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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
+ B, v; B3 }* w5 Z/ L+ h - + X8 S2 g% x: p" }# C" F
- # 队伍最大人数. M) {: b4 Z$ F! P6 A# J$ u
- MaxPartySize = 8
: }- Q8 `& c2 f/ q7 x; x - 7 o" t. p: N8 G8 { M7 m
- # 出战人数
% h) j- j9 i9 [1 I, y+ d - MaxBattlerSize = 1
1 w z3 d3 T) d; j+ L
; I1 V- ^, g6 n. j6 ^- # 换人语句& h: C/ ?7 P0 F6 `5 P% F& R& o
- WordChangeBattler = "换人"
& s( \$ [# |+ r, C, C - 0 q$ ?# T! O" D8 t" {- `
- # 换人时播放的动画1 M+ m( c2 t3 Q% P3 v
- AnimationChangeBattler = 26' ]. ~1 }/ H! ]9 g
- 0 E# R {' Q) c( e- t
- end( B. ?% z9 F m2 \. \# P
2 l+ U8 H: Y; ?) j+ w- class Game_BattleAction
; R% h# t! J1 q# t9 F8 } - attr_accessor :change_to_battler
- p! \: L7 P! Z6 @* i3 B0 K& N - # 初始化, x( G4 {. I' \( q2 J+ D
- alias lbp_initialize initialize: C1 U" Z4 V ]& c
- def initialize; c. H2 W$ @! L: N0 v0 h2 ?0 [& {
- lbp_initialize
1 u! ~* m7 z l: C8 _( _ - @change_to_battler = 0- M/ V& L( m7 O- o! L" Z
- end
$ p& ~) M! O! U! E& B* a - # 欲更换角色编号" a4 G. G- J1 S. @5 C
- def set_change_battler
5 }2 H- c' x! q$ V# |) O! g - @kind = 3* |, g. f7 T {% P, B8 C v
- end( r8 F1 a( W/ e
- # 判断行动是否为更换角色
. Y+ b9 V0 O2 M3 Q' ` - def is_change_battler?
1 o1 u# t1 q4 A& ?! x9 k - return (@kind == 3)
: T# X4 ~2 J$ G& s - end. x0 n$ K/ f, U6 y) u6 e
- end4 T% [# A j9 d; {' W& ^( N/ O
- # S0 B; U. n: t1 R
- class Game_Party
/ G2 E( I! \1 q/ c$ [/ \ - include LimBattlePlug
7 Q/ u6 f, z* Q$ T& I - attr_reader :actors2$ @( W( ~1 S3 V
- alias lpb_initialize initialize/ G' N# B* R6 X- l
- def initialize
) Z: C( l0 f' R - lpb_initialize
; w3 F+ M4 J8 [) O' C6 Z( ^ - @actors2 = []
4 ?9 t: N* i( e3 ^ - end* D5 H. d$ z" f$ \7 N# o
- # 角色加入; L3 N7 g+ k/ S/ G, E
- def add_actor(actor_id)) S U& U3 T. i6 {. Z4 M* y
- actor = $game_actors[actor_id]- _! V: D1 W9 }/ a. o7 j+ Y
- if @actors.size < MaxPartySize and not @actors.include?(actor)
$ [$ p) i' Z3 c; j0 C4 I! ` - @actors.push(actor); z o- ?6 w4 Q% C
- $game_player.refresh9 s4 f8 N+ ^+ r( A. ?' A* N- z: h
- end' K9 B7 [! ~5 e; q0 y/ r: z
- end/ z9 F0 k4 i6 F3 j# F
- # 设置战斗的角色
0 C0 c5 t! g b" M" @6 j6 P9 ` - def set_actor_to_battle- x# b2 V |2 m J
- @actors2 = []6 O9 U( e2 J( \) x4 g
- @actors.each do |actor|
9 m) E1 e+ u. t% S - @actors2.push(actor)
9 O, ~3 `; q/ j: u2 m) r - end
* O# p6 M3 s; C! U" k. a - @actors = []
' o" R( \ Q2 [& J w7 M* F- N - @actors2.each do |actor|
1 l/ S) u! |+ ?7 F( n - @actors.push(actor)! C. ~) M8 G3 E& ]
- break if @actors.size == MaxBattlerSize
! n) U3 L2 k( a - end9 r0 o& J" k8 h
- end
$ q1 a4 i+ u* P8 B( d9 k - # 还原战斗的角色* i8 [: a: |/ {4 v" {9 d
- def set_actor_to_normal V" M; G1 h! v, k) Z, H& e
- @actors = []: I, x* L3 V Z8 f+ R! p- n' L
- @actors2.each do |actor|
' `# z; ?+ z; H4 ^* b - @actors.push(actor)
5 H# u/ z% U+ s2 l - end
T% B u, O! b F s - end
0 L4 e, p" {1 \" ` b - # 获取角色id数组' x9 U( A+ Z3 E \
- def get_actors_id
7 C3 N- e( |$ P' J8 S - id = []
% Q: @8 l2 R6 S( u3 \+ h/ ^; ] - @actors.each{|actor|id.push(actor.id)}
v1 ?4 ^# k2 n1 T8 g - return id6 l2 Y$ E( L1 Q& v
- end( |' }4 Z3 K3 [# {: {$ T% \! U
- # 获取角色id数组
2 V, k1 p# \) b/ a$ z8 o7 @ h- N! ` - def get_actors2_id
5 d: ?; |0 j/ N/ r+ A. j2 M - id = []
% P. f1 C& B' Y% H8 J - @actors2.each{|actor|id.push(actor.id)}/ S% @8 E& S2 t3 U7 m* a
- return id, V: W; Q( N0 t. g# i+ M
- end2 o5 d6 s& l" a, T& C5 W+ ~# i% t8 c& S
- # 兑换角色3 p; J4 O3 b% R0 p
- def change_actor(index,id)9 O' ~, U6 \4 `( Y0 N% a4 ` D( P
- @actors[index] = $game_actors[id]9 g/ ], e9 L, t
- end
. b2 x0 I* B+ i& Q( Q) I - # 全灭判定
& _' K0 o4 H$ }/ y, R" x - def all_dead?
