| 赞 | 5 |
| VIP | 52 |
| 好人卡 | 19 |
| 积分 | 6 |
| 经验 | 4394 |
| 最后登录 | 2023-5-29 |
| 在线时间 | 961 小时 |
铃铃塔的守护者
- 梦石
- 0
- 星屑
- 626
- 在线时间
- 961 小时
- 注册时间
- 2010-10-24
- 帖子
- 2768

|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
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
1 a% h# B( z. j4 \" }% P - ! r& {) \6 u% y6 c; `( L1 y
- # 队伍最大人数. l! k! K8 r1 F | n: W
- MaxPartySize = 8
! k7 z8 ]! |$ `# E' w5 D3 U - ) D2 w3 _+ N) h d2 y; z
- # 出战人数
4 _. T' [7 d- c2 h/ ] - MaxBattlerSize = 1! H# G* P& I: _6 G( o
- & d- Q$ h- z8 p, h6 {& u
- # 换人语句
! }# K/ E) I! e - WordChangeBattler = "换人"
0 h8 D4 }3 Y# P; x - 9 O( ?7 p1 F% F& a, T
- # 换人时播放的动画. r0 D! ?- Z& Q
- AnimationChangeBattler = 26: N, u+ u! Z6 T' _3 @
- ! l* `9 n& k' K* r8 |2 U# R! n
- end
2 l% N- E$ z3 \' h( ?4 q6 P - 8 f) n/ H( W) _) Z2 i
- class Game_BattleAction% V3 Z! G; G; D2 N& M9 X, R* ]% F3 l
- attr_accessor :change_to_battler
9 l I' n/ t" R0 Y0 V) t - # 初始化
2 ]: ?) h! n: o) M* ]0 ~ p - alias lbp_initialize initialize8 V& y6 m+ i: X( C: Q+ w& ?( z
- def initialize
- ^0 E& v Y: _# H1 X4 D - lbp_initialize l9 x1 P- o$ d8 W
- @change_to_battler = 02 j6 L x2 s6 P/ _0 a+ s
- end
' W. m8 n% R2 }3 G - # 欲更换角色编号
. z" ^! X, @5 G/ R - def set_change_battler
2 J/ A n* g/ k; j4 ]: o- J - @kind = 3! I# o( t; r6 q T
- end* v) N: m" T, U" M/ w
- # 判断行动是否为更换角色) p! O( H; y, [; [4 z8 K
- def is_change_battler?
/ |/ d$ K e9 v# u6 C* a5 O - return (@kind == 3)
/ d' E9 Z8 { W - end! f, ?8 L' x: L
- end& ^/ U( J% r) ]' ]
5 n6 F' v& b2 q5 \7 v. ~- class Game_Party6 I" m5 H' b2 i {" {2 Q5 h
- include LimBattlePlug: q: h3 i9 Q' E; t [5 a P0 z0 A
- attr_reader :actors2
- c. V4 M+ U% u4 d* r - alias lpb_initialize initialize
: y& k9 M0 ?8 U - def initialize
2 c; R2 ^+ Z( p% ` - lpb_initialize: o5 `4 ? X! F5 p6 ]6 u7 [, ~
- @actors2 = []& S T" a0 V1 ?" D1 W" Q
- end# r& ^9 a M0 Y( ]
- # 角色加入
# E6 S+ u; O5 y& W' F' x5 A- h) F - def add_actor(actor_id)
- }! W, Z% _% | S+ N) m* Z - actor = $game_actors[actor_id]
; R7 h. {0 m1 ?' H1 b% f; D; r - if @actors.size < MaxPartySize and not @actors.include?(actor)
: d: P5 i2 N- v p8 [ - @actors.push(actor)( }$ n* G& [6 i* k8 }# g
- $game_player.refresh
: Q1 f: o- M2 c. {' k9 a8 G - end: A( ~6 L0 m# ]3 d7 t( ~5 s
- end7 I2 h3 o8 D) ]
- # 设置战斗的角色
+ J C. Q5 E& s2 q - def set_actor_to_battle
% B ^# C- y% x' B3 p1 V- c4 | - @actors2 = []# Z9 `) {, K) S3 v }1 C# h
- @actors.each do |actor|
% Y: C( o0 T! T( x* r - @actors2.push(actor)
/ K8 _% G% w/ k* [7 ?+ i9 N - end
' B4 Y N: X, k3 b9 N; m) ] - @actors = []
9 k) }' K. z ]' w" P R) f: z - @actors2.each do |actor|
3 s* B2 X% X0 Q, A9 e; o. ]0 V - @actors.push(actor)$ X# K/ P3 P v3 P' x1 E2 }# _" ]' z
- break if @actors.size == MaxBattlerSize E0 W2 f# ?0 h( v/ D
- end
