( h2 A
- # 开始回合3
0 ~3 E2 ~6 b$ R0 B( _5 W* n; y0 K1 @8 N - alias lbp_start_phase3 start_phase3! m3 q/ J; F; u1 I
- def start_phase3& n! A" N1 ]; }# A
- @changed_battler_id = []
8 i8 W6 `: F. x - lbp_start_phase3/ |. T% ]7 g6 ^+ ^ O+ g
- end
+ v4 A3 E$ h/ I& E8 d, ~ - # 刷新角色命令回合画面: g8 @) u) }/ M# S E- z
- def update_phase3, S' i: w- J; W5 e
- # 敌人光标有效的情况下
0 Y* n) X8 p3 H3 d - if @enemy_arrow != nil3 E E0 g, |7 D& q
- update_phase3_enemy_select
% c" D' w+ V- x' E - # 角色光标有效的情况下) e& y9 b9 g$ J" J6 C& k
- elsif @actor_arrow != nil- e% Y/ S* v, s- @# ?; D
- update_phase3_actor_select
3 f, r# I9 j& V6 ` - # 特技窗口有效的情况下
% a$ y. K$ y$ t! _ - elsif @skill_window != nil/ V7 t; M0 p1 S+ Q' w
- update_phase3_skill_select
- q% O" R+ f3 ^: H6 z/ g - # 物品窗口有效的情况下
" ~0 d& U5 Z9 |/ C$ ~ - elsif @item_window != nil
/ L9 |0 B- n. f" `# M* s5 G - update_phase3_item_select
" k5 R) V+ [5 I# ], x - elsif @actor_window != nil0 m8 R7 |' h( B1 B" ]
- update_phase3_battler_select
3 z8 i% }1 W3 t, S/ c - # 角色指令窗口有效的情况下
c; `8 C( t6 d& q4 J - elsif @actor_command_window.active1 m# ]$ ]8 d' T
- update_phase3_basic_command
" c. |2 b$ U/ | - end
9 m7 \6 W; \& Z6 j) t - end
# F: W, ]3 V5 v0 x2 t9 k - # 角色基本命令) f% I4 O- |, a6 ~$ [/ Z
- def update_phase3_basic_command
: n n" k- j" Q# A" K8 n4 `* g" b3 } - # 按下 B 键的情况下4 R: [6 V1 {4 G4 b3 n5 S
- if Input.trigger?(Input::B)
; Z1 G9 f: o% O2 q! U" s - # 演奏取消 SE
0 H2 P/ R/ |. \7 Q+ i1 f$ m - $game_system.se_play($data_system.cancel_se)
1 ]7 f: q& c+ O9 R7 X7 N3 L! P4 C7 a - # 转向前一个角色的指令输入( G1 N+ b' n7 I
- phase3_prior_actor
5 Y7 `# G+ u( o1 z - return
" O, V( F/ r0 @( c - end
" ~4 j* Z# ~+ L# Q2 Y$ [$ C; B; z" m - # 按下 C 键的情况下
3 Q; o* y5 Q$ m& I. H1 s9 t/ C - if Input.trigger?(Input::C)
8 m3 [9 x/ L: `& A1 ~: r7 y - # 角色指令窗口光标位置分之
) q' l6 `0 j2 N* w. A - case @actor_command_window.index8 g3 T3 o3 I5 G1 B0 Y$ \
- when 0 # 攻击9 O1 n8 H/ w$ J y) R
- # 演奏确定 SE
6 K: i2 m5 t7 h: E$ I% v# n" b' q - $game_system.se_play($data_system.decision_se)
# B* F9 b4 o2 P9 g3 u: T - # 设置行动9 q; J/ {: X+ {
- @active_battler.current_action.kind = 0% |/ S$ e7 L% w- F% g# F D
- @active_battler.current_action.basic = 04 \4 p; g! P% A* ~" q
- # 开始选择敌人. H) ~6 `) _! T1 y; n: r0 E3 ]
- start_enemy_select
% \. L) O7 q' r" Z, { G4 k - when 1 # 特技: g F. X; I1 ]3 J
- # 演奏确定 SE$ a3 D$ v: C4 A" B3 ?2 A6 M
- $game_system.se_play($data_system.decision_se)
5 Q* B4 v% B* r4 g - # 设置行动4 [3 e# f2 u/ e/ V s$ z
- @active_battler.current_action.kind = 1. h6 v4 u- T. `
- # 开始选择特技/ y$ `3 L# a2 N' ]
- start_skill_select2 {9 P8 U0 K1 k0 V5 x4 {$ o
- when 2 # 防御1 I' ]: K. C- y5 a+ |. @( E9 j! k8 Q2 E* Q
- # 演奏确定 SE! d0 w& i3 |" K
- $game_system.se_play($data_system.decision_se)9 z7 s$ z4 W* \, G8 d- \! s
- # 设置行动
. ~) B+ u0 r3 q - @active_battler.current_action.kind = 0
9 [, s! f9 x* b D6 _ - @active_battler.current_action.basic = 1% j$ h3 s3 n( }6 O( H) X$ |
- # 转向下一位角色的指令输入- P: e/ L9 \) R; B {, o
- phase3_next_actor+ f" U6 T8 J; J9 W2 ` P7 j0 w: _
- when 3 # 物品 u. E- E0 _1 J( {1 D
- # 演奏确定 SE1 ?* ?! X8 a8 @. U, `
- $game_system.se_play($data_system.decision_se)' [/ U( j( z P# t* { S
- # 设置行动. a4 P# T! f0 X4 g8 G' d* P" L
- @active_battler.current_action.kind = 27 e* d' _ q N4 n( c0 ?