% V! P9 o# p. y% u: M! m/ ^ - # 同伴人数为 0 的情况下" f) h+ V3 ~9 S( f' A! ]
- if $game_party.actors.size == 0
$ Z% c% |& x' T" G2 S# D3 U6 o+ ~ - return false/ j4 r. N2 R! Y
- end4 q) f4 I& u, x) Y# V
- # 同伴中无人 HP 在 0 以上
2 v' ]: x- g: c; @* t3 X& }2 [ - for actor in @actors2
: H- U C) N4 o. t3 S$ f$ b1 y! U - if actor.hp > 0
' b, Y* b9 ^1 x# o& D4 m S k - return false
6 k* h- `! k b% h: x - end9 O. L5 p- w! y" s% ]
- end! [( I, S3 x9 q: A' [5 r
- for actor in @actors
, N$ n% W( H; _$ w2 |* y; C. E; k. X - if actor.hp > 0! S. v! g/ Y: p" N( \5 P) m
- return false( n/ G/ E' j$ w/ ^
- end
/ y0 F1 M% @( p+ Y - end
6 D; _; Y# i; _ }- L9 v: [ - # 全灭
2 A* R* L) N, o/ C' b$ e2 i+ a - return true% q( j- p4 H6 e! `0 [6 k4 y
- end
' X) o/ u3 y( l8 V- j: {4 e$ q; X - # 其他角色
9 R$ ]' G( V2 J* l0 w1 L- | - def other_actors/ F7 z1 C2 y i) v4 g; F( e$ z; i
- actors = []
( m3 y! _3 n# `& l - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
4 L; Z J& k i- j t/ z - return actors# C P& B- H0 Y& ?7 p
- end
8 s2 \0 C; e+ G% d' r - # 角色位置互换
! l! M- j Z8 w8 ~ - def change_actor_pos(id1,id2)% b; \3 n1 N3 e8 q4 M# W' P# u6 d
- actor_id = []
$ R, A1 K& F9 B) h - @actors.each do |actor|
7 _" Q' k* P [( z - actor_id.push(actor.id)
! i1 S) Q7 s. l# p) c; | - end! i; h' X' A! h. |* d
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
$ R) K: Y) m* r# N5 E5 g6 E - id1_index = id2_index = -1' h9 ]2 b/ ^) p
- (0...actor_id.size).each do |i|6 I: k; A; O/ l; e* }2 C
- if actor_id[i] == id1# e, u2 o( y! `7 w
- id1_index = i2 U0 P/ \2 X" X2 @$ b
- elsif actor_id[i] == id2
& d: w1 J) X1 ~3 D8 z2 h2 F4 R - id2_index = i
4 K/ y' O9 z0 j5 h& k1 |( p2 V - end& {7 c& h" o8 f1 f& d y
- end! ]+ c7 ~" b* D/ k
- temp_actor = @actors[id1_index]& M# h* F. B7 \* R, w7 F" T
- @actors[id1_index] = @actors[id2_index]
, B" U! n9 [, u' J$ D/ l! C* l - @actors[id2_index] = temp_actor$ g/ }- i# U2 H; A1 f/ X
- end+ H7 i) U3 a! c3 `% Z' w$ X+ |4 O" J
- end4 `# I% s0 @, \1 O3 q P4 {
1 z1 |% p8 ^! w+ v- class Window_Actor < Window_Selectable! x0 r6 T. _1 f. J$ C
- # 初始化- ?# i( R$ N# c" b
- def initialize8 k8 d: i$ u' A' J. A
- super(0,64,640,256)5 w" U8 x. V1 E5 r( H7 x
- self.back_opacity = 160" h. _8 O; L" R6 v& r
- refresh
; H3 M& _. Y( b& q( g* E7 D - self.index = -1- z' z1 B* {& _3 s7 C1 c
- self.active = false4 X- L6 L$ `" @, J [' u D
- end
- T; p m0 W4 M* V5 y - # 刷新+ [$ a3 u: V% i: n: Q7 u7 Y
- def refresh& P, s4 B/ h! u1 d9 g
- @item_max = $game_party.actors2.size
3 c4 `. l, S% D5 Q% @$ T$ { - @data = []
R$ v6 U* _+ h1 D: l8 }1 b% V - $game_party.actors.each do |actor|" V, t4 V3 J0 P
- @data.push(actor)
1 H( r" K g0 q- ~ F - end8 g5 \' i3 M& R9 ]* B" p
- $game_party.actors2.each do |actor|
# m4 v* M5 T: o! @$ v y - @data.push(actor) if [email protected]?(actor)
9 b* V, o( \8 j! x# n. Y - end
2 [- M% T% f' i' D- S. Z/ D$ L - if self.contents != nil
8 [- V! {, T2 u$ [1 U4 |. ]( R" W+ p" c - self.contents.clear' J: n! i3 n4 i
- self.contents = nil* `4 _( C6 O) k q, ?# R
- end
+ c# e. b/ i8 [& m: k* S* P2 A* H - self.contents = Bitmap.new(608,@data.size*32)