) G+ x. V, n. N: q7 d' ]6 U - end% C: H! c2 R) x# K' X+ F7 ]
- # 还原战斗的角色* }/ _' }" d$ N( \8 E$ x& D
- def set_actor_to_normal
6 `. q! ?) [2 C8 S+ \# K$ M - @actors = []
6 {) \1 h" x6 J# T/ F- `% d& V - @actors2.each do |actor|1 p: O" ^) @7 D. W$ v5 |8 o
- @actors.push(actor)# g- P6 u! R# \& i9 n' Z
- end- Q8 y$ S+ m$ t5 E
- end
2 j+ E9 f8 [9 ]1 }7 X: r" E @) \' G - # 获取角色id数组7 I% ^7 `/ E% _6 W
- def get_actors_id
* Y& ]7 L0 l6 R/ W! C% t - id = []" x7 C R, q/ B* U. [
- @actors.each{|actor|id.push(actor.id)}
: z6 ^' E9 L! o; Z2 s - return id
- o6 |+ D) C) f6 A; c2 ~4 x) z - end
+ _: _& ?' u; S9 E. x3 ~/ l' a - # 获取角色id数组1 G, x; N$ ?; }" Z6 O
- def get_actors2_id* S% q1 J1 _1 _' m+ u* K, z
- id = []8 V* r. q9 a7 ?% y
- @actors2.each{|actor|id.push(actor.id)}" F' m+ V8 q4 K( b! }
- return id2 C: u8 z( C7 Y! i# _ C
- end; v$ ^1 ]2 A) p" P6 H. x8 A7 v
- # 兑换角色3 p( D; b, g8 P. _( e0 U* ~! `0 f
- def change_actor(index,id)5 {" [) ]; g; n6 T
- @actors[index] = $game_actors[id]7 l/ n) \4 t4 y% x3 m
- end
, m: X! r/ Y' W0 j) W3 ]) c5 d9 q - # 全灭判定- U, S$ a4 J5 }1 a4 t1 m4 Y8 A8 V
- def all_dead?
( `( P1 A( p9 _ - # 同伴人数为 0 的情况下4 U+ y' o8 h( i! P* Z4 M) T! W
- if $game_party.actors.size == 0 [1 J: c$ `' S8 R* _9 C4 ^% f& N
- return false: `3 ]; t: u0 \" c
- end
% n$ S" h; V+ s5 H7 v - # 同伴中无人 HP 在 0 以上
3 E3 ^6 T0 n* P+ i6 r# v8 U2 e, x - for actor in @actors2# r; L) u. v7 x
- if actor.hp > 0
5 l2 s2 ]: {; _ - return false4 f- M, E3 `6 ~7 `6 l6 R5 ]9 T2 j( ]
- end
" [) R# o5 h+ T - end
: e! C1 z, r2 k - for actor in @actors% b( J G% i' j; [8 l! v
- if actor.hp > 07 n' R; {1 V0 S: h8 F/ u6 B2 V
- return false
2 \6 ~( s( b0 K* R& D- m6 y - end
; G& s. D, R( `9 l4 w- g - end- N. X' H/ S3 }- J7 r" x' [
- # 全灭9 O" Q% d4 v5 Q9 u- j; E, M- ]
- return true
0 V) [, E/ g6 l- q/ W- o/ Q. f - end
, }' J* o; Y+ \0 Z1 Z C; e, ? - # 其他角色
8 r. U% S5 z. [3 ]% m - def other_actors
% @# ?, ^9 S3 z5 w8 v - actors = []
- m! G. P( H) b( P! C6 ]8 ? - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
% `% C7 R# N9 q. c5 F. l - return actors' y* O4 U5 q6 `9 U C. P3 m
- end
& M7 ^; F: S7 m# F! [5 P - # 角色位置互换1 C0 a" m% v, h
- def change_actor_pos(id1,id2)
' q7 P" [+ w) P' T; v& L4 W - actor_id = []
. t! k' }) [; r4 U/ `, c - @actors.each do |actor|6 V, d/ ]+ A% a. `* V4 g
- actor_id.push(actor.id)" j6 U7 U6 q" \: C) X2 z
- end1 c/ F% M/ J& T, U' B# m$ s% Q
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
$ b0 m, t8 M, c; J2 h9 T - id1_index = id2_index = -14 t4 @$ F+ s. H/ e Q" `
- (0...actor_id.size).each do |i|
3 y _% `; ^% s+ s5 q - if actor_id[i] == id1- U- v( }$ {2 G% {0 D( _1 @
- id1_index = i) w) `* ^4 K1 Z
- elsif actor_id[i] == id2
) M( q/ `2 ?+ \0 r8 I k7 y - id2_index = i
" B# f7 R5 w9 g* g, y6 g - end# ^/ y" j/ U3 K
