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Lv1.梦旅人 
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 - 2011-11-26
 
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 | 
	
本人对脚本是(你懂得)。。 
 
 
我要的是九个人战斗 
那位大湿可以帮我   
 
 
module LimBattlePlug 
  
 
# 队伍最大人数 
  
MaxPartySize = 9 
  
 
# 出战人数 
  
MaxBattlerSize = 1 
  
 
# 换人语句 
  
WordChangeBattler = "换人" 
  
 
# 换人时播放的动画 
  
AnimationChangeBattler = 26 
  
 
end 
  
 
class Game_BattleAction 
  
  attr_accessor :change_to_battler 
  
  # 初始化 
  
  alias lbp_initialize initialize 
  
  def initialize 
  
    lbp_initialize 
  
    @change_to_battler = 0 
  
  end 
  
  # 欲更换角色编号 
  
  def set_change_battler 
  
    @kind = 3 
  
  end 
  
  # 判断行动是否为更换角色 
  
  def is_change_battler? 
  
    return (@kind == 3) 
  
  end 
  
end 
  
 
class Game_Party 
  
  include LimBattlePlug 
  
  attr_reader :actors2 
  
  alias lpb_initialize initialize 
  
  def initialize 
  
    lpb_initialize 
  
    @actors2 = [] 
  
  end 
  
  # 角色加入 
  
  def add_actor(actor_id) 
  
    actor = $game_actors[actor_id] 
  
    if @actors.size < MaxPartySize and not @actors.include?(actor) 
  
      @actors.push(actor) 
  
      $game_player.refresh 
  
    end 
  
  end 
  
  # 设置战斗的角色 
  
  def set_actor_to_battle 
  
    @actors2 = [] 
  
    @actors.each do |actor| 
  
      @actors2.push(actor) 
  
    end 
  
    @actors = [] 
  
    dead_actor = [] 
  
    @actors2.each do |actor| 
  
      if !actor.dead? 
  
        @actors.push(actor) 
  
      else 
  
        dead_actor.push(actor) 
  
      end 
  
      break if @actors.size == MaxBattlerSize 
  
    end 
  
    if @actors.size < MaxBattlerSize 
  
      for actor in dead_actor 
  
        @actors.push(actor) 
  
        break if @actors.size == MaxBattlerSize 
  
      end 
  
    end 
  
  end 
  
  # 还原战斗的角色 
  
  def set_actor_to_normal 
  
    @actors = [] 
  
    @actors2.each do |actor| 
  
      @actors.push(actor) 
  
    end 
  
  end 
  
  # 获取角色id数组 
  
  def get_actors_id 
  
    id = [] 
  
    @actors.each{|actor|id.push(actor.id)} 
  
    return id 
  
  end 
  
  # 获取角色id数组 
  
  def get_actors2_id 
  
    id = [] 
  
    @actors2.each{|actor|id.push(actor.id)} 
  
    return id 
  
  end 
  
  # 兑换角色 
  
  def change_actor(index,id) 
  
    @actors[index] = $game_actors[id] 
  
  end 
  
  # 全灭判定 
  
  def all_dead? 
  
    # 同伴人数为 0 的情况下 
  
    if $game_party.actors.size == 0 
  
      return false 
  
    end 
  
    # 同伴中无人 HP 在 0 以上 
  
    for actor in @actors2 
  
      if actor.hp > 0 
  
        return false 
  
      end 
  
    end 
  
    for actor in @actors 
  
      if actor.hp > 0 
  
        return false 
  
      end 
  
    end 
  
    # 全灭 
  
    return true 
  
  end 
  
  # 其他角色 
  
  def other_actors 
  
    actors = [] 
  
    @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)} 
  
    return actors 
  
  end 
  
  # 角色位置互换 
  
  def change_actor_pos(id1,id2) 
  
    actor_id = [] 
  
    @actors.each do |actor| 
  
      actor_id.push(actor.id) 
  
    end 
  
    return if !actor_id.include?(id1) and !actor_id.include?(id2) 
  
    id1_index = id2_index = -1 
  
    (0...actor_id.size).each do |i| 
  
      if actor_id[i] == id1 
  
        id1_index = i 
  
      elsif actor_id[i] == id2 
  
        id2_index = i 
  
      end 
  
    end 
  
    temp_actor = @actors[id1_index] 
  
    @actors[id1_index] = @actors[id2_index] 
  
    @actors[id2_index] = temp_actor 
  
  end 
  
end 
  
 
class Window_Actor < Window_Selectable 
  
  # 初始化 
  
  def initialize 
  
    super(0,64,640,256) 
  
    self.back_opacity = 160 
  
    refresh 
  
    self.index = -1 
  
    self.active = false 
  
  end 
  
  # 刷新 
  
  def refresh 
  
    @item_max = $game_party.actors2.size 
  
    @data = [] 
  