$ P! k. O2 r- C- e# [; T8 p - x = 4
h+ |: J, n9 Y- y% R- e7 p - y = 0
5 E n P% m, Q0 R5 n( G( h - @data.each do |actor|- J- k1 c/ g' ^& z" {2 L' W) n ?
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
, w2 H# C5 u/ c' U6 G7 u& }. g9 q - rect = Rect.new(0,0,bitmap.width/4,31)4 m9 t' c1 M' R
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)! w% a, z. U9 O6 T6 w! w
- draw_actor_name(actor,x+36,y)
1 d- Q; k0 Q' E; q5 ~/ d& J - draw_actor_state(actor,156,y)
. V( x0 T: v- Y, X) C/ z% r/ V - draw_actor_hp(actor,x+256,y,96)
" v1 o) p% M& E# d& R# X - draw_actor_sp(actor,x+376,y,96)4 G& Y5 k& c8 G+ n& |( [3 r: }
- if $game_party.actors.include?(actor)
' I S+ L: A) f v0 [+ X8 G - self.contents.font.color = text_color(6)7 c0 s3 {+ Q( |* a: I* A
- cword = "出战"1 z, T7 t1 ^( _/ G- R0 ?# k4 F
- else! e: P3 T3 X8 F+ ?' n' a" P
- self.contents.font.color = text_color(0)0 w. \( Z$ E9 J! ^0 j% V; t
- cword = "待战"
' u: i! R1 \1 I; C3 ]! A% B - end
. [: ^$ q% L- I; u - self.contents.draw_text(x+496,y,60,32,cword)
