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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- V! u- M7 o1 ?
- - y& D; i. h1 r' U
- # 队伍最大人数- D1 ^ n& \- w# w( @$ N
- MaxPartySize = 84 e7 z/ u6 {5 Q' @) {5 w
- ) ^3 h- j, _% |2 Y1 n& b. l; J, r
- # 出战人数
2 N V& W! \) f% \2 \ - MaxBattlerSize = 18 U$ d. }) j |5 r1 L; d
- 6 z k" A) G7 Z- w$ ^
- # 换人语句
+ u, K; W: _. e: O7 [3 }& a. } - WordChangeBattler = "换人"
5 V; |. T$ R! T* S& k8 Q# R: {1 ?% i - 4 A& N9 [; n& t; j p6 E4 _' ]2 h
- # 换人时播放的动画3 u" |. b, ]+ I/ y
- AnimationChangeBattler = 26 x! {! ]) I: }* u5 M0 Q9 \5 K
0 g& c8 ~- v- e: C" O- end5 H: G) M8 V' Q" M8 A8 Q' D
- . E& P6 ~; \' x' x& S
- class Game_BattleAction( z* F& w$ b/ y9 M- c3 [
- attr_accessor :change_to_battler0 G4 I- ?. \% T9 c0 E& L7 b
- # 初始化
' R- p2 ?5 U2 F; e3 c - alias lbp_initialize initialize0 x# w* v* n# p# {. T
- def initialize9 G9 J h& A9 @/ l# S& G
- lbp_initialize& s' P, H- T5 P9 T {4 \ Y
- @change_to_battler = 0. G* b7 N: y0 t" {% {7 N
- end
) H- c0 V# [( E3 T" { - # 欲更换角色编号 |) ` x6 s* d( [) z n$ w- X
- def set_change_battler
' r; c1 G/ y- d# f4 [5 O5 d" i/ T - @kind = 3: G4 m; p" q3 x2 `$ h# M2 H
- end& U+ _6 }+ O2 B; g" c( u
- # 判断行动是否为更换角色& Y$ L1 Z3 w0 [0 X- N
- def is_change_battler?
7 m$ Q, W" y* M: n3 U - return (@kind == 3)
& ? | q: h/ X$ B8 _9 @6 m; ] - end- S; }& L2 u- ?0 B2 X
- end3 T3 E, _. Q1 k3 N0 k! b) f
- |$ |4 x+ T8 Y w' r$ l- class Game_Party6 w) ~$ V7 y2 l) j( o9 `6 M
- include LimBattlePlug+ a% `1 l% E2 G+ I: v
- attr_reader :actors2
& a) ^/ }/ e" l, ^4 w( I+ {' |) e - alias lpb_initialize initialize9 B( C* x2 R% U7 `
- def initialize. r3 w0 A4 c! V' s/ C$ l
- lpb_initialize* t( a- F) \' @6 P' o8 P3 n# u0 o
- @actors2 = []. C: u! E+ _: `' q; C
- end8 f, L1 c* p u& z. q
- # 角色加入
* G2 S- C- C% p w' k! D - def add_actor(actor_id): ]5 n# ]9 ^- h0 s+ N; m" T
- actor = $game_actors[actor_id]
e/ \& d3 h7 a. ]- g% R+ Y - if @actors.size < MaxPartySize and not @actors.include?(actor)! d* d% H( N7 W. ?( K8 j g
- @actors.push(actor)
7 z. n% J/ ?* d1 d, d9 T, X - $game_player.refresh
: m* Z8 l& d3 z7 I1 O, Z- N$ n - end# H$ f/ {4 C }
- end, H) a8 x4 v L6 v U* Z, o
- # 设置战斗的角色' K0 V! J/ H0 i3 }6 ?
- def set_actor_to_battle: A7 V1 M4 L9 H0 o* h1 `
- @actors2 = []
; h$ p5 R# Z5 z3 J/ X$ I- R$ Q - @actors.each do |actor|
2 d$ e4 G5 @4 v; Q - @actors2.push(actor)
0 U! E. t7 L8 r$ Q3 w6 f1 R' k. B - end% M" o8 e) l$ ^
- @actors = []& S6 G8 Z& h* E; z
- @actors2.each do |actor|
9 c; z7 f8 \4 b8 x7 Q% ^ - @actors.push(actor)% }8 M, }/ w% x- G9 h1 y) \1 k% o
- break if @actors.size == MaxBattlerSize
) K6 {! C0 P7 ?* W/ h6 c - end J s6 q r0 |0 y- l# b
- end* [7 W4 w, L* l) l; o! `
- # 还原战斗的角色
) `! w. i* Q+ E. t0 ? T - def set_actor_to_normal# f! z& ?3 v# n; m& p- p! D; o/ e1 a
- @actors = []4 {# R& ^! G. W* {* q& K9 A5 q
- @actors2.each do |actor|
. g; Q8 ^9 }- Q3 D - @actors.push(actor)
9 ]& r) Y7 | ~, C6 l& l - end
! H6 o8 h5 s1 e8 n; O9 V - end$ l* |. Y& @3 e
- # 获取角色id数组! H2 O* w5 Y+ m. j1 Q/ T/ t$ m! K
- def get_actors_id! A+ s5 P- ], Z6 p7 b I8 ^, D
- id = []; v& v( k. d) X, [, `
- @actors.each{|actor|id.push(actor.id)}! n2 ]8 J7 z- E1 I" F3 m8 u, R
- return id& c: L: e: K4 g- h% G0 q
- end
, z) Y; m1 D9 w' L4 G: ] - # 获取角色id数组
" v$ B$ L, l0 w2 i8 R5 S+ e - def get_actors2_id/ S# E* v6 v+ T. Z5 }/ N/ Z
- id = []! s- a9 v" n/ K7 { B
- @actors2.each{|actor|id.push(actor.id)}3 q1 h( g8 a1 B* `$ r
- return id- ^: I' r- N9 [8 {; \# @9 o0 U
- end
4 u ~& H7 o; j! w* J1 k6 Q - # 兑换角色3 c N9 ^( @- c& p8 W
- def change_actor(index,id)
m1 ?$ s' A9 r1 F5 l2 b - @actors[index] = $game_actors[id]. S6 l& {% I( V
- end
+ B3 R5 N7 @, n6 ^' T: ] - # 全灭判定
( ?: Y9 S$ X8 S" {, h - def all_dead?