- end
. \; g7 ]. }8 V- r - temp_actor = @actors[id1_index]' n/ |! m: {) e9 ^! X6 Z9 ^4 B. r
- @actors[id1_index] = @actors[id2_index]$ C+ K3 [' h) A9 ] Y
- @actors[id2_index] = temp_actor+ y N% p; g2 [% ?3 E
- end
4 Q( S8 {- Q- p7 A - end+ b! g! N k5 J3 y( k5 G: o
! t; [: u" Z$ o7 N( w! h5 [# G- class Window_Actor < Window_Selectable0 I3 ^8 O1 C/ K1 \7 ^- V
- # 初始化4 m3 ^7 v. X' `: h" p7 f
- def initialize- A/ P U- ?8 D/ i. Q
- super(0,64,640,256)
. i0 U, ^8 B+ P' ^3 @9 d: w - self.back_opacity = 160( U& T& \ B" z3 O0 i& w
- refresh
0 c3 f1 `( P. A5 {, n1 t, a8 U - self.index = -1
2 g l/ n! R: ^: |% H/ c - self.active = false
, q# z m- G" f$ `. {( A - end
2 M) t+ {: K6 v' R - # 刷新+ q; j* K$ b0 {5 `9 a1 v
- def refresh& X8 u: l- _5 r. N& @
- @item_max = $game_party.actors2.size, V0 f" z- W: T# ~8 W
- @data = []3 Q- A* e2 _7 z! ^
- $game_party.actors.each do |actor| e" A2 m {- \" L) t
- @data.push(actor)
0 l- D% d8 Z1 O, [ - end
7 l" U/ P6 F! S, p% h/ _8 _9 X - $game_party.actors2.each do |actor|
J6 x6 e& s( V7 J( D3 f: Y5 J, i - @data.push(actor) if [email protected]?(actor)
2 Z- w+ Z7 f& \4 A- g# q! i - end
. z7 O8 C# t$ U! ~' f% V - if self.contents != nil
[, o+ |/ M! ^2 p2 D0 O9 B, ` - self.contents.clear
7 B+ _) J& w- C" {1 k6 b - self.contents = nil" J) O- F/ i0 ]
- end
+ z# [$ o% H7 o' B& w( }6 Y - self.contents = Bitmap.new(608,@data.size*32)
; [: k! z N# z* n, i) R( Y - x = 4( I& e* C) z4 y2 d) R
- y = 0
/ D8 h! @2 ?1 }; i* g3 e - @data.each do |actor|
' L1 i( F! a; T4 q1 i7 C) L - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)- o' m$ k) Q7 e) h
- rect = Rect.new(0,0,bitmap.width/4,31)
6 m w- B. a0 G" y2 W9 H - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)0 U( h3 ]2 H9 H
- draw_actor_name(actor,x+36,y)
. v7 B0 \ C2 ~/ w4 v y; T2 x/ N - draw_actor_state(actor,156,y)- d: B# S' T; R; ?4 ?$ R( X, x
- draw_actor_hp(actor,x+256,y,96)
6 G2 }' ?! u9 Q5 u; W' a - draw_actor_sp(actor,x+376,y,96)) i# Y0 ]4 _! P& x
- if $game_party.actors.include?(actor)6 I0 B4 ~. G( t7 e8 H
- self.contents.font.color = text_color(6)
: b# ]8 @& i% J- D0 [ - cword = "出战"
! B! e) I! S7 M0 s1 S" [# c - else
3 Y# I* m6 V: y! v4 v - self.contents.font.color = text_color(0)
, q8 L, {) Z0 I1 D8 E' d# c* i - cword = "待战"8 i) |0 C; z0 P+ R
- end; g, L5 G9 p8 ]% ]! e1 i
- self.contents.draw_text(x+496,y,60,32,cword)
! o1 w7 q+ v4 e8 i - y += 32
% p0 o* f* H; l% g) r6 |9 t* O - end
% j: r% u4 l8 c# O9 H - end' ?( `: f! i% b/ \" d& c
- # 获取当前角色编号
1 c% }" j7 J2 y" e. G7 a - def actor_id
y9 N3 b" a# i* K* h" K - return @data[self.index].id
3 X$ g' i8 y. g _( a( a - end0 }- E1 i3 W" p4 b( }
- # 刷新帮助2 Y$ E3 ]. s* p; H
- def update_help
* X S- W9 F) a - @help_window.set_text(@data[self.index] == nil ?\+ d* ?7 F% X" X# V4 ?