( Z% a. r# M+ { - y += 32; j4 T9 Z. G+ ]1 U& o. N# F$ H3 y
- end
$ U/ V- s0 N& r$ F$ a4 t9 S2 ` - end
! O0 }) l" B6 | k: E5 K - # 获取当前角色编号
; q* a X3 |6 p2 }3 f% N" S% r - def actor_id
. ?0 s! M- B9 v7 A3 q - return @data[self.index].id
; d+ d( X6 @9 s5 @0 W) _ - end
7 ?2 B) E; E4 i" z/ K - # 刷新帮助 t- _8 Q8 @% Q0 C
- def update_help
2 R. e! {9 n' ^5 w5 B. s( c0 g2 a - @help_window.set_text(@data[self.index] == nil ?\1 k# O: M! v+ A0 W
- "" : @data[self.index].name)( A1 X# m) U& X0 v9 o$ |* u/ a
- end+ X; `# q( ?! X" o- O9 D7 v
- end
, @0 }6 b# x" e7 i, g - 6 C8 {2 N; C% h- K
- class Scene_Battle: U" V0 }7 B# ~ @* L+ | y" i5 Z+ D
- include LimBattlePlug
, _1 t$ R$ Y. Z" S4 s% ^) E - # 初始化
M" ]9 Z4 }5 e' M" u2 O% O - def initialize: @0 e1 B4 H3 }$ l" E& \
- $game_party.set_actor_to_battle
6 j7 N7 ]% q! l- I+ S; A) b& m. m - end; `0 d, a: H; ]# v# [7 H1 \8 _
- # 主处理 ]: G1 d; T9 s* T. g& Z
- def main
' ^1 \- o9 W' Z ^ - # 初始化战斗用的各种暂时数据
# U. [6 x) s9 Z6 c+ h% n: v - $game_temp.in_battle = true7 Z% Q, k% f2 z# S: }' ?
- $game_temp.battle_turn = 07 t3 Z5 ]# N0 o; J! V# e; H
- $game_temp.battle_event_flags.clear
5 S8 r) P( U9 M% K - $game_temp.battle_abort = false
% }, y3 [6 @% K- Q) K; r - $game_temp.battle_main_phase = false# v3 T8 Z) H0 }6 |. r, k6 O2 Z$ f
- $game_temp.battleback_name = $game_map.battleback_name9 m: s9 B1 ]+ _; a9 v6 u( z# h
- $game_temp.forcing_battler = nil) b s O6 I% S
- # 初始化战斗用事件解释器
9 h: U. [( e- F, Z - $game_system.battle_interpreter.setup(nil, 0)
! |$ ]* z; M, k8 Y# w/ G7 C - # 准备队伍
/ u! {/ g3 t0 A( [9 A! t - @troop_id = $game_temp.battle_troop_id6 S9 j/ p- h" ]9 D; u8 d
- $game_troop.setup(@troop_id)
3 Q7 E4 e8 y7 c4 E$ Y5 g' c: T - # 生成角色命令窗口( }. u& y& Y8 h2 D3 O5 r; I
- s1 = $data_system.words.attack- r3 \) ]$ I5 J2 V2 G
- s2 = $data_system.words.skill
/ o* |: r* P: h' [1 h& U* w - s3 = $data_system.words.guard" e. T F/ H P+ Z$ u
- s4 = $data_system.words.item" x; t& _6 `, `7 O% V; Y
- s5 = WordChangeBattler A& F8 p* K: @8 ^# t1 c
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
1 N2 i( K0 n( P' V$ B a - @actor_command_window.y = 128
- P2 I) \7 S& { - @actor_command_window.back_opacity = 160/ D+ [- N1 X! d3 ~
- @actor_command_window.active = false8 f# w; G: [4 j) z) E1 a' ~
- @actor_command_window.visible = false
' N/ j& I6 z) D/ C( G4 ?8 ?% L - # 生成其它窗口6 \4 Y# Z4 E6 L' c% b$ J6 p/ i
- @party_command_window = Window_PartyCommand.new
7 E* v/ T- q. y' K- b9 b - @help_window = Window_Help.new1 ?; W9 V/ _& \& s- [
- @help_window.back_opacity = 160
: A! ]: ?+ V5 g7 I0 m - @help_window.visible = false
! \' o/ h& Z8 V/ u/ q) P$ r9 E - @status_window = Window_BattleStatus.new( k6 s G) A" i8 O5 u
- @message_window = Window_Message.new
: \; ~4 v' z* K% u5 N. V* n: Y3 c* q7 e - # 生成活动块' Y8 o" \3 {0 {0 z; H6 r2 |
- @spriteset = Spriteset_Battle.new
7 c% Q+ E' z& Y2 z* x; B - # 初始化等待计数$ B' w7 U& B* ^
- @wait_count = 0/ A- s% e; x, \$ u. H
- # 执行过渡
# ~' t2 `7 q$ E# J& M7 V# ^ - if $data_system.battle_transition == ""4 [' T3 v: F3 j1 v0 b. k
- Graphics.transition(20)
( S" w1 y, ]; L4 D4 X* ?( s- t - else: ?+ c6 Z6 `, L8 f1 \
- Graphics.transition(40, "Graphics/Transitions/" +
3 m6 P A m* M& e$ ?- p - $data_system.battle_transition)9 ]) }4 r; S* T7 c
- end
- x' I; v1 h3 ^1 R2 K F4 l+ b" |* |. A - # 开始自由战斗回合
3 m# C1 R& J# f - start_phase1) r" J+ x5 ~- f( C
- # 主循环
4 V; j' }; R# R$ O5 Q - loop do