- # 开始选择物品
$ J6 A# L. d$ L) Q7 J1 T8 ^ - start_item_select
( r" L* W5 P6 U% [6 `! N - when 4 # 换人
3 [# D$ V- V- I8 [. |" X - $game_system.se_play($data_system.decision_se)% w# L1 y4 k' P% o, d
- @active_battler.current_action.set_change_battler$ l# W) S! m' ~' w# A
- start_battler_select6 d5 \' s" k* ^" a9 H L
- end
+ C+ X+ F/ i. N$ j* z2 W2 G6 Y9 O - return
, H8 |- N, x0 B; M - end1 ~4 \) T* F& G, h, C
- end
9 T! t8 m# K1 y$ v5 C - # 开始角色选择' J/ `0 @% n1 v5 _
- def start_battler_select
" @5 s# Q3 e, `3 B4 A7 R: m( F - @actor_window = Window_Actor.new
- ?* [- n/ E C: C3 P& b0 Z$ l - @actor_window.active = true
" K2 l9 H5 p% B, x - @actor_window.index = 0
- j k- y8 F0 O: M - @actor_window.help_window = @help_window
7 k5 l7 `0 @6 R+ M+ D3 m* | - @actor_command_window.active = false6 G6 q4 L5 ?7 m% G( b: ?
- @actor_command_window.visible = false9 ]' c' C0 m' Z' t% f. |
- end$ T: z% F) A# |
- # 结束角色选择" l$ _! U2 @, [* j7 K8 X- N9 N
- def end_battler_select; Q8 w) F( C) s+ Z4 t6 T' b
- @actor_window.dispose. t! u$ E' f( E: s, `) e( K3 r# E
- @actor_window = nil0 R8 c/ H5 r/ _+ F2 I& J" c D
- @help_window.visible = false0 p$ o; @. B7 g; G
- @actor_command_window.active = true/ X+ A% i- } j3 E+ I
- @actor_command_window.visible = true
/ t+ f4 x& b3 ?, x3 w D, R - end; Y, q; T$ I, u! g: R' I2 w
- # 刷新角色选择# _( ]) Y: O1 `3 w
- def update_phase3_battler_select6 m: U3 U% W8 R+ V
- @actor_window.visible = true2 V# Q0 ~2 H0 k6 }. w2 Q7 L
- @actor_window.update
7 t" N& E! v$ D2 `/ ^( t/ r: H - if Input.trigger?(Input::B)
0 D6 {' G' J5 K3 X - $game_system.se_play($data_system.cancel_se)0 C" ^+ t! g0 W* J" U
- end_battler_select8 N$ u. k0 c! i" e1 c' s! M( @. W
- return
* A3 K" {/ ^ k; n - end- ]) J! b; ]1 C$ \- E0 ~
- if Input.trigger?(Input::C)3 g. ]5 R# b6 Z3 P* Q3 H& P
- actor_id = @actor_window.actor_id) z5 N4 n6 r% D
- if $game_party.get_actors_id.include?(actor_id) or N4 o9 V0 w! e! y# R4 c* {$ W) r
- $game_actors[actor_id].dead? or * S7 P' t* D0 o, D' z# N# M6 ?; \
- @changed_battler_id.include?(actor_id)
9 S; C) A# W ` U* o- E9 |4 u/ X - $game_system.se_play($data_system.buzzer_se)% {0 Q4 `( u2 ?3 q8 s% I; L# J
- return( S! r* m$ l# W- J/ `
- end
% x8 H3 y% D! Q+ N' {, w0 q& F3 L; I - $game_system.se_play($data_system.decision_se)+ p0 h/ `# _9 c8 Z* o) B; m
- @active_battler.current_action.change_to_battler = actor_id1 Q5 c4 n7 g9 N" X, @
- @changed_battler_id.push(actor_id)
9 o( U" [6 x6 L# v+ d$ T - end_battler_select3 b# U e2 L8 B* F
- phase3_next_actor! @( ]2 V; I- l2 ]5 ~& J* p4 o; a
- return" m3 c. i2 o8 }2 [1 t8 X1 b( K
- end
9 b' X; g2 c/ S2 j P3 E - end
* d! a8 a# o( b( P - # 行动方动画
2 [0 {; |: [, h$ } - def update_phase4_step3- ~) Q: }) ~6 T9 z4 \: { X2 J
- if @active_battler.current_action.is_change_battler?