- "" : @data[self.index].name)) T# n4 B( `6 L$ ]1 G
- end6 p- O4 l6 Z' s8 y$ m
- end& T6 {3 A# b% o2 H* q4 h8 H! H
- 9 D) ^7 }1 @7 Q( z
- class Scene_Battle
9 G7 s7 y* f4 X- e3 J( p5 c4 f - include LimBattlePlug* t9 T+ c* m8 I% T
- # 初始化
$ l' R; i" G2 F5 h8 w* A - def initialize
+ d+ T1 Y: J% {4 e5 ~2 Q9 } - $game_party.set_actor_to_battle! U2 b/ F2 T; v, \: ~
- end
! F( O, q- `" [/ l: ]+ Z0 v - # 主处理
( m; c6 h6 o4 T( _ - def main
& x. {* q: R5 @' N2 ~0 e - # 初始化战斗用的各种暂时数据
) ]- W$ J- j$ b9 n: Y8 S - $game_temp.in_battle = true
/ e( d2 @" }( _$ `& h - $game_temp.battle_turn = 0" x ?( i5 g P: ^
- $game_temp.battle_event_flags.clear
f x* B! X( n( ?# @ - $game_temp.battle_abort = false
, B6 u6 z& n2 z# ]! @: L - $game_temp.battle_main_phase = false! n2 C2 B* e: `* a, C
- $game_temp.battleback_name = $game_map.battleback_name
- ?9 x6 Y3 N! F; S' Z& w- [ - $game_temp.forcing_battler = nil# V! R j9 d1 c
- # 初始化战斗用事件解释器
8 E8 R$ t& o& H' u - $game_system.battle_interpreter.setup(nil, 0)
2 B3 V0 J+ D3 M) x0 l5 h! h - # 准备队伍
( D" H# _0 F. H - @troop_id = $game_temp.battle_troop_id, K2 V* S$ ?" b& K5 P) n
- $game_troop.setup(@troop_id)
% T5 X; w/ P# \ - # 生成角色命令窗口, Q2 g. n9 R8 v% Y
- s1 = $data_system.words.attack
8 w- U0 L7 e4 u3 G9 `' Z7 P6 F( B - s2 = $data_system.words.skill8 S6 o+ V! ~, `6 x. X! U* C2 i% Y
- s3 = $data_system.words.guard
. c5 o' {" }" h0 P# \% M' @" j - s4 = $data_system.words.item+ C6 f: ^% g q y. A
- s5 = WordChangeBattler" z7 D0 O. t- d5 }
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])1 Y' J+ E* ^+ z& B ?8 n6 t/ o
- @actor_command_window.y = 128
. ~/ n w: l* C$ V; V5 m - @actor_command_window.back_opacity = 160
$ m+ L/ {" \3 a w9 S$ b8 M* e - @actor_command_window.active = false
M. l1 l6 t9 p4 m - @actor_command_window.visible = false
! p! p6 `" P. q# Z7 V - # 生成其它窗口! M! R' s: k+ P# c
- @party_command_window = Window_PartyCommand.new! o" P" x$ c; ~. r: U, f, Q
- @help_window = Window_Help.new
5 Y+ u& R0 b, L7 a4 O; S6 z - @help_window.back_opacity = 160
* R: z1 _# k2 g O) k - @help_window.visible = false
$ N0 i* I( h1 }. x6 r& i - @status_window = Window_BattleStatus.new
2 p8 ^1 M) _0 p( G - @message_window = Window_Message.new
* g) N4 [7 r! ]+ A( A - # 生成活动块1 N, _. Y" X0 m0 Z8 i \# E J$ U0 A3 U
- @spriteset = Spriteset_Battle.new
: {& v$ O% W8 g& n- I+ B7 s - # 初始化等待计数
_4 W- o% P0 h x9 F! x* s - @wait_count = 0
" k: b% j$ H' a5 N0 r - # 执行过渡
) u P8 ]1 |" c( a4 O! z7 U* t: Z - if $data_system.battle_transition == ""! M* r9 O( _- {0 I- ~7 S" y. l, `6 E$ d
- Graphics.transition(20)
3 O; G% g$ W6 I! _ g - else
& ~6 g: |# E4 v% x" Z+ x# ^ - Graphics.transition(40, "Graphics/Transitions/" +) n6 i3 b$ m% e0 ~% D& Z; v* X
- $data_system.battle_transition)/ F! j! H( B" F0 }" Q N" {6 w
- end9 ~0 v6 ?3 H3 E" c: g& g% ~
- # 开始自由战斗回合
2 H% ]$ j: q4 Z - start_phase1) b! U+ W4 W% d+ O. M- o( i( h
- # 主循环9 o- d% Z* S; ?4 [# J) ? S* {
- loop do
0 F- d9 d* Z5 k( q; ? - # 刷新游戏画面
+ V) w) b7 O- X1 C+ {2 }& n) \ - Graphics.update; t: }2 e* G. w$ }) i
- # 刷新输入信息
5 h( a; {) X; V8 V - Input.update
1 D% T' j* t1 Z; T - # 刷新画面" A1 t/ t6 |8 F& q8 O% V$ a
- update
5 u3 ~7 ^3 D6 T - # 如果画面切换的话就中断循环3 V* y3 E! Y$ R* X" X/ m# E" I3 m
- if $scene != self L& D9 J V* {* }- w1 r& Y
- break
( O9 [! E, ]$ J$ l1 M - end) e* z# x6 r3 X& t! |4 e
- end
; t* Z3 a" Z# N j V: I# } - # 刷新地图4 p V, ? H8 x) k$ e1 l
- $game_map.refresh
! g. n3 O3 u5 G5 J - # 准备过渡
! ` _, W; U- F( z - Graphics.freeze) y7 x S8 O# d
- # 释放窗口6 T J3 X/ L3 G8 ~ m9 T
- @actor_command_window.dispose8 k! B$ q% w5 B
- @party_command_window.dispose( g; N5 C2 i% j9 A7 D# R: m0 Y0 P% z
- @help_window.dispose- [+ n- Q- _* X9 @2 M7 Q* r
- @status_window.dispose
' J7 Z& M! y6 t, Y. C - @message_window.dispose
% W" ^2 d/ v7 N e p - if @skill_window != nil
. [ V+ V, L# g3 }7 H) @- t - @skill_window.dispose$ j& }; b! o+ [( ^: D7 ~
- end- z& b. f* I! {
- if @item_window != nil
2 v. S! M4 H- t - @item_window.dispose9 i6 c! g6 Q; k; T2 n4 C
- end
5 L& z7 }% ?( v - if @actor_window != nil
v5 p- x& a% w" G - @actor_window.dispose6 K8 v5 ]1 L) \) ~' z7 W, q
- end
; l: ?- c( E( E9 M& R9 t$ C H - if @result_window != nil$ g2 @0 B! X, m) Q
- @result_window.dispose( ^, l/ L1 y: S) i$ O* w
- end, }) \. m* q& ^
- # 释放活动块
2 U$ h0 c9 g) H1 i3 n6 m7 o - @spriteset.dispose
8 ^# c% l' G S @# T' c - # 标题画面切换中的情况5 y" N, t5 \; }" h) m( w1 y
- if $scene.is_a?(Scene_Title)1 s" f+ O2 C3 Q4 Z# ^5 A$ C
- # 淡入淡出画面3 }; m4 ? d8 B7 Z2 d9 Z8 ~' k- S: a
- Graphics.transition
% D$ E$ k6 W" ?% Q0 C# \ - Graphics.freeze' E- O, i# l6 O& X; s1 z& P
- end% J$ ^: i y9 O) j. ?