$ q8 W+ ~( `' |- P% { - # 同伴人数为 0 的情况下
' F- T' y& ` q: N" c* ?1 W$ u+ B - if $game_party.actors.size == 0( M2 P4 n: c- m0 N Q
- return false4 e8 \- h, z1 G7 s' I
- end+ e0 i2 z' B9 }- f
- # 同伴中无人 HP 在 0 以上) s* M; |' K' ?2 K0 G
- for actor in @actors2
6 {! g0 A( v" N3 y/ x( m: D5 B9 p. f$ X - if actor.hp > 0
- Z. l1 ]1 d! u. Q - return false
! f+ Y' [2 k: i0 B7 ^ - end( K/ x5 i9 x; W8 {
- end
$ M& Q. u* `: ]9 p h4 }& k& v - for actor in @actors9 c/ N4 @' X8 u( N* l! b
- if actor.hp > 0, f# Z; J1 a. Q$ l% }" v0 A/ I
- return false. Q5 s( M# j1 \9 ? u) v: g7 \( h
- end2 `: e5 u% X) B& e. X! \' |
- end. Q3 O7 [$ a4 K. |! b
- # 全灭' h5 X1 z. v: E6 q
- return true
& t7 |) Y% e6 v4 x+ \/ N - end% K: X8 o/ l& F) U! w, _, O! `
- # 其他角色
. ?( M9 z3 w4 g C - def other_actors5 w5 ^# r1 C9 S# g
- actors = []
6 h3 ?! ~# F7 u3 T" f - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
/ G+ a2 M8 d+ [" I- v U - return actors- W5 H8 K4 n! R
- end/ T( z# D9 [: M+ o
- # 角色位置互换
; o! }" g/ P! d5 _ - def change_actor_pos(id1,id2)
- I4 i& m' A! S: ^ Y - actor_id = []
: c9 m- d( h" M/ j" s - @actors.each do |actor|
' X' v9 Q, Z/ a& o - actor_id.push(actor.id)
3 q& u0 a6 g; p1 R/ ^$ Q4 z - end8 J5 W" h) V( [& e: N
- return if !actor_id.include?(id1) and !actor_id.include?(id2)( F( }5 L* r j
- id1_index = id2_index = -14 u5 {% d9 z0 J6 @7 z
- (0...actor_id.size).each do |i|2 P `: e% f% C2 S, v
- if actor_id[i] == id13 C9 q% ~8 \4 B5 f5 j* n
- id1_index = i
+ |/ Z5 d; J) @6 e5 t, I, u0 c9 \' o - elsif actor_id[i] == id2
7 t8 Q; [6 T- ]8 ^ I2 z - id2_index = i( L% T o0 ?( J% M& z# R2 f
- end7 }8 @' E* S2 A* H5 S x7 X$ j
- end
; P q3 D9 y9 v5 z* `9 ^4 B$ c - temp_actor = @actors[id1_index]( G0 W7 Z- |# X3 K/ r' `& H6 a5 O2 s
- @actors[id1_index] = @actors[id2_index]4 u& ]" b" C4 m) M. |7 N
- @actors[id2_index] = temp_actor, [# p! n' C. d
- end7 V0 p, h7 t0 M6 w
- end
* }7 n9 F1 R/ R# |0 ~
( Y2 l( J/ s& _; i- class Window_Actor < Window_Selectable
$ O# W! _$ m' j( `& G" } - # 初始化# s5 K- ~3 W) @/ V
- def initialize
5 Z& _1 v/ B. T' _2 b9 z - super(0,64,640,256)
+ u4 J A7 H) X& ] - self.back_opacity = 160
1 k5 D$ d& m* Q) z - refresh4 V. n4 C: S* K# s/ [
- self.index = -1
0 ], u' b! A9 i( F8 W. \ - self.active = false: [7 c/ }2 }' M
- end
) [( z7 \+ V$ o2 ] e - # 刷新
! E/ N& s V$ Q: v! J - def refresh
: z% L' v; _+ o& q, y7 k& K - @item_max = $game_party.actors2.size
+ S0 j- V) B: u - @data = [] J1 T+ S8 L% {- s
- $game_party.actors.each do |actor|( j7 ~3 m8 l. f {
- @data.push(actor)
0 j9 p/ T1 ~" C1 Z G - end$ |/ {1 j- s6 T5 y; A
- $game_party.actors2.each do |actor|- e! |* w; |1 `# K2 W8 Z0 {4 W8 A4 y# v
- @data.push(actor) if [email protected]?(actor)2 g- ?$ H' a1 i1 B' |3 L" ^# \
- end2 @% @/ j' r& M5 z2 E+ a