% m S& i: i/ w' A. ^- w: L1 [ - # 刷新游戏画面
4 ]% t' c; z( d - Graphics.update
8 d5 W D+ v( q) d" Y - # 刷新输入信息
3 M" }5 k0 j$ f8 U1 Z" o- [# f0 _ - Input.update& L3 @ P; f2 {+ n9 ~4 A
- # 刷新画面4 R0 v3 d1 L5 r: [
- update" ~+ \5 U. f6 y
- # 如果画面切换的话就中断循环
- X* H r5 j7 `+ h) N: e. A; w - if $scene != self
; w* e/ `6 S9 d, s: ?- J - break) }( p0 R: J7 l _ ]
- end d1 X1 a3 `$ W
- end
7 K/ H- H1 u/ U( K& S - # 刷新地图
3 H" p- Q: _2 k. k - $game_map.refresh
9 h2 X2 ^/ W) {6 d; z6 C - # 准备过渡
5 |8 {& K% D2 b q( w - Graphics.freeze+ H# _0 X- S" R# H% F
- # 释放窗口
. V4 f8 i' k7 f# J6 [, E. d \6 s - @actor_command_window.dispose
5 q6 y/ H* P$ G - @party_command_window.dispose
9 l) h9 G+ q7 G - @help_window.dispose
1 N+ E% G% W3 ]( O - @status_window.dispose7 g5 G( a4 b- D
- @message_window.dispose8 H2 L* ~- m5 s& D- c
- if @skill_window != nil
7 y4 Q, l* l8 r/ J - @skill_window.dispose
: T9 H4 e, |& R+ |9 t - end* q3 g0 N# K4 ~5 a
- if @item_window != nil
/ v+ m& r8 Q7 N& j9 G( [ - @item_window.dispose
, `9 n+ I1 N0 k; `7 N1 D1 L2 @ - end
$ h+ F! h) b$ ^: W) D - if @actor_window != nil! e o: m! S* U- A! g
- @actor_window.dispose
0 p! D/ x# i9 p2 @7 \* D0 U( i - end9 A9 b" t$ i* P( @
- if @result_window != nil
& F, ^% c) P. u2 t/ M - @result_window.dispose
3 v! q( ^! R' i# i, Q! C! k - end2 e8 K6 [, ~! `( q/ P S6 S# X
- # 释放活动块
~% j) K8 K, A+ d0 J - @spriteset.dispose
, N; r$ Z' G U* L4 D' g7 o+ D* w - # 标题画面切换中的情况
5 ]5 [* k) n# y3 s/ o - if $scene.is_a?(Scene_Title)) N! [- }- |% V3 I( i
- # 淡入淡出画面
5 b) [1 z3 W8 @6 [& O& S - Graphics.transition2 E: d# ]; i, o5 c9 H8 s
- Graphics.freeze
S8 W. J' F$ m; `4 _ - end$ y6 w! V7 J3 k2 m; B% k
- # 战斗测试或者游戏结束以外的画面切换中的情况
v8 A6 m! _6 U- x - if $BTEST and not $scene.is_a?(Scene_Gameover)
, T/ @4 }* l) J( t+ K5 w- w) j) U8 { - $scene = nil4 G; ~# j, P# U( Z6 Z
- end
. g3 g: t& G) U! v - end# G% J5 G# }, e1 w" w8 n
- # 战斗结束
, o& m; W3 U, [7 v+ T* z) c - alias lpb_battle_end battle_end
d5 u. P$ D$ N0 I5 } - def battle_end(n)5 q. d/ Z7 `9 R. C Y0 h& v
- lpb_battle_end(n)
8 \1 z* [) A0 M4 k. V! C - $game_party.set_actor_to_normal
1 Z0 v, g4 k- C8 K# M* F& r - end8 z. G' f3 y/ c4 t( v# s
- # 开始回合3
: I9 u6 L. n6 l' M& R% S; Q - alias lbp_start_phase3 start_phase35 j/ M3 K: X. m! h: Q3 @
- def start_phase30 ~" U/ o! M) L' _7 ^
- @changed_battler_id = []
. |& \/ ]( ?3 ? U: @4 @ - lbp_start_phase3; ]. E9 ?+ c, e% H0 R
- end
" F9 ^5 L. O8 O- E - # 刷新角色命令回合画面0 F1 ?8 e# V- K' ?
- def update_phase3+ t% L/ E' m9 ]8 w; M
- # 敌人光标有效的情况下
5 q9 @4 ~! T: G3 m - if @enemy_arrow != nil
8 E; Z4 t( q" x3 A3 F - update_phase3_enemy_select! [$ S4 G6 E5 q+ L( }9 l [* h- `) {
- # 角色光标有效的情况下
1 d" X$ G: ^* }5 L* E - elsif @actor_arrow != nil
/ U5 W: z- w% z" [& h \: j) z" t - update_phase3_actor_select
3 C, }$ m |% w6 k4 T) u$ F" H4 p3 J7 u - # 特技窗口有效的情况下+ M" f" c3 I$ M3 L0 F* l' M
- elsif @skill_window != nil
: n# x- u* K3 x7 f8 d0 c - update_phase3_skill_select% R9 B! x% G0 F c" {7 L& p% h
- # 物品窗口有效的情况下
; k6 t$ Z5 g; r2 z% g4 [* | - elsif @item_window != nil
- i( g" a- r0 w9 o" f' p7 g9 v - update_phase3_item_select
" U1 i! V N. A$ \. o - elsif @actor_window != nil
! ?) O+ Z* ~4 H - update_phase3_battler_select* ?* Z: }3 s6 B
- # 角色指令窗口有效的情况下
5 `3 \9 c: T& h5 f& q+ `' r - elsif @actor_command_window.active- X0 x1 T: M& m. e; F9 J
- update_phase3_basic_command
6 _" Z- s+ R- Q: Z! M3 s - end
% ?0 {: J; @" C4 Y* e - end
* L ]3 D, c- u# U - # 角色基本命令