- # 战斗测试或者游戏结束以外的画面切换中的情况
% L. @+ t5 G, k# V1 q; X, g - if $BTEST and not $scene.is_a?(Scene_Gameover): e, ]7 @ A! N5 O4 A
- $scene = nil( V' {; h; g, T
- end
2 B, h/ T' B1 y* b& o - end
+ u! I9 I3 k4 o9 F2 t - # 战斗结束
3 H: u L$ l2 M8 Y& W6 j% J - alias lpb_battle_end battle_end
$ z- A' t# l6 p7 j' S - def battle_end(n)
9 C V8 G, Q' {! c - lpb_battle_end(n)
. b8 I" M& k: v1 Z( n: ] - $game_party.set_actor_to_normal
3 U5 Q- f+ V2 P( k6 I. ~4 z$ d5 o - end
5 g" U; u, v4 b5 n2 W O - # 开始回合3
1 X! A: i: I: v - alias lbp_start_phase3 start_phase3
0 @2 |+ x) R6 y) c( Q+ } - def start_phase3
- m9 x; [ ^: y' M; L8 @ - @changed_battler_id = []
8 ?$ a3 _. N# z+ J; L& } - lbp_start_phase3
0 H2 b' s9 C6 W# ~ - end
% D4 Q' n3 Y$ g1 Y: r - # 刷新角色命令回合画面3 {% C8 U0 ~+ l8 Z1 F4 i9 Y
- def update_phase3
$ p$ Y% q3 N: A% [ - # 敌人光标有效的情况下
, o' _3 G, C1 a2 A: i - if @enemy_arrow != nil$ C! t R8 c' r4 y5 ~
- update_phase3_enemy_select# O7 r+ k2 t/ {+ w! `0 G" ^. {
- # 角色光标有效的情况下
8 g5 n l1 z+ X# v1 J5 e* O% B - elsif @actor_arrow != nil
! C& t% o4 { [5 s. R - update_phase3_actor_select
& v) x/ W% a" z; _0 ] - # 特技窗口有效的情况下
/ t7 a9 T" J+ i5 W - elsif @skill_window != nil1 Y1 R* ~; M: s4 e0 n
- update_phase3_skill_select
* F% H1 z6 W% b4 x" s( m - # 物品窗口有效的情况下
% o8 p/ R9 _9 U - elsif @item_window != nil! T( C$ U% Q% r$ C/ M" y/ `
- update_phase3_item_select; F: J# P" H- M4 I' S6 ^2 l8 Y
- elsif @actor_window != nil
) I" z5 m1 |: u2 G0 a! L - update_phase3_battler_select+ o0 t1 ?/ _6 ]1 C- b5 ?