- if self.contents != nil* G( ?& I+ {+ H7 X6 I
- self.contents.clear* m- M- ]* N* Q, Y% ]3 F9 b( w" Q
- self.contents = nil6 E4 Q3 _9 t4 _4 _
- end
/ v3 c1 C* @, u. G2 O - self.contents = Bitmap.new(608,@data.size*32)
3 m+ z' o1 a; J6 B( E! \ - x = 4
# r/ n1 W. P/ X2 o/ J - y = 0
7 H" o1 f1 b* [& A0 U& j1 l - @data.each do |actor|
) v' p9 C U4 N8 H - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)9 P6 `7 Q$ A, b8 k' D3 d
- rect = Rect.new(0,0,bitmap.width/4,31)) S+ x% j# h! y
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)8 p0 {/ y+ T$ o4 U
- draw_actor_name(actor,x+36,y)
u. w9 Y8 F( V L; d' w - draw_actor_state(actor,156,y)
# _9 F5 S, q8 a; e: e _! T! v - draw_actor_hp(actor,x+256,y,96)
# {+ [8 {( `1 K. x - draw_actor_sp(actor,x+376,y,96)6 c2 A, J3 J3 o# r4 {
- if $game_party.actors.include?(actor)
0 \: U! u0 R( b( I - self.contents.font.color = text_color(6)3 i) Z+ w+ |7 G+ T# J) n/ F9 P5 A; O
- cword = "出战"9 d- z& t9 { ~# a
- else; G. n3 ~8 j% z6 @( \8 f+ ~
- self.contents.font.color = text_color(0)
! g+ l$ w3 N B w+ ^) k+ s) H - cword = "待战"
2 p+ B) F# K9 [6 [! J - end
* y7 J- r; e6 _# v- h9 o* g - self.contents.draw_text(x+496,y,60,32,cword)
8 m& L8 g* e' _ - y += 32
. U" ~8 ^9 h, {0 [' r - end
6 `7 C; i; M- n7 x+ ]3 @+ Z - end# Z$ [6 d; z8 S4 g6 d7 C
- # 获取当前角色编号4 ]5 P9 n. s/ P3 i+ Z5 F8 M6 S
- def actor_id
& w; p/ ?' m! b/ P& p' f* q - return @data[self.index].id3 f, Q: L& k1 _7 n
- end8 |: U& x9 W7 ?3 }8 t$ _: z
- # 刷新帮助
l4 Q1 Z j5 F - def update_help( o; m5 F9 Z x9 {; \8 c( k
- @help_window.set_text(@data[self.index] == nil ?\. d2 p+ H# h$ B% y! r) x
- "" : @data[self.index].name)
; j7 N9 U" e& m! l1 B: _ - end
% {. X! I& a- c" f* h" z9 I - end: q! ]$ U8 o# h* o5 n
- $ k+ N5 J2 }& R1 F# Z) S2 r
- class Scene_Battle
9 l) K* D( _! u: U4 |4 J - include LimBattlePlug9 I" G) k$ t0 l, Q3 \& m% |
- # 初始化
4 k4 T) D. D- T" B - def initialize! n% T- N( S! y7 F& `' p9 n" Y
- $game_party.set_actor_to_battle
; V. b9 k1 [$ z5 ]' O) J - end1 Q1 A" S/ Y+ p( J' I3 I" T
- # 主处理
- a! m- e6 M1 Y# u! | - def main
7 \! U- r( n, H J; k/ S - # 初始化战斗用的各种暂时数据: j4 O# F" T/ [ [* R% Q6 X# e
- $game_temp.in_battle = true0 Y9 i! o5 ]$ ]8 J* ^& \
- $game_temp.battle_turn = 0$ e' B* R9 \& A
- $game_temp.battle_event_flags.clear
0 [- G+ \3 S6 e3 {. F5 C - $game_temp.battle_abort = false
2 T G( y4 h! D2 K$ u% [8 @: y - $game_temp.battle_main_phase = false
, x- j O7 H+ q& x+ E' w - $game_temp.battleback_name = $game_map.battleback_name
1 h& O) k1 e( ]% D( a - $game_temp.forcing_battler = nil2 @2 o2 L4 M5 s1 w0 R
- # 初始化战斗用事件解释器
; H; X/ X' h" v" H/ z - $game_system.battle_interpreter.setup(nil, 0), Z. z; ~+ E& A5 r: V' t
- # 准备队伍9 k3 H! l5 f) p3 {8 P5 _
- @troop_id = $game_temp.battle_troop_id