2 z: R" Z. q1 r% ~: t' R P A - def update_phase3_basic_command
4 X" X) y1 @! Y- z; d- W$ }4 U - # 按下 B 键的情况下
4 ~) A: } ~' n3 I/ Q6 V* } - if Input.trigger?(Input::B)+ _2 i. m* {2 O
- # 演奏取消 SE, \+ Y$ v3 a4 q+ D
- $game_system.se_play($data_system.cancel_se)
9 O ] A9 b. C3 }8 a/ A - # 转向前一个角色的指令输入
* x9 X" c1 {# _. W; l% e) o - phase3_prior_actor. h' h* |; J& a: S# l; G
- return% O8 s8 F- X1 w6 C( V4 x
- end+ f" {5 m" L# l4 N/ X
- # 按下 C 键的情况下% c5 r- }# m- T1 z% \7 |
- if Input.trigger?(Input::C)
( l4 g5 `$ e: ]5 t - # 角色指令窗口光标位置分之# ^0 k% n. e- g
- case @actor_command_window.index
d h3 X; i) z" v0 b) i - when 0 # 攻击0 l* |2 i3 L8 g \0 o/ |+ g
- # 演奏确定 SE
$ d4 s6 t9 L: h$ g0 V; d - $game_system.se_play($data_system.decision_se)
: x8 }' k8 m, f" w( Q4 b - # 设置行动; p% J7 t6 a- R! A1 S
- @active_battler.current_action.kind = 0* H( S4 p0 g4 ]7 y$ c, _ {' D
- @active_battler.current_action.basic = 0
* Z( Y# K4 ?- E( P0 B& M: w - # 开始选择敌人8 @7 @ E" @2 r& I2 Q; U/ E/ B
- start_enemy_select
; c( K% [3 M- y, u: }, x! M - when 1 # 特技+ h7 V% z, b& B* C& u+ K) N
- # 演奏确定 SE2 U9 ^5 e/ ?4 g: V
- $game_system.se_play($data_system.decision_se)
5 R* B+ `* [. U! z. n3 z0 a2 C - # 设置行动
' m9 Z! C o0 p/ r# b, Y9 t - @active_battler.current_action.kind = 1
% }0 T4 T/ Y/ c: s - # 开始选择特技+ S" k! [3 }7 l, y- Y- [
- start_skill_select
% S& r i6 a. }) {4 e - when 2 # 防御
' B- Z8 Y4 e. y1 U$ P @0 f( a% [) J - # 演奏确定 SE$ x: _+ V) w# P# N, y
- $game_system.se_play($data_system.decision_se)! z1 x+ @6 o w! M! {3 J* G
- # 设置行动! D1 x; J4 d) z7 ?1 p
- @active_battler.current_action.kind = 0
( d( F5 k3 d, P, B' [: |) Z - @active_battler.current_action.basic = 1% \& k- U* f; x
- # 转向下一位角色的指令输入$ W, Y% s; |* M$ g9 z' n
- phase3_next_actor" g/ A A; f2 j$ ]& C
- when 3 # 物品
5 C2 M) o, V/ B4 V' ?; [ - # 演奏确定 SE
; X7 e: d7 V3 f6 B- q - $game_system.se_play($data_system.decision_se)
1 I0 K: n2 x' e' s. r - # 设置行动
+ Y$ f- D o. u: J$ Q - @active_battler.current_action.kind = 2
! m2 d. i4 p, @4 D - # 开始选择物品5 S& Y- i$ O6 J# {
- start_item_select
3 N) E1 c7 k3 b+ H; [ - when 4 # 换人/ w' X1 M: H( p4 ]5 s
- $game_system.se_play($data_system.decision_se)
) d4 n' s9 R1 z9 [ - @active_battler.current_action.set_change_battler$ g3 N$ e1 p* Y9 @, W
- start_battler_select$ D4 R* Q: k5 m/ J( \
- end% Y; o! h E6 o$ d
- return
6 ?4 B# c( Y( i3 k8 ~' H" W+ D$ h - end
/ G; P1 `8 f4 G }& @; s+ G6 d1 ^ - end
! A6 n4 s: K6 d - # 开始角色选择
: I# j9 J' `6 O - def start_battler_select
+ I" K* g0 q m! c6 m% ` - @actor_window = Window_Actor.new
' `- o) H* K8 {/ z: c2 i1 T3 B - @actor_window.active = true
* r9 F% K8 w( B# Z- w0 B% A0 o, ~ - @actor_window.index = 0
}. ~& V9 n0 v9 Y' X: o/ m/ } - @actor_window.help_window = @help_window
; ]* ^! U5 R; W" _% s% d0 s6 U" z. Z - @actor_command_window.active = false
6 q& N3 [- F; ~ g$ |: Q# t+ s - @actor_command_window.visible = false( n1 I9 A" y A; {' x7 K
- end/ T& E0 q, h' v& K" L5 K
- # 结束角色选择6 C- Z! D- L: t1 c* h
- def end_battler_select/ l) O H. Y* k3 `7 o0 ]
- @actor_window.dispose9 a/ z, Q- }( r0 T& B M
- @actor_window = nil* O+ q# B+ b+ V# t) f( X# v
- @help_window.visible = false
2 J) _: p$ E ?+ u - @actor_command_window.active = true, V/ t6 f1 F/ c& c* w! O% }9 U
- @actor_command_window.visible = true
?: x" q& R* F6 m2 A$ M - end8 ^0 ^+ t+ T7 g/ E9 ]. Z
- # 刷新角色选择
# X9 B2 b; U- C# c, r - def update_phase3_battler_select
+ M5 c" R# {, u6 k8 j2 t+ k - @actor_window.visible = true/ W" X& Q$ i/ l! s5 Q0 y7 z# p