    $game_party.actors.each do |actor| 
  
      @data.push(actor) 
  
    end 
  
    $game_party.actors2.each do |actor| 
  
      @data.push(actor) if [email protected]?(actor) 
  
    end 
  
    if self.contents != nil 
  
      self.contents.clear 
  
      self.contents = nil 
  
    end 
  
    self.contents = Bitmap.new(608,@data.size*32) 
  
    x = 4 
  
    y = 0 
  
    @data.each do |actor| 
  
      bitmap = RPG::Cache.character(actor.character_name,actor.character_hue) 
  
      rect = Rect.new(0,0,bitmap.width/4,31) 
  
      self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect) 
  
      draw_actor_name(actor,x+36,y) 
  
      draw_actor_state(actor,156,y) 
  
      draw_actor_hp(actor,x+256,y,96) 
  
      draw_actor_sp(actor,x+376,y,96) 
  
      if $game_party.actors.include?(actor) 
  
        self.contents.font.color = text_color(6) 
  
        cword = "出战" 
  
      else 
  
        self.contents.font.color = text_color(0) 
  
        cword = "待战" 
  
      end 
  
      self.contents.draw_text(x+496,y,60,32,cword) 
  
      y += 32 
  
    end 
  
  end 
  
  # 获取当前角色编号 
  
  def actor_id 
  
    return @data[self.index].id 
  
  end 
  
  # 刷新帮助 
  
  def update_help 
  
    @help_window.set_text(@data[self.index] == nil ?\ 
  
                          "" : @data[self.index].name) 
  
  end 
  
end 
  
 
class Scene_Battle 
  
  include LimBattlePlug 
  
  # 初始化 
  
  def initialize 
  
    $game_party.set_actor_to_battle 
  
  end 
  
  # 主处理 
  
  def main 
  
    # 初始化战斗用的各种暂时数据 
  
    $game_temp.in_battle = true 
  
    $game_temp.battle_turn = 0 
  
    $game_temp.battle_event_flags.clear 
  
    $game_temp.battle_abort = false 
  
    $game_temp.battle_main_phase = false 
  
    $game_temp.battleback_name = $game_map.battleback_name 
  
    $game_temp.forcing_battler = nil 
  
    # 初始化战斗用事件解释器 
  
    $game_system.battle_interpreter.setup(nil, 0) 
  
    # 准备队伍 
  
    @troop_id = $game_temp.battle_troop_id 
  
    $game_troop.setup(@troop_id) 
  
    # 生成角色命令窗口 
  
    s1 = $data_system.words.attack 
  
    s2 = $data_system.words.skill 
  
    s3 = $data_system.words.guard 
  
    s4 = $data_system.words.item 
  
    s5 = WordChangeBattler 
  
    @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5]) 
  
    @actor_command_window.y = 128 
  
    @actor_command_window.back_opacity = 160 
  
    @actor_command_window.active = false 
  
    @actor_command_window.visible = false 
  
    # 生成其它窗口 
  
    @party_command_window = Window_PartyCommand.new 
  
    @help_window = Window_Help.new 
  
    @help_window.back_opacity = 160 
  
    @help_window.visible = false 
  
    @status_window = Window_BattleStatus.new 
  
    @message_window = Window_Message.new 
  
    # 生成活动块 
  
    @spriteset = Spriteset_Battle.new 
  
    # 初始化等待计数 
  
    @wait_count = 0 
  
    # 执行过渡 
  
    if $data_system.battle_transition == "" 
  
      Graphics.transition(20) 
  
    else 
  
      Graphics.transition(40, "Graphics/Transitions/" + 
  
        $data_system.battle_transition) 
  
    end 
  
    # 开始自由战斗回合 
  
    start_phase1 
  
    # 主循环 
  
    loop do 
  
      # 刷新游戏画面 
  
      Graphics.update 
  
      # 刷新输入信息 
  
      Input.update 
  
      # 刷新画面 
  
      update 
  
      # 如果画面切换的话就中断循环 
  
      if $scene != self 
  
        break 
  
      end 
  
    end 
  
    # 刷新地图 
  
    $game_map.refresh 
  
    # 准备过渡 
  
    Graphics.freeze 
  
    # 释放窗口 
  
    @actor_command_window.dispose 
  
    @party_command_window.dispose 
  
    @help_window.dispose 
  
    @status_window.dispose 
  
    @message_window.dispose 
  
    if @skill_window != nil 
  
      @skill_window.dispose 
  
    end 
  
    if @item_window != nil 
  
      @item_window.dispose 
  
    end 
  
    if @actor_window != nil 
  
      @actor_window.dispose 
  
    end 
  
    if @result_window != nil 
  
      @result_window.dispose 
  
    end 
  
    # 释放活动块 
  
    @spriteset.dispose 
  
    # 标题画面切换中的情况 
  
    if $scene.is_a?(Scene_Title) 
  