$ E8 j% T0 H2 F; z - $game_troop.setup(@troop_id)$ ?) m- }2 m' J
- # 生成角色命令窗口; c1 N$ r3 E8 l; Q" v
- s1 = $data_system.words.attack
0 `% A" \$ Q3 {, n" }2 X - s2 = $data_system.words.skill
?2 f) u! t/ V7 g - s3 = $data_system.words.guard
6 @# c& l4 |- T/ n7 u) h7 n - s4 = $data_system.words.item
& ]+ s. A) K6 z3 B - s5 = WordChangeBattler3 X- ^$ v) `; v( @& u2 r
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
/ t1 @' {8 m5 N+ O/ R* t - @actor_command_window.y = 1289 S, G& c! \4 c' q1 X
- @actor_command_window.back_opacity = 160
0 X" N1 w; J+ P, R2 N7 z5 S - @actor_command_window.active = false
( W |% V& I F: k) [. P - @actor_command_window.visible = false7 t7 l, d' ^1 P( v# c+ G! q
- # 生成其它窗口$ u0 r% K6 [/ C0 v3 m' e2 F
- @party_command_window = Window_PartyCommand.new6 d6 ?1 q+ o/ q+ \- t
- @help_window = Window_Help.new# v- w; J" l4 }
- @help_window.back_opacity = 160' Y! z: d& l9 P: n
- @help_window.visible = false
. D# X) M7 x) t! o - @status_window = Window_BattleStatus.new% d5 Y& c$ M. V' x8 [( ]' N/ n- ~3 t
- @message_window = Window_Message.new
( |/ Z8 L& O* L6 {+ O1 Q5 k. f7 R - # 生成活动块
8 I3 l7 u+ l1 s: u a - @spriteset = Spriteset_Battle.new* ~$ o3 l" Z. P# H/ z' K
- # 初始化等待计数
1 f" q. i/ u' n+ I1 D4 w - @wait_count = 0: D( r( E% @1 h
- # 执行过渡
, J+ I$ s+ m$ p - if $data_system.battle_transition == ""
& X( R9 [* Q. o$ Y0 h5 O0 E2 x - Graphics.transition(20)
+ W3 N* `6 E1 i - else
0 ~6 x6 u Q7 b' E: c" A b - Graphics.transition(40, "Graphics/Transitions/" +& s$ L- z" J4 s+ k6 r
- $data_system.battle_transition)9 q2 @* V, ?, s) I
- end
% a! ^, o+ o/ A5 ]8 J% I8 g$ S - # 开始自由战斗回合' }/ r$ H0 s' B: l L/ U5 j
- start_phase15 \( e; K& s' T6 S
- # 主循环
5 O$ H% _6 R9 |1 g, W - loop do2 q% |, |+ E7 _! b3 J/ k7 F4 u5 B
- # 刷新游戏画面9 v6 l4 T% S$ w3 ?; R
- Graphics.update: p) A6 E8 s+ L0 d$ @8 h, W
- # 刷新输入信息9 L( y y, ?. \1 k' d
- Input.update
' u" @( G* C# A) K4 R* O - # 刷新画面
: t5 K; S! }' j9 h* | - update4 k. s6 ^+ c! t3 g
- # 如果画面切换的话就中断循环4 U3 w; f; i3 B
- if $scene != self+ `1 L% C$ S% U5 k6 z0 ~/ W
- break" ~) N/ f! {5 i3 x4 R `* X1 X
- end8 {: W* h6 G# l
- end* z6 I3 j i# s4 _4 p
- # 刷新地图4 c4 D+ g# H5 z$ i' ?- \) O3 u
- $game_map.refresh' o# F0 k$ _7 U4 c' g1 o- x
- # 准备过渡# s6 s8 w$ ]7 ^5 j$ p/ t
- Graphics.freeze
# W+ F" `6 J1 a* K, h - # 释放窗口
; v& W3 {- j0 w/ K6 Z( @8 Y. v - @actor_command_window.dispose
! W9 E) G( T( _' S' L$ X# Q - @party_command_window.dispose
, r" ^" N, s. z L - @help_window.dispose4 O/ L \. j9 [, q% m5 m6 U
- @status_window.dispose
- z' B( N$ ]$ J5 B" Z% y( R - @message_window.dispose6 K$ p0 H/ [+ {: \6 ?% G
- if @skill_window != nil8 C! K/ @) Q' Y1 f/ C
- @skill_window.dispose& F. c- Z& r+ d; E
- end- t3 I1 i/ `% _4 q; C
- if @item_window != nil7 K! L4 t/ {, \" n! k- i