, e" u& |. z+ f. [3 X4 C) m8 s - @animation1_id = AnimationChangeBattler
1 G8 E% U) s2 T! V2 c& \$ m - @target_battlers = []
' ~- N8 R& r( p2 n: C - end
( R7 U3 y: s8 I - # 行动方动画 (ID 为 0 的情况下是白色闪烁) K& X# A$ g& W' F- f% M8 J+ k
- if @animation1_id == 04 X0 s: F& J9 m: H* Y/ a: D0 m! y
- @active_battler.white_flash = true
( V8 B% Z& \: f! X" ^# H - else' q% Y B$ O \% C7 J1 H2 G
- @active_battler.animation_id = @animation1_id' R1 U8 E9 l2 O2 g( G4 }4 m) j% _1 B+ j
- @active_battler.animation_hit = true$ g0 H, `, T' _. O
- end
( A. X A* w2 Z p3 f, G. G* a - # 移至步骤 4- {& _. s+ u, V6 g
- @phase4_step = 4) | H4 \, P6 T4 u+ H2 c4 B' y
- end) `2 u n& h/ d( Z* s; J
- # 对象方动画
( N# o) U+ c8 V1 m( |$ Y, Z - def update_phase4_step4
% k) m9 Y1 ?9 K' x - if @active_battler.current_action.is_change_battler?# @2 c# w0 O X' ]6 E
- actor1_id = @active_battler.current_action.change_to_battler
; o- F' [' A+ ~/ R* ~& L - actor2_id = @active_battler.id5 Y% d! w. K: `4 n+ D7 v8 f
- (0...$game_party.actors.size).each do |i|. g1 p8 s! Q) L4 N7 c$ b' F3 L
- if $game_party.actors[i].id == actor2_id
% l0 O0 ?, \4 V: V% b0 W - $game_party.change_actor(i,actor1_id)
' v l8 C* V& v! k: @1 Q* W - @active_battler = $game_actors[actor1_id]
$ w: L4 N: y- r9 t& T - @status_window.refresh2 n" s* Q* G7 A; @6 g& H
- end
9 v( M8 U2 l, P8 |$ R8 V4 m# m; X - end X7 t8 L' `- a7 l
- end$ {" B- U3 h; u$ L% |2 C
- # 对像方动画) e" r% L! G* z5 K
- for target in @target_battlers: F3 E: k$ ^9 G9 a$ i: b/ V9 K
- target.animation_id = @animation2_id0 K4 e4 p: r$ J% |
- target.animation_hit = (target.damage != "Miss")
, T, o' W* m9 Z- i9 ] - end6 F2 N* F7 Y! a; _+ v/ w1 F$ d
- # 限制动画长度、最低 8 帧/ i' ^/ g$ ` q
- @wait_count = 8
5 m; r4 \$ P6 y - # 移至步骤 5
3 X) t' L) C2 i+ |3 d9 D7 I - @phase4_step = 5
: J: S8 `/ q4 A: j4 S4 t - end
& P; q+ H: a: i- m. _ - # 公共事件
% h, r- d+ S( z: d, m( J/ L8 J( p' j - def update_phase4_step6
1 D* w% T( P0 p% V' s - @target_battlers.each do |target|" q b* v- C% S- _ q7 U
- if target.is_a?(Game_Actor) and target.dead? and5 p9 a+ N8 \; e y
- !$game_party.other_actors.all?{|actor|actor.dead?}
* t! M8 w# P6 [1 n7 D, U - @actor_window = Window_Actor.new+ T1 t, |* M; h9 P1 v" A: U9 U
- @actor_window.index = 0. W0 F+ N( i- W7 i
- @actor_window.active = true" W; Z W7 x6 t+ u+ f$ P1 c
- @actor_window.help_window = @help_window
% I# V' X7 \; I8 ? - actor_id = -1
; d: Z$ ?3 a+ [ - loop do
' l6 o( f6 s, c6 t4 M) c, ^3 j1 ~ - Graphics.update+ \+ Q: V+ V/ f" w8 m+ M
- Input.update* P, ?* E% t' z) s. x
- @actor_window.update
1 T' V8 S& f& E' J - if Input.trigger?(Input::C)$ q8 Y/ m& S! K* _9 [
- actor = $game_actors[@actor_window.actor_id]
$ }4 v; r9 _: t2 O- | - if actor.dead? or