- @actor_window.update
% ^. N4 {0 e7 l2 E - if Input.trigger?(Input::B)
) l5 b7 [ V1 ?. |9 I3 J6 i - $game_system.se_play($data_system.cancel_se)
4 R- u% P) [( a. x5 W t2 ~5 t! Q - end_battler_select
3 x8 C. Q7 i% v+ A, R0 J - return7 ~* s9 t* `" E. \* ]
- end
* Y% F& f8 l0 n- { - if Input.trigger?(Input::C)
2 a' x1 O* O4 }, Q) W8 e - actor_id = @actor_window.actor_id
5 w. A, B7 I) k - if $game_party.get_actors_id.include?(actor_id) or( a, M1 Z$ h, r+ P) M+ E6 I9 y( L
- $game_actors[actor_id].dead? or
) U$ h- J5 t# M2 B, \: t1 A - @changed_battler_id.include?(actor_id)
1 k3 |0 |- k8 T8 ~% ? - $game_system.se_play($data_system.buzzer_se)
1 g; l, d( g: p6 u, R8 P: N - return
$ Q% Z' t" ^; I - end
- [" ] s( e4 p- v4 t, K - $game_system.se_play($data_system.decision_se)
. V" z2 U2 [, `2 e, x2 D, N - @active_battler.current_action.change_to_battler = actor_id: W7 [4 t5 `% s2 z; {
- @changed_battler_id.push(actor_id)2 p2 i$ I6 Y2 }% c; p
- end_battler_select; I6 w: F: S4 T3 o5 ^ j
- phase3_next_actor: b/ @; c) `+ G! o, ?$ R
- return
{- C; I, _, x" ^ - end
$ e$ Z/ }) g/ F6 Y2 F. N7 I; d5 x - end
5 M$ U% D j! Y2 Q! Q5 W9 ] - # 行动方动画% d+ E' I0 }$ ^
- def update_phase4_step3; R: y8 u0 {2 O1 r/ U7 d
- if @active_battler.current_action.is_change_battler?/ W, M* \) n. U" d x& _2 k
- @animation1_id = AnimationChangeBattler D5 ]7 c x: ]6 A( E$ p g' Q8 b
- @target_battlers = []
) U$ K, o: L$ D4 ^/ d% D) W& \ - end t- r. S! R- }# i( |$ \
- # 行动方动画 (ID 为 0 的情况下是白色闪烁), _( S7 X! w" ^1 {6 W
- if @animation1_id == 0, Z3 N, W- D% J( V
- @active_battler.white_flash = true
" r# [! ^+ T( P - else* i3 L& C8 j$ F7 f
- @active_battler.animation_id = @animation1_id
; ?" G, w6 ^) d3 J; X: E - @active_battler.animation_hit = true
# ]4 `6 L' U0 O9 S - end0 D3 @) M2 \, R! u3 t2 w5 D# O! k
- # 移至步骤 4& f* q6 `. f: X" _" b9 r5 q
- @phase4_step = 4+ I$ M- E9 D, z7 u F9 ]
- end
6 E% H. I3 p) ^ - # 对象方动画
" f3 @1 p( _% o9 P- F4 E - def update_phase4_step4
7 {0 i6 S# T% v5 ^9 d+ B - if @active_battler.current_action.is_change_battler?
; | e/ ^5 V1 Q - actor1_id = @active_battler.current_action.change_to_battler, s& t8 S5 y2 M% T( W
- actor2_id = @active_battler.id5 ^& \7 I; c2 W1 ]9 v
- (0...$game_party.actors.size).each do |i|5 k5 M2 H/ b! L- F
- if $game_party.actors[i].id == actor2_id
& }' m' Q j, u) @% Z$ X - $game_party.change_actor(i,actor1_id)* v, W4 u6 l" z' P5 k% t$ w4 X
- @active_battler = $game_actors[actor1_id]
* r- M7 w$ C" D7 r# Z; N+ R5 w' O - @status_window.refresh/ x/ ]9 a/ `9 t9 `
- end
5 A/ d) p- d; g0 x( O4 V5 Q4 o - end$ _: M; e. O1 z
- end: L4 P/ D- c: u- e7 [3 ^
- # 对像方动画
% E+ K4 e$ N9 J+ t+ K T7 N - for target in @target_battlers
- f$ w: u0 ]2 l- C0 B0 U - target.animation_id = @animation2_id9 ?: |+ n5 \. h' `% N% g
- target.animation_hit = (target.damage != "Miss")' U" {! X0 T/ t: n6 A7 \
- end# `; j1 d8 f( Z
- # 限制动画长度、最低 8 帧
4 {( q! E; A6 K. I6 Y - @wait_count = 8
- _4 J5 M# K( @: b. B - # 移至步骤 51 S5 G6 G, U$ b
- @phase4_step = 5
$ P: R2 O, ]& [* D# b- v/ a" J4 y - end
9 B5 e- T5 [9 h4 d# [4 h7 m - # 公共事件
+ X5 Q4 z8 L- g7 ~" | - def update_phase4_step66 Z1 n, d2 Y- @" l) b* u
- @target_battlers.each do |target|+ A$ l5 i$ ^$ {
- if target.is_a?(Game_Actor) and target.dead? and
( r, E p- ]- {( k - !$game_party.other_actors.all?{|actor|actor.dead?}