- @item_window.dispose. L- S% K7 s" T# @; _7 v5 Y' T& m
- end
3 [2 N' \! c z& i3 q2 V. y - if @actor_window != nil' a1 w8 M8 J/ j9 r+ \
- @actor_window.dispose
, J+ x% \" h- \# q) C - end
/ r/ v. K7 a# Z% Q! T" z - if @result_window != nil8 X$ ~ v/ K& V4 A9 K8 k/ }
- @result_window.dispose5 }" A, C& N% x5 j8 L/ B+ k- ~# G$ @
- end
" R- V. z2 g% @; K% u - # 释放活动块8 H" M( _ _' t, Y D! t8 I5 H. L
- @spriteset.dispose4 E a; ?' \! Z) T9 P% h' I
- # 标题画面切换中的情况
6 B4 b- i% _2 s, L - if $scene.is_a?(Scene_Title)0 q9 ~6 b8 o$ `1 v) U9 n
- # 淡入淡出画面5 x( g$ [$ J- b! }: G
- Graphics.transition
6 z8 F' j2 g1 p% n - Graphics.freeze% B0 Q0 w. e: s% d- ^& K7 Z
- end1 s+ O9 D, g5 O3 `( B% Y
- # 战斗测试或者游戏结束以外的画面切换中的情况( r5 K: n& y# O, V5 d
- if $BTEST and not $scene.is_a?(Scene_Gameover)( x$ k4 J7 s! o8 v! ^) z7 A
- $scene = nil
9 N7 B, X, }0 r4 U - end5 W2 }2 w T2 y- V
- end
" ]$ N/ a5 j i) R - # 战斗结束
: c, w6 o* n+ R) x ~" v! K. D - alias lpb_battle_end battle_end- v3 j* t" A y& ~. U
- def battle_end(n)
2 _6 O2 j1 x: l& s% C6 g - lpb_battle_end(n); C' o4 k @: Z
- $game_party.set_actor_to_normal
$ C% D! T |# n0 ^$ |& v - end
0 F( Y: a* {1 s! F: ?6 \+ _ - # 开始回合3
' _# U- @+ ^6 y! U" e - alias lbp_start_phase3 start_phase34 {' o8 e+ ~$ S, P5 W+ L1 X2 T/ t
- def start_phase3
- l( | \$ \$ D9 l' L1 L" H - @changed_battler_id = []
3 k- z: Z& g+ h3 O - lbp_start_phase3
$ ~2 w+ b3 t# x+ a% d) {- O% ]+ m - end
6 p3 q% m# P5 b+ s% U; c - # 刷新角色命令回合画面
3 f7 ?0 O4 a- Z - def update_phase3& ~6 @; k6 e+ Q; Q. K( d" Y' J H
- # 敌人光标有效的情况下# x% ^; A2 ~0 c5 `# |3 f
- if @enemy_arrow != nil) s! [3 M. F* c7 U' @
- update_phase3_enemy_select1 ~* e5 ?& s- u6 p8 T0 f4 @3 A
- # 角色光标有效的情况下+ s3 `. P0 |1 [' s) w
- elsif @actor_arrow != nil. h1 e) q- L8 [! `2 S k
- update_phase3_actor_select
6 l/ v6 ]* y, ]+ V! V0 y. y - # 特技窗口有效的情况下
0 Y- B: Y% N1 f e* W7 a - elsif @skill_window != nil
4 A9 s4 C6 s7 K! j! `9 m' r - update_phase3_skill_select
$ q6 T0 C6 w. y, U* H* j - # 物品窗口有效的情况下
1 C6 S0 O% h6 i! q" A - elsif @item_window != nil
) C8 `6 u0 ]- }& N5 Y4 {/ | - update_phase3_item_select
0 A7 Y, h" D: i - elsif @actor_window != nil
5 \1 p% N& c" G( c - update_phase3_battler_select( e. s" W0 I2 |, S
- # 角色指令窗口有效的情况下8 Z/ _# y7 r: M" L
- elsif @actor_command_window.active
+ y9 l( R: ?5 E - update_phase3_basic_command: Z: {$ a3 N7 K$ K2 B
- end6 _! F g+ i4 w8 j" u9 u8 k0 S
- end
) h) ~* P; q- J8 p - # 角色基本命令# z/ k! o! n* ]3 s
- def update_phase3_basic_command3 {: j+ T5 m4 f1 V2 T: k4 t2 y% D
- # 按下 B 键的情况下
) I3 o0 b" g" g6 r* } - if Input.trigger?(Input::B)
8 H8 n" [& F$ o. S - # 演奏取消 SE9 K7 g( u! D8 B/ ^& G& W+ ^8 ~" P, u
- $game_system.se_play($data_system.cancel_se)
. e0 ], h/ K) O ?6 s# o v - # 转向前一个角色的指令输入2 ^. |0 `6 h( l9 }, ^4 v- ?