- # 角色指令窗口有效的情况下6 P, ]4 `. f9 q. e$ {
- elsif @actor_command_window.active2 t- y: U3 V" f- B
- update_phase3_basic_command
" Y& ?5 {7 v7 k! W9 t2 b6 t - end
' i- F* \! x; k8 f" } - end& G: k, m" }3 J' y e" ^6 @
- # 角色基本命令3 q3 X, i' o- T! D: {" A
- def update_phase3_basic_command
7 @# @+ b( A0 u% B" S1 U+ K/ S - # 按下 B 键的情况下
9 ]. c% F4 D2 `4 k; j- e: O4 z - if Input.trigger?(Input::B)# ^' ], S5 s. [& P/ z$ j
- # 演奏取消 SE x: e2 v8 ^; ~9 K
- $game_system.se_play($data_system.cancel_se)/ n, \3 M$ c$ I" G' r! W* @
- # 转向前一个角色的指令输入0 e' ?% [$ A/ l& t3 f$ j M9 _
- phase3_prior_actor% v7 B3 h: c7 { K5 j1 L1 m9 D. K0 r
- return' B6 ~9 q0 f1 Q9 W- |
- end
f+ W7 e& H+ ]0 z0 ~ - # 按下 C 键的情况下$ X& d1 d) {0 v0 _* Q% r
- if Input.trigger?(Input::C)
9 I/ I$ b! S5 @# V& ]+ \: k4 g - # 角色指令窗口光标位置分之# N7 g, }. E+ m! C
- case @actor_command_window.index. S5 |5 \# r$ E) u' @$ ]
- when 0 # 攻击
# u, g7 ]5 U6 s& J) p8 Q - # 演奏确定 SE
. U8 e% A, h9 a3 w, | - $game_system.se_play($data_system.decision_se)
% E5 }7 X9 x ~ - # 设置行动+ X' O( {* y+ n2 l
- @active_battler.current_action.kind = 0
# y* s* `) k9 u7 F - @active_battler.current_action.basic = 0
/ e7 X* g; P9 Y - # 开始选择敌人$ H8 {9 v G( o+ X* B, k& y7 U
- start_enemy_select( M( d, \2 ^5 @) O0 |5 R/ x6 a
- when 1 # 特技( }. {, W2 i5 @" j2 {
- # 演奏确定 SE2 Q0 t- P9 M" G: w1 ^2 B S( m
- $game_system.se_play($data_system.decision_se)
, z) V) z; }6 i - # 设置行动
) w% \# e% a# k - @active_battler.current_action.kind = 1& D& A" j& t. Y
- # 开始选择特技
5 N# J* p& P: n1 _' U2 U; v - start_skill_select9 A) I1 O; |( r' f/ f) O& O
- when 2 # 防御
' \" C8 u* N7 Y2 l& w, ?3 ` - # 演奏确定 SE. X1 t9 k3 T1 X- l
- $game_system.se_play($data_system.decision_se)# B: S. M3 z! J1 A n0 e
- # 设置行动
7 }, T) }% _6 y( e - @active_battler.current_action.kind = 0! i3 N+ s: [5 Q
- @active_battler.current_action.basic = 1' z! P" Y& }, r% x
- # 转向下一位角色的指令输入5 H v4 G; p% @ x! f [
- phase3_next_actor
0 O3 x5 ?; f. c6 y. r. [$ L - when 3 # 物品
0 X: f( H9 d- R - # 演奏确定 SE" T' O: K4 ]4 W
- $game_system.se_play($data_system.decision_se)
0 r2 }8 Q- u; t$ K& p - # 设置行动
+ F4 P- G9 v$ r, s% ?* ^6 s# @ - @active_battler.current_action.kind = 27 f$ @' n4 w9 y
- # 开始选择物品
! Q/ \) o) v% G' } - start_item_select
* S( \" H2 @ ?3 I8 F4 S - when 4 # 换人7 | c) w2 |2 ~
- $game_system.se_play($data_system.decision_se)
7 q8 T/ r4 G. d! t - @active_battler.current_action.set_change_battler2 f2 `0 G! W( A' K! k% @; x0 _
- start_battler_select0 |6 X* Y z# L0 v9 h& K, E
- end2 f4 T6 e, j! [
- return/ I$ K* H* ^: \( a1 i: k
- end
' M, |/ c; E" u - end
' K0 Z" d+ C d$ N, ^/ l - # 开始角色选择
* N+ H( {* G t; ^ - def start_battler_select- I4 L' \# O4 ~* `
- @actor_window = Window_Actor.new
5 u2 `' v- f8 W - @actor_window.active = true
1 a* V( Y+ ? M( H/ C - @actor_window.index = 0
% q V1 x6 ]# ]7 Q - @actor_window.help_window = @help_window
7 Y/ }! y4 p% h+ q. R1 ]( f( P0 [7 D, \ - @actor_command_window.active = false5 a/ m: s* }" Z+ s
- @actor_command_window.visible = false
* f' R1 F; E' R, b$ ~ - end
V4 A- o; L: T! ~: v - # 结束角色选择
& g$ g6 `: X. i5 _7 m% D1 f - def end_battler_select# S2 E% M2 Y8 x5 o7 @. b/ F
- @actor_window.dispose
5 F- N; g6 Z/ z/ w3 R* H2 K - @actor_window = nil
3 [7 }# X+ i; X# w - @help_window.visible = false& v% ?9 r& |- ]
- @actor_command_window.active = true
5 H- ?9 }" c$ } - @actor_command_window.visible = true5 h3 J" z4 }9 _0 R& V. s