0 V& v& f2 a4 x; u - (@changed_battler_id.include?(actor.id) and 6 ~3 M; ^/ ?7 F2 {7 k
- target.current_action.change_to_battler != actor.id) or5 c7 }& G$ G8 i% }# r
- $game_party.actors.include?(actor)3 i* c% I4 Q T- h \: {
- $game_system.se_play($data_system.buzzer_se)
6 v) D; E- ]8 L2 \* ?, Q - else# Z; D/ V, w/ l) }5 g
- actor_id = actor.id0 r& H6 w; r0 p! \
- end( v6 l) S" k8 \$ I: N, }: d1 I
- end, [" ?" G, G9 a) [ A6 A! F
- break if actor_id >= 0- E q" n6 L/ X- R& g: P
- end- n) ~; L3 \* H$ i; w$ {! \0 j
- @actor_window.visible = false- B) e8 ]$ S, s3 }
- @actor_window.dispose
) T" f5 n+ N3 p+ j# Z9 }" i - @actor_window = nil
: B/ x1 d2 |" d3 `# _$ _, t' F - @help_window.visible = false/ t. a, v7 B: Q. p' ^
- (0...$game_party.actors.size).each do |i|
. r5 j2 x) P( I% @- K) E - if $game_party.actors[i].id == target.id! h5 A0 |& h9 @
- $game_party.change_actor(i,actor_id)* G- ~/ _0 S% Q% h
- @status_window.refresh
" A9 F9 W: b5 M' `; }8 z - end
3 Y* q# P1 ]0 K - end
( B& u4 N! \7 v R - end9 ]# t6 b8 U$ J
- end
7 ]0 j/ w( a- _3 q - # 清除强制行动对像的战斗者; Z! A0 n |' u5 U7 R! \
- $game_temp.forcing_battler = nil# ]) g x* i6 u1 X9 s) q! r( Q( M
- # 公共事件 ID 有效的情况下
$ N- e/ x) u0 I Q3 Y7 T - if @common_event_id > 0
! S2 J4 R' @/ g* t - # 设置事件; B) O7 ^/ d( o3 [3 K8 p
- common_event = $data_common_events[@common_event_id]5 @& m' R5 S* q( m2 O+ o; c# M
- $game_system.battle_interpreter.setup(common_event.list, 0)
/ d! }2 C8 N& [! @* d) U4 t - end
7 O$ O" G: Y' e5 e - # 移至步骤 1
. M: v) N, W% w' \# k0 }9 T' w - @phase4_step = 1
- V4 `: g, a1 ?0 p% B* {' l" v - end
3 x* o: E; ~* J# b% p2 _ - end
6 d+ {5 V- @2 b& F
, ?! G7 ~1 B+ k3 N6 W- class Window_MenuStatus0 }4 F9 b1 u7 n% Y5 G6 p, l
- def refresh
6 H9 P+ @# m/ p% }7 n' T; a$ U( c - self.contents.clear
0 F# J5 k* O% h. l+ L6 m! d - @item_max = $game_party.actors.size4 S$ x& p+ Z5 t
- for i in 0...$game_party.actors.size1 ~$ B9 @- {; ]
- x = 4. G, I' J7 M: Q6 A% \
- y = i * 325 m5 B# X) u5 [* i* O8 y
- actor = $game_party.actors[i]
6 t9 @( @# c* l U n - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)2 S8 p# s' `$ f$ j
- rect = Rect.new(0,0,bitmap.width/4,31)6 Y) k" Y8 ~# M% @
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
% n7 N$ \0 [: o( ? - draw_actor_name(actor, x+36, y)
5 F% s' k. @& z* k* p. x$ k6 s. V - draw_actor_state(actor, x + 136,y)
5 a4 X; G6 |" Y - draw_actor_hp(actor, x + 236, y,96)
3 k6 P* d7 _; H - draw_actor_sp(actor, x + 336, y,96)
4 X2 N+ F% L y% O( c4 j( O - end6 a! v! T. q! d$ l5 d
- end
& i2 l* ~- p, S9 @4 \% z( N) B! o9 ? - def update_cursor_rect
; U/ S, l7 k7 R& j - super
4 w* y- z) h) ]8 l b - end1 M8 \, H$ i( u# ^* ?+ h
- end
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