- phase3_prior_actor! T- ~/ ]. _- D5 ]; i( n
- return
. } |' {. F& g% E - end
& Z7 K, ]5 ~; j! c1 c6 J2 Y P - # 按下 C 键的情况下
/ B/ Y: j, E" a+ J' t" N W - if Input.trigger?(Input::C)
7 B) b/ C7 l8 g3 _ - # 角色指令窗口光标位置分之3 C$ i$ R7 W& [, L+ t. E
- case @actor_command_window.index
) P }& p8 {; c4 T - when 0 # 攻击4 }& Q" A( V3 b) l5 e4 Z
- # 演奏确定 SE
, u4 K5 X% c2 a: U& K - $game_system.se_play($data_system.decision_se)
* D" B% S& ?9 u6 k - # 设置行动
( w' r: X$ E3 z) q( ]0 F - @active_battler.current_action.kind = 02 Y/ J! C/ ^* u8 e9 X2 d* m) D
- @active_battler.current_action.basic = 0
( {5 K+ J7 L3 F6 ^ - # 开始选择敌人
8 [4 _8 G9 W$ T6 t& E - start_enemy_select
/ y( H' B. ~5 O) ^- m% W - when 1 # 特技
) g' `: A; N, q) d: l - # 演奏确定 SE
* w- ^+ Z, w( w) v V - $game_system.se_play($data_system.decision_se)
" N. i8 Z8 b3 L! ]3 N - # 设置行动
' L* _; r5 ~5 p7 ^, i G; z - @active_battler.current_action.kind = 12 l1 _9 I) h9 Q
- # 开始选择特技/ e4 z. l2 ^9 B& w! Y- y1 h
- start_skill_select6 H' s+ H4 H) j
- when 2 # 防御* r! Z# D/ Y4 A. V, K+ j% h- P
- # 演奏确定 SE: [& u+ e+ J5 o# A6 x& ?' S7 k
- $game_system.se_play($data_system.decision_se) |2 o: G, k ]6 x5 _
- # 设置行动
0 }2 M p N# K: q% ^( f$ S" U& Y - @active_battler.current_action.kind = 0" i* j, f, h; r/ v, @
- @active_battler.current_action.basic = 1& d7 h4 j& g+ Q2 ]- o' F2 D
- # 转向下一位角色的指令输入
( p& o2 Y0 o8 R# [/ U - phase3_next_actor
: F* ^$ X8 k9 q5 |5 x' `% @' o - when 3 # 物品
" u2 H! K" N( n4 f) P+ [& M. N - # 演奏确定 SE: ~0 D2 u- R5 q7 p5 B5 {
- $game_system.se_play($data_system.decision_se)) x3 e( U1 a }- }# K/ O+ Y
- # 设置行动1 ]# k5 C) c ?' ]
- @active_battler.current_action.kind = 2
- X' f% ^" r, ~ - # 开始选择物品
. o% C5 Y! L4 w f - start_item_select
1 c( e, r: F9 I* @" h - when 4 # 换人& e' r: c6 x7 h5 Y7 ?+ `; c
- $game_system.se_play($data_system.decision_se)- \2 `" X2 ]# k0 Q# H
- @active_battler.current_action.set_change_battler
0 m" H4 y) W" L4 K: B+ r% v - start_battler_select# _! [: ?6 \- n9 F) p
- end
, p0 m5 y/ }0 E! I2 ~% U2 A - return
& e5 c6 Y2 k j c* U9 U - end8 O# ?- @' U5 A9 Z$ A4 |( X# v
- end6 W* e1 Z9 i3 h0 f$ K$ X3 ^' \* C
- # 开始角色选择
& }2 J" z! \6 m - def start_battler_select& s( {; _0 `2 o* {$ W" g5 ]# @
- @actor_window = Window_Actor.new# s5 w i7 ~+ k h# G& u! y
- @actor_window.active = true
! `) a: @4 _* t4 ` - @actor_window.index = 0
* h( o. f- Q. k* u2 q - @actor_window.help_window = @help_window2 z; M6 U' O4 K1 _% w# j7 b
- @actor_command_window.active = false \; `4 ?6 Q1 _7 ?# q0 F: z. K
- @actor_command_window.visible = false- g8 j6 a! ], u5 R
- end
. R/ `, O" j7 }$ q0 {; F - # 结束角色选择
& ]( S8 W. c9 _# o- N8 p' q" W - def end_battler_select
. U5 k6 [( A0 I5 t" X* d& U4 Z) j - @actor_window.dispose X3 P/ Q/ }: [3 B% h1 u
- @actor_window = nil
' h* L W9 \5 ~- G - @help_window.visible = false
0 ~- { O" ^! }% r5 e" E: L - @actor_command_window.active = true7 b7 a7 w7 M; ~) ~6 p+ w
- @actor_command_window.visible = true
1 r' w& U6 \ M7 r8 G. x, Z - end
% n. V2 _& B- n! t3 y% w- k - # 刷新角色选择
, ^% l1 W9 }) ?! t. a - def update_phase3_battler_select
1 T* ^) ~& ~' O' |% I/ |' W w - @actor_window.visible = true
2 K! ?4 ^! b9 ?# K - @actor_window.update7 o: k9 |/ s. a3 J5 |. Q! Q
- if Input.trigger?(Input::B)
9 o2 j, y8 K' \* x M6 s, [ - $game_system.se_play($data_system.cancel_se)6 D! o+ P, D" B7 N6 u( s Y