- end) q* q$ }4 X; T5 T. V" ^# }- Z$ b
- # 刷新角色选择" V) m) d. C' C6 ~/ H$ ^& I$ y
- def update_phase3_battler_select
7 B( b; g( A5 ]6 q+ [$ x - @actor_window.visible = true b: S+ x R" }; K! U/ |% d
- @actor_window.update1 k6 J) w7 x6 Y" l
- if Input.trigger?(Input::B)
* R) ?) N9 c9 \3 @0 o - $game_system.se_play($data_system.cancel_se)
( ~, O5 x2 S/ o: K' C - end_battler_select$ F5 {( j; ^ ]9 @( w$ g
- return
# P% M/ Q# w2 q8 \ - end
/ p; N& a5 ^+ d! `# h8 Y6 r - if Input.trigger?(Input::C)0 N4 r% J# V/ y0 l# q2 c
- actor_id = @actor_window.actor_id: V& H* f D5 P5 P% L. R
- if $game_party.get_actors_id.include?(actor_id) or
: W" D3 H$ \, q0 g, J: ~ - $game_actors[actor_id].dead? or 3 @( t. x3 D6 x, e+ |1 {& {
- @changed_battler_id.include?(actor_id)6 d/ A$ H, j, W
- $game_system.se_play($data_system.buzzer_se)8 p+ z6 F! x: k/ Y0 t- o5 j
- return
! {( l. o8 R/ x0 m$ I( D - end; R# q9 P5 N9 k
- $game_system.se_play($data_system.decision_se)
^+ K/ {$ D8 t, U9 D1 N - @active_battler.current_action.change_to_battler = actor_id8 Q" Y7 b. `6 d7 ]+ g2 @# c
- @changed_battler_id.push(actor_id)
1 f# j v' k3 m - end_battler_select" z. t; {! M, t& r" N' d0 D* p
- phase3_next_actor
9 z8 c3 p7 S0 Z - return% s" F3 \# w3 R; D. t7 Y% D X; L/ q
- end5 N8 a5 X, ~( z1 B8 n/ @
- end
& b* c' K% u* \6 y5 {; c7 m; B - # 行动方动画7 L2 J6 m- S3 d C
- def update_phase4_step36 _& B( w( N. Y! g
- if @active_battler.current_action.is_change_battler?8 n; `8 p) w( g7 y; O6 r( i0 B
- @animation1_id = AnimationChangeBattler
; |: `% y3 `' T0 D% A) L' [! g - @target_battlers = []
. p3 A0 y. P2 @& g `3 H6 D( R - end
# V* S/ A5 V% S v0 e$ M - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
5 m' F. ?2 B4 ] - if @animation1_id == 0
( r \, D+ J* B; U - @active_battler.white_flash = true
f# Q6 d6 q& U* d - else3 Y4 L: n, @8 n3 @$ \0 K
- @active_battler.animation_id = @animation1_id* a1 l) ? F7 p
- @active_battler.animation_hit = true3 i2 V5 P" ^ o+ F
- end8 W# K$ V0 _2 o+ a; \, }
- # 移至步骤 4. n. f& F/ ~9 J5 t7 M6 o
- @phase4_step = 4* M2 Q. y* f3 N Z$ H1 e
- end9 r- V. R! A& d$ {& p5 J4 t
- # 对象方动画
9 b' T3 K3 m& ~ - def update_phase4_step4/ j$ ^9 c/ @6 _# f# A1 ~% M
- if @active_battler.current_action.is_change_battler?
- i- _8 s3 ?- k A- v$ B - actor1_id = @active_battler.current_action.change_to_battler
1 @* Q& B% G* R! M - actor2_id = @active_battler.id
* F5 |. N+ D( e$ z5 ~ - (0...$game_party.actors.size).each do |i|
# [$ i+ A9 b4 A! d$ f' W5 F - if $game_party.actors[i].id == actor2_id1 P( Z6 \( f6 Y2 [
- $game_party.change_actor(i,actor1_id)
0 ~. `8 [; ^- \0 l8 O, [ f - @active_battler = $game_actors[actor1_id]
4 i% a0 n, j/ c R! B3 h - @status_window.refresh# T" I: R% Y b/ K
- end
n& ?5 x1 }$ W9 U- ^& U - end* r& V/ P+ J& y( z
- end
9 \4 S6 [# W$ s% B - # 对像方动画. n; ?$ G) c* M, b3 @
- for target in @target_battlers: Q0 g0 q" I- W0 N1 X# y
- target.animation_id = @animation2_id8 l9 ]& m/ i+ P2 u f
- target.animation_hit = (target.damage != "Miss")) \- {$ {; d/ B
- end s* J; L8 V( I$ ]! D$ i. Q) t( X/ [
- # 限制动画长度、最低 8 帧
0 N }0 U' n+ `' [0 Z% l- S - @wait_count = 8
( D7 c8 l2 r1 r) u. \ - # 移至步骤 5
9 O1 l0 a% r! Q8 F4 O: |$ I& S - @phase4_step = 5$ K6 M7 N2 V, z8 ~3 `% f; @4 b
- end
/ s$ D! [. f& L: C9 K - # 公共事件
& u+ ~- N% F& V' f - def update_phase4_step6- v' r: b7 K7 Y
- @target_battlers.each do |target|