      # 淡入淡出画面 
  
      Graphics.transition 
  
      Graphics.freeze 
  
    end 
  
    # 战斗测试或者游戏结束以外的画面切换中的情况 
  
    if $BTEST and not $scene.is_a?(Scene_Gameover) 
  
      $scene = nil 
  
    end 
  
  end 
  
  # 战斗结束 
  
  alias lpb_battle_end battle_end 
  
  def battle_end(n) 
  
    lpb_battle_end(n) 
  
    $game_party.set_actor_to_normal 
  
  end 
  
  # 开始回合3 
  
  alias lbp_start_phase3 start_phase3 
  
  def start_phase3 
  
    @changed_battler_id = [] 
  
    lbp_start_phase3 
  
  end 
  
  # 刷新角色命令回合画面 
  
  def update_phase3 
  
    # 敌人光标有效的情况下 
  
    if @enemy_arrow != nil 
  
      update_phase3_enemy_select 
  
    # 角色光标有效的情况下 
  
    elsif @actor_arrow != nil 
  
      update_phase3_actor_select 
  
    # 特技窗口有效的情况下 
  
    elsif @skill_window != nil 
  
      update_phase3_skill_select 
  
    # 物品窗口有效的情况下 
  
    elsif @item_window != nil 
  
      update_phase3_item_select 
  
    elsif @actor_window != nil 
  
      update_phase3_battler_select 
  
    # 角色指令窗口有效的情况下 
  
    elsif @actor_command_window.active 
  
      update_phase3_basic_command 
  
    end 
  
  end 
  
  # 角色基本命令 
  
  def update_phase3_basic_command 
  
    # 按下 B 键的情况下 
  
    if Input.trigger?(Input::B) 
  
      # 演奏取消 SE 
  
      $game_system.se_play($data_system.cancel_se) 
  
      # 转向前一个角色的指令输入 
  
      phase3_prior_actor 
  
      return 
  
    end 
  
    # 按下 C 键的情况下 
  
    if Input.trigger?(Input::C) 
  
      # 角色指令窗口光标位置分之 
  
      case @actor_command_window.index 
  
      when 0  # 攻击 
  
        # 演奏确定 SE 
  
        $game_system.se_play($data_system.decision_se) 
  
        # 设置行动 
  
        @active_battler.current_action.kind = 0 
  
        @active_battler.current_action.basic = 0 
  
        # 开始选择敌人 
  
        start_enemy_select 
  
      when 1  # 特技 
  
        # 演奏确定 SE 
  
        $game_system.se_play($data_system.decision_se) 
  
        # 设置行动 
  
        @active_battler.current_action.kind = 1 
  
        # 开始选择特技 
  
        start_skill_select 
  
      when 2  # 防御 
  
        # 演奏确定 SE 
  
        $game_system.se_play($data_system.decision_se) 
  
        # 设置行动 
  
        @active_battler.current_action.kind = 0 
  
        @active_battler.current_action.basic = 1 
  
        # 转向下一位角色的指令输入 
  
        phase3_next_actor 
  
      when 3  # 物品 
  
        # 演奏确定 SE 
  
        $game_system.se_play($data_system.decision_se) 
  
        # 设置行动 
  
        @active_battler.current_action.kind = 2 
  
        # 开始选择物品 
  
        start_item_select 
  
      when 4 # 换人 
  
        $game_system.se_play($data_system.decision_se) 
  
        @active_battler.current_action.set_change_battler 
  
        start_battler_select 
  
      end 
  
      return 
  
    end 
  
  end 
  
  # 开始角色选择 
  
  def start_battler_select 
  
    @actor_window = Window_Actor.new 
  
    @actor_window.active = true 
  
    @actor_window.index = 0 
  
    @actor_window.help_window = @help_window 
  
    @actor_command_window.active = false 
  
    @actor_command_window.visible = false 
  
  end 
  
  # 结束角色选择 
  
  def end_battler_select 
  
    @actor_window.dispose 
  
    @actor_window = nil 
  
    @help_window.visible = false 
  
    @actor_command_window.active = true 
  
    @actor_command_window.visible = true 
  
  end 
  
  # 刷新角色选择 
  
  def update_phase3_battler_select 
  
    @actor_window.visible = true 
  
    @actor_window.update 
  
    if Input.trigger?(Input::B) 
  
      $game_system.se_play($data_system.cancel_se) 
  
      end_battler_select 
  
      return 
  
    end 
  
    if Input.trigger?(Input::C) 
  
      actor_id = @actor_window.actor_id 
  
      if $game_party.get_actors_id.include?(actor_id) or 
  
         $game_actors[actor_id].dead? or  
         @changed_battler_id.include?(actor_id) 
  
        $game_system.se_play($data_system.buzzer_se) 
  
        return 
  
      end 
  
      $game_system.se_play($data_system.decision_se) 
  
      @active_battler.current_action.change_to_battler = actor_id 
  
      @changed_battler_id.push(actor_id) 
  
      end_battler_select 
  
      phase3_next_actor 
  
      return 
  
    end 
  
  end 
  
  # 行动方动画 
  
  def update_phase4_step3 
  
    if @active_battler.current_action.is_change_battler? 
  