' M# F) h: x8 P3 N" |/ Z - @actor_window = Window_Actor.new
/ ?& a7 \( ]* r2 i6 e4 y& S3 u) Y - @actor_window.index = 0
( _' K- k6 n. A - @actor_window.active = true
1 J! B, A7 M( X0 G - @actor_window.help_window = @help_window+ O% Z% E9 ~/ z3 r: B
- actor_id = -1
' O) }: l& z$ B, A! A - loop do
0 o8 U) f/ a: W& q2 S# c6 e - Graphics.update$ p7 M3 [5 F- u i2 B( Y
- Input.update
2 \8 C% w7 ^) i+ l9 k1 c; t8 ^7 E - @actor_window.update
+ |4 ?# F) x, ~; I9 ? - if Input.trigger?(Input::C)' T* T6 n* k g
- actor = $game_actors[@actor_window.actor_id]
- y& A9 T9 V: }$ z' g- ? - if actor.dead? or8 N8 w. E9 Y: V* q: z* e x
- (@changed_battler_id.include?(actor.id) and / x1 E9 H) [1 U' }- |
- target.current_action.change_to_battler != actor.id) or* k: Y" h3 I, h5 V7 {
- $game_party.actors.include?(actor)( d; A. g( ?9 Y6 x, T. A; h; T/ y
- $game_system.se_play($data_system.buzzer_se)
; k1 w9 Q- o7 ^4 O5 ] - else2 ?/ ^# x$ d, X/ Y# o% z- G: H. z2 p. W
- actor_id = actor.id6 f- u6 O* F# t5 J3 P
- end0 l, O' W0 o: o) x7 G
- end6 g2 [8 \1 Y) w0 P) p& C7 W
- break if actor_id >= 0* T* n7 i/ v/ y* t# J
- end$ {$ u# T6 U" b
- @actor_window.visible = false& c! P) |( l5 F: r" P
- @actor_window.dispose% j* r2 p6 ^) b% ~% F
- @actor_window = nil& A: M/ `- @" X7 H M) z
- @help_window.visible = false
( j q' X- Q% S - (0...$game_party.actors.size).each do |i|
; y& y# D- ^( \/ f: K" @ - if $game_party.actors[i].id == target.id! v' ^6 l1 v* U e0 X) a7 ?
- $game_party.change_actor(i,actor_id)8 c, _: w2 G3 R3 }2 x4 u& T2 T
- @status_window.refresh$ G7 O2 ?: L( p6 u
- end" t0 i3 y5 r: T, D1 {
- end) g: _$ d8 l! L" g' }" F- }& {- ]
- end
d8 k# v) x: ^) A$ O9 u - end) Z F5 E( Z8 H0 q
- # 清除强制行动对像的战斗者/ l- G, X. N+ z
- $game_temp.forcing_battler = nil8 A& v7 _1 A) l6 L+ a
- # 公共事件 ID 有效的情况下
# q& Q' Y3 b R - if @common_event_id > 00 W9 I& B( M& g% k* Z: i+ c. L
- # 设置事件
& c9 m' V! I' Q4 b) L7 @ - common_event = $data_common_events[@common_event_id]
2 e, R5 S% v8 g0 Y, K9 J0 Q" q2 J - $game_system.battle_interpreter.setup(common_event.list, 0)
0 ^3 j8 R& X4 T9 _' J - end. w5 x- i" s# E1 L
- # 移至步骤 1- u& b: Q; T- s
- @phase4_step = 1) n3 Z- c/ T+ P" }; x9 n
- end% }* j5 M$ X" G* |
- end8 X8 |7 a7 G1 _- ]0 l, `8 ^+ u
- # j6 _' ~7 ^7 z- y
- class Window_MenuStatus
( l4 P9 x( B/ M: e" _7 G" D - def refresh
# B" Z( p8 r/ a8 ]$ a+ {6 V q - self.contents.clear
7 d) Y0 o" \7 |, n9 K6 _ - @item_max = $game_party.actors.size6 l) a0 c8 x/ `+ c& S* { x
- for i in 0...$game_party.actors.size
; C; P8 t0 X) n' d0 L' m- V7 Y I - x = 4' V& N3 ?' }+ W( V2 Y V" K
- y = i * 32
& M5 n' k9 `7 n6 c/ u! ?4 W7 X0 P ] - actor = $game_party.actors[i]
8 u5 n! k! k( @7 k8 {# b - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue), w. O! H& ^' g B% g
- rect = Rect.new(0,0,bitmap.width/4,31)
" E" ]+ j% c$ a/ R- Q, G' [* U - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)9 @' C- M" C. U
- draw_actor_name(actor, x+36, y)
6 i6 x, t2 I8 Q, a/ u, Q5 S - draw_actor_state(actor, x + 136,y)4 P. i1 J9 w- @/ j" q8 a& x
- draw_actor_hp(actor, x + 236, y,96)- m, n! }7 Q, p9 k9 m
- draw_actor_sp(actor, x + 336, y,96)
: z! _% O- F/ _" I& x - end
' y3 }" f' W7 }+ e - end
" Q$ }2 | E* ^9 f* A' B% O G - def update_cursor_rect
, Q0 z- x$ d* { - super
1 m3 m9 J: y1 A# `. i' M - end
7 b- l3 U7 W6 ~$ _9 K( p - 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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