6 J, ^, \4 h2 t0 L3 w - if target.is_a?(Game_Actor) and target.dead? and. s/ |. X! z) G( S# D( C
- !$game_party.other_actors.all?{|actor|actor.dead?}/ k4 r, u, [: C
- @actor_window = Window_Actor.new
& e! L- T( D) e - @actor_window.index = 0! e, \% {8 e. a
- @actor_window.active = true$ o2 j& e6 X. ^
- @actor_window.help_window = @help_window* I: J( ` U, w. |2 {7 }/ D
- actor_id = -1/ n! C) v- C7 [ b5 k
- loop do
) _ z( B B; e5 S' Y+ g - Graphics.update
+ Q: c! @2 r3 X/ H8 A' p+ |$ i - Input.update+ `- }( U! v: k! H2 X. ^
- @actor_window.update; A8 t' ?: `6 C7 G- w2 u
- if Input.trigger?(Input::C)
6 q% T: C& e2 x5 w - actor = $game_actors[@actor_window.actor_id]2 x0 Y' B7 {' y+ t$ h! A$ y
- if actor.dead? or
4 w+ ^ w% k% [* V; c - (@changed_battler_id.include?(actor.id) and
8 D9 t# d' ]2 Y0 x- f8 {4 E( e - target.current_action.change_to_battler != actor.id) or/ x, v' D/ B0 G5 l4 _( @
- $game_party.actors.include?(actor): L' F/ o4 i8 j. o& n5 ~
- $game_system.se_play($data_system.buzzer_se) A8 I* v7 O# ~! H5 r# V4 Q; H; f
- else4 g7 g% z3 S% Y& z8 k3 E4 s+ Q, o
- actor_id = actor.id+ T" ?4 i+ X# H4 {( T7 h, p
- end
* [. `: |9 X# x - end
) V9 a7 J. m8 L - break if actor_id >= 02 m: R* [5 }5 ~
- end
' w! |5 H9 [- L( H - @actor_window.visible = false
- j% w, M- t+ v3 L6 R - @actor_window.dispose
: e" m7 P9 `) T - @actor_window = nil% M J+ O0 @4 J9 b, m3 s
- @help_window.visible = false1 S4 g# r* J7 @
- (0...$game_party.actors.size).each do |i|
0 l4 i) K" }% I' ~% K - if $game_party.actors[i].id == target.id
5 k. R. t$ z& S' Z- i - $game_party.change_actor(i,actor_id)& P- E$ D0 O: Y
- @status_window.refresh
1 P. a1 B. J1 u. F+ W4 L \ - end
- x( @8 n8 p: e: g* p1 }8 S - end
& m3 G/ ` v% R( }( g. [* p4 @ - end+ ]" L8 ~3 j3 f% `9 `% ?8 [
- end
& O% F: D& X* q8 F$ [ - # 清除强制行动对像的战斗者& p4 X7 x8 I6 P: J! |6 ^
- $game_temp.forcing_battler = nil+ |- O' I! P7 @ ]
- # 公共事件 ID 有效的情况下
% g6 o) v9 H# V. g3 p2 f0 q - if @common_event_id > 0
" l8 D0 J/ q4 H& Y: c - # 设置事件, w( n8 X- g& R
- common_event = $data_common_events[@common_event_id]
6 e, F& o* U4 N# Y" W: v - $game_system.battle_interpreter.setup(common_event.list, 0)( Q, e. e9 X1 z
- end
: ?( V W, x; q4 h, |+ l - # 移至步骤 1
! T% C& ?6 |+ G: v - @phase4_step = 1
0 {" a" R: ?7 t - end
7 x6 C- n' `" A$ G1 B - end
! ~5 p+ G5 E) U. k - ) x# y, W& ]* M% A5 K+ n2 \" Y$ k: v
- class Window_MenuStatus
- q+ K6 Y! v6 `* t" X - def refresh- l2 r* n/ [* Y" U
- self.contents.clear
1 t7 K& D& @' k% ^0 X - @item_max = $game_party.actors.size+ r/ O9 `+ n. M# n
- for i in 0...$game_party.actors.size7 j( c& D* a* I' u' ^* K6 Q6 v% m v
- x = 48 d! o, o( X9 \0 Z7 W
- y = i * 325 J4 f* S, ]: j& p
- actor = $game_party.actors[i]
; }! a* k4 _# ] - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
: r7 o9 w( T- L. i - rect = Rect.new(0,0,bitmap.width/4,31)$ o% ?$ N# E' V' J6 ~
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
" l" H' a( f* H" d - draw_actor_name(actor, x+36, y)& s8 m% U. l6 ^# q L1 b \
- draw_actor_state(actor, x + 136,y)
1 Q% O, z: S* A# U1 J& J - draw_actor_hp(actor, x + 236, y,96)
7 {& |8 M4 ^3 @% l - draw_actor_sp(actor, x + 336, y,96)& W s) Q7 G, I/ T4 J5 u2 O* R* F
- end
# M! G) K9 W0 `% } - end
" g. |' K5 i0 F+ _ - def update_cursor_rect
! I9 d6 I C0 ^4 [ g0 Z - super4 E2 q: d# |, z0 X% ^. S# E9 i
- end( b8 q5 f& Y* P, ~9 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。 |
|