- end_battler_select5 W* G# x/ Z0 F% g; ^$ K# O
- return+ ~. V3 T! }4 M: v
- end- L4 U' N& q4 J2 ?" F, Z
- if Input.trigger?(Input::C)
# R# ?* i d& [3 ] - actor_id = @actor_window.actor_id% v. m: C. b& `9 e
- if $game_party.get_actors_id.include?(actor_id) or6 d8 b) V4 `2 T1 c% v. A
- $game_actors[actor_id].dead? or - n; @, Y( `+ H& [/ R9 S$ ]
- @changed_battler_id.include?(actor_id)
4 ]& |+ Z' E6 c) w: C - $game_system.se_play($data_system.buzzer_se)
$ S: H& D+ Z2 ?1 v/ @2 F* {8 _$ Q - return
7 H& J/ G- z7 I, _& R - end
7 W# V U" e2 @& h0 t - $game_system.se_play($data_system.decision_se), u. S. E# ]8 i7 w
- @active_battler.current_action.change_to_battler = actor_id
1 }- f+ S% ^2 A! d' k - @changed_battler_id.push(actor_id)9 R8 ]7 G$ R2 z6 n; ~% M0 _
- end_battler_select
/ T/ O" f9 m7 J6 ~) v8 J( p* p - phase3_next_actor/ s$ j% Z' i# |
- return
9 V5 _- l) U& A# p" F8 v" _7 M - end, u* c5 G: l: L" L# L- Q
- end0 n4 f& y" B) N9 Y/ G
- # 行动方动画9 ^+ z' W8 l4 O! N9 Z
- def update_phase4_step3$ p- o, x V# g: x% q
- if @active_battler.current_action.is_change_battler?
1 n1 d/ Z/ v9 ^& \- G6 z - @animation1_id = AnimationChangeBattler
$ {& [. D& {. T) ?" B+ Q, d - @target_battlers = []
' A+ d9 I! }/ C9 g5 g9 V: L - end
2 F$ _) H$ n# W u Z9 x# Z! T - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
\' K4 O$ @) _* c - if @animation1_id == 0% b) x- _! T2 o4 l
- @active_battler.white_flash = true
( s0 {1 l6 J( }8 T. F - else. u) p! y8 Q, R7 j, B
- @active_battler.animation_id = @animation1_id; v3 B3 x w/ R+ R1 B, e
- @active_battler.animation_hit = true
) ?, i$ H+ _. X) h x R - end
6 B; d; f: ]0 d - # 移至步骤 4' n; U0 U% ^. K
- @phase4_step = 42 T- f, R* h4 O; D, A, {8 X
- end9 ]7 U3 n" o/ J; \+ ]% P
- # 对象方动画
! m- L: Z" K/ i - def update_phase4_step4. j3 o( @9 i4 H4 _. A$ ]6 I
- if @active_battler.current_action.is_change_battler?0 C* v l- P8 T# ]9 s/ j, x% v
- actor1_id = @active_battler.current_action.change_to_battler
5 w j0 y. Q& O2 G0 u2 h' _' Y$ L - actor2_id = @active_battler.id' R1 N Z5 Y8 G2 `/ r! B
- (0...$game_party.actors.size).each do |i|
0 l ~/ r) @- M3 S4 ^ - if $game_party.actors[i].id == actor2_id5 c' ^5 C! |% p! S/ {
- $game_party.change_actor(i,actor1_id)
2 u" h5 }& V$ a5 [ @. x5 T( g t - @active_battler = $game_actors[actor1_id]
6 |# ?4 d; A3 f8 X" D% {$ l - @status_window.refresh B" t# P& ~) e0 C* s& U( k0 b
- end
! `; A) N! M" A% h2 ? - end" p& T; n" d' _7 `
- end8 l4 n3 Z( M. S' g0 W0 G8 X
- # 对像方动画 K8 I3 @& P/ }% d1 L6 y# h# V
- for target in @target_battlers/ a$ i6 ?0 {4 U' J% Y) ~
- target.animation_id = @animation2_id
; q% V9 ]- y6 v+ ?2 J: M4 | - target.animation_hit = (target.damage != "Miss")4 K0 {, H) P8 f2 \5 d8 k! k# m) {
- end" I8 X6 A/ c7 z" f+ l
- # 限制动画长度、最低 8 帧- S# B0 A, @6 I, V) P: c4 o- a$ T, A% c
- @wait_count = 89 u: T3 E2 h- Z p9 G
- # 移至步骤 51 T/ A' o9 c6 X7 T) z6 a; C
- @phase4_step = 5
, ?% Y5 b: S6 M, j2 [. ` - end, H% b# ^& q9 u9 I
- # 公共事件
4 S7 B6 w0 }: |) f& J1 N - def update_phase4_step6
3 n- q& M7 X! n: W9 ` - @target_battlers.each do |target|
+ ?, u/ A# Q+ O& o& d' R( i. Y - if target.is_a?(Game_Actor) and target.dead? and
" ^3 h4 Q" ~6 j1 W- R5 @- s& N - !$game_party.other_actors.all?{|actor|actor.dead?}: Y+ q1 ~1 \6 N" E: n* E r8 b