      @animation1_id = AnimationChangeBattler 
  
      @target_battlers = [] 
  
    end 
  
    # 行动方动画 (ID 为 0 的情况下是白色闪烁) 
  
    if @animation1_id == 0 
  
      @active_battler.white_flash = true 
  
    else 
  
      @active_battler.animation_id = @animation1_id 
  
      @active_battler.animation_hit = true 
  
    end 
  
    # 移至步骤 4 
  
    @phase4_step = 4 
  
  end 
  
  # 对象方动画 
  
  def update_phase4_step4 
  
    if @active_battler.current_action.is_change_battler? 
  
      actor1_id = @active_battler.current_action.change_to_battler 
  
      actor2_id = @active_battler.id 
  
      (0...$game_party.actors.size).each do |i| 
  
        if $game_party.actors[i].id == actor2_id 
  
          $game_party.change_actor(i,actor1_id) 
  
          @active_battler = $game_actors[actor1_id] 
  
          @status_window.refresh 
  
        end 
  
      end 
  
    end 
  
    # 对像方动画 
  
    for target in @target_battlers 
  
      target.animation_id = @animation2_id 
  
      target.animation_hit = (target.damage != "Miss") 
  
    end 
  
    # 限制动画长度、最低 8 帧 
  
    @wait_count = 8 
  
    # 移至步骤 5 
  
    @phase4_step = 5 
  
  end 
  
  # 公共事件 
  
  def update_phase4_step6 
  
    @target_battlers.each do |target| 
  
      if target.is_a?(Game_Actor) and target.dead? and 
  
         !$game_party.other_actors.all?{|actor|actor.dead?} 
  
        @actor_window = Window_Actor.new 
  
        @actor_window.index = 0 
  
        @actor_window.active = true 
  
        @actor_window.help_window = @help_window 
  
        actor_id = -1 
  
        loop do 
  
          Graphics.update 
  
          Input.update 
  
          @actor_window.update 
  
          if Input.trigger?(Input::C) 
  
            actor = $game_actors[@actor_window.actor_id] 
  
            if actor.dead? or 
  
               (@changed_battler_id.include?(actor.id) and  
                target.current_action.change_to_battler != actor.id) or 
  
               $game_party.actors.include?(actor) 
  
              $game_system.se_play($data_system.buzzer_se) 
  
            else 
  
              actor_id = actor.id 
  
            end 
  
          end 
  
          break if actor_id >= 0 
  
        end 
  
        @actor_window.visible = false 
  
        @actor_window.dispose 
  
        @actor_window = nil 
  
        @help_window.visible = false 
  
        (0...$game_party.actors.size).each do |i| 
  
          if $game_party.actors[i].id == target.id 
  
            $game_party.change_actor(i,actor_id) 
  
            @status_window.refresh 
  
          end 
  
        end 
  
      end 
  
    end 
  
    # 清除强制行动对像的战斗者 
  
    $game_temp.forcing_battler = nil 
  
    # 公共事件 ID 有效的情况下 
  
    if @common_event_id > 0 
  
      # 设置事件 
  
      common_event = $data_common_events[@common_event_id] 
  
      $game_system.battle_interpreter.setup(common_event.list, 0) 
  
    end 
  
    # 移至步骤 1 
  
    @phase4_step = 1 
  
  end 
  
end 
  
 
class Window_MenuStatus 
  
  def refresh 
  
    self.contents.clear 
  
    @item_max = $game_party.actors.size 
  
    for i in 0...$game_party.actors.size 
  
      x = 4 
  
      y = i * 32 
  
      actor = $game_party.actors[i] 
  
      bitmap = RPG::Cache.character(actor.character_name,actor.character_hue) 
  
      rect = Rect.new(0,0,bitmap.width/4,31) 
  
      self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect) 
  
      draw_actor_name(actor, x+36, y) 
  
      draw_actor_state(actor, x + 136,y) 
  
      draw_actor_hp(actor, x + 236, y,96) 
  
      draw_actor_sp(actor, x + 336, y,96) 
  
    end 
  
  end 
  
  def update_cursor_rect 
  
    super 
  
  end 
  
end |   
 
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