- @actor_window = Window_Actor.new; F# F2 ~! a5 W. J6 \3 r& c
- @actor_window.index = 0
4 f% n& D8 r( A8 ? - @actor_window.active = true& b N4 g/ |2 a
- @actor_window.help_window = @help_window
# A" q9 G1 {" Y0 D: _4 K1 i/ } - actor_id = -1
4 x: t ]: ]5 N5 p% i9 n: X - loop do
1 j# y ]5 q( ?5 i& I& ^ - Graphics.update3 b- B* T$ j7 ?9 F W- ^- C
- Input.update; E: u. i0 e; u* r/ y" e7 p* L
- @actor_window.update3 ?- S' q: }# B- t% l( F
- if Input.trigger?(Input::C)7 I- o0 `# L$ E. d# u
- actor = $game_actors[@actor_window.actor_id]
4 ^: }( l4 J9 U- _% ~ - if actor.dead? or
" o! l- Y5 T4 ~7 C/ l - (@changed_battler_id.include?(actor.id) and
& Y; H1 n0 h/ S* J. N, U, G - target.current_action.change_to_battler != actor.id) or
! j1 Y- W2 ^" e x, w; { - $game_party.actors.include?(actor)
6 D7 E3 E. f9 g" b/ b - $game_system.se_play($data_system.buzzer_se)$ p% U# A# O! k+ E! E; }
- else
* P I+ h1 q! a6 h, \ - actor_id = actor.id! S: S) j/ r2 R+ N. _. ]
- end
7 u9 W2 B" X3 G% F4 e - end
6 }' ^, Z: v Y8 o. ? - break if actor_id >= 0
5 @" B/ P$ G, h5 f - end0 F d- f) Z4 ^0 M8 a% B
- @actor_window.visible = false
2 a; z, {! F' S9 d - @actor_window.dispose
' |* H) P2 `& L. `' ` - @actor_window = nil/ Y8 ^, D2 E) L8 t" \
- @help_window.visible = false
B9 m, j. l) b+ H9 Y - (0...$game_party.actors.size).each do |i|
4 K" z; D' O! L; ]* _& e - if $game_party.actors[i].id == target.id6 { ?: B$ E. a
- $game_party.change_actor(i,actor_id)* u/ |/ D2 S! U- W3 O+ \
- @status_window.refresh
! Y6 s; Z* Y, }3 A - end8 Q: o3 y) D' e1 K
- end
! r. ]+ G$ I$ L# c, ~5 X6 F5 ] - end
1 o+ g8 x) P) T4 }2 _ - end
# f. o$ F4 \0 i/ [, B' t - # 清除强制行动对像的战斗者
% ^3 b' M1 J( ?, N: V- P - $game_temp.forcing_battler = nil
& H5 O8 ?$ G# y+ a' h& |, N - # 公共事件 ID 有效的情况下
9 [9 P: K* Z* e/ d - if @common_event_id > 0
* y- Q/ l' X* Y - # 设置事件
0 o5 J9 h" d& o X. c b' v* d1 |) c - common_event = $data_common_events[@common_event_id]7 Z, y9 g. R% m- ?
- $game_system.battle_interpreter.setup(common_event.list, 0)
. n, o1 P1 p0 ?, ~ - end
/ `: J) N9 b# G+ i0 Z: D8 i1 u - # 移至步骤 1! ^/ {6 g k& }: n# _8 O: v
- @phase4_step = 1
# I1 @* X6 R x& I, m. N2 E - end
( Q9 _8 _0 w! Q1 ~/ x4 o( ~* w - end
3 y/ o U$ U( U
3 |& c: s. _2 g. m; X- class Window_MenuStatus
; z# `, J9 v h, q+ t# l - def refresh
+ B- ]6 a, p! j7 {& \ - self.contents.clear( a* r" E& m3 a( D& F
- @item_max = $game_party.actors.size5 W! K t( P4 _3 n
- for i in 0...$game_party.actors.size2 }3 f7 G6 Y2 v
- x = 4+ \: q2 d k0 \8 U
- y = i * 32
9 [4 s" p/ \, Y - actor = $game_party.actors[i]/ u* E5 F( h; y) z. Y
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue), e/ A+ c0 d% ~
- rect = Rect.new(0,0,bitmap.width/4,31)' K: `0 a) X. Z' Y
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)/ S' D) s1 r2 I8 |4 D0 S _6 G( g
- draw_actor_name(actor, x+36, y)
* _5 S6 l! e8 s7 M) |# r) ^2 z - draw_actor_state(actor, x + 136,y)
% }! v) N0 g& m/ ^+ m. n9 v - draw_actor_hp(actor, x + 236, y,96)
2 D* b2 b$ i8 m; H1 o2 G- N7 W - draw_actor_sp(actor, x + 336, y,96)5 B; v7 y! c7 t, W7 B, o- d& C `* E
- end' f* l1 ?& l& k
- end- A8 r# ?: k- l& j, B
- def update_cursor_rect- f2 Y4 P; I$ Y6 R
- super8 ~ K* g9 i! W4 w) i
- end
, g. Y! n1 W1 H' E8 n- |. s - 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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