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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% d2 D. b' l* I! ]4 z( E7 b
- ! f/ n- R* t) ]$ a& }
- # 队伍最大人数2 Y+ U) ]2 _ T* Z% S
- MaxPartySize = 8' K9 r! n5 X! D! l7 t
2 j( k8 i' @# _, Q) A- # 出战人数
$ [+ D5 L4 K" F& _. G; B - MaxBattlerSize = 1) q {( x3 I' m2 s2 ^& g+ ?
6 \9 d2 |# Z5 Z# n& |' d- # 换人语句
$ M0 L% x; M6 N8 y3 D. G/ v( @ - WordChangeBattler = "换人"7 i6 G" ?8 \6 P" ^7 a8 R
& n# G7 z% ~# o# ?" j9 t" E- # 换人时播放的动画+ J: q: W( o7 u9 t
- AnimationChangeBattler = 26( I0 ~$ w5 R! s i n
! Q1 i+ H$ T6 e, u" z* O! j- end3 o3 |! w" e" [8 W3 z- i6 A
- 3 `, C/ [( t9 C
- class Game_BattleAction
8 g; F, W4 g1 t" X) d9 ^. l - attr_accessor :change_to_battler
" o- M. Z, G- W- v4 p* o/ `/ ` - # 初始化 W; G6 I* _! m) b$ l* N2 k
- alias lbp_initialize initialize( `+ p1 H/ Z3 ~3 v& ^' p2 s8 G
- def initialize3 y5 i7 W1 V( \$ R. \
- lbp_initialize
9 O: [6 F2 d4 Q) w+ V, g - @change_to_battler = 0# i; i/ I3 t, K5 W! E* M1 D
- end
' f8 `( s0 I* ` - # 欲更换角色编号7 V$ a, X9 m) k5 b1 {, V3 J
- def set_change_battler+ F2 U) r# R: @2 v, m) O
- @kind = 38 X6 a: D0 \# X+ h P8 k8 F
- end
) F. q2 B) M2 P4 T4 M# h& _+ b% i: I; s - # 判断行动是否为更换角色
# ?+ ], }4 `, _3 w3 d2 F/ B - def is_change_battler? U' d0 k J2 w$ P( @
- return (@kind == 3)
) Q2 C5 ?! y& v4 |; t- ] - end
8 M2 U& v. S' T' P( x - end
& E) l/ t: q* w1 s* _# B" B - 9 J/ Q$ v) K, R$ R5 |) g0 Y2 k! O
- class Game_Party# ^* l) L# I" H; ~/ z
- include LimBattlePlug
3 K/ n6 H; b ?! r+ m - attr_reader :actors2
8 R5 R$ x) r3 r, b ~ - alias lpb_initialize initialize) a. s/ Z6 g% B8 \& a7 ^; f }4 e
- def initialize
- ?6 L, [+ G; x; Z0 B/ g7 f4 \5 \3 D - lpb_initialize
+ ^# i6 |. q4 J' f/ j - @actors2 = []' X" m, E" Y3 Q( Q9 K8 A
- end1 n1 e" d4 |$ P$ B7 z! t
- # 角色加入
- L4 ?: H1 w( z' ~3 G7 C - def add_actor(actor_id)
% v7 \! }# l" w2 r* h- A - actor = $game_actors[actor_id]
# [' v! Y4 T+ T# r9 [% q5 V - if @actors.size < MaxPartySize and not @actors.include?(actor)) b2 ^- @" \0 i7 e2 ^: g
- @actors.push(actor)5 s) C7 r/ i) j0 ^
- $game_player.refresh
- q" N; V6 e" |/ W# W - end1 V3 N1 M1 e `. U) m
- end
& D3 |- f. s% }/ P0 m, { - # 设置战斗的角色5 r5 u! e$ I- s9 H }+ I
- def set_actor_to_battle
# z+ B; j) ?. z3 Y" M6 o - @actors2 = []
8 d8 }/ c3 P3 c, p - @actors.each do |actor|; T2 p% R. M+ I8 g& d( Q
- @actors2.push(actor)
( u. m9 e3 t, G1 N5 m$ {$ [: N. j - end! N# ~0 Q* D- S& \! ~$ z
- @actors = []" e$ ~( d1 N- H8 m/ y) y
- @actors2.each do |actor|
: \9 @# K/ I: V' j9 x" ~ - @actors.push(actor)# o) z0 |2 D) O8 l) Z1 m
- break if @actors.size == MaxBattlerSize6 e' r" V; y% A. _
- end
4 f! H) H- K9 A3 F5 V - end. V% K; k/ B' Q" y! i8 [4 ?
- # 还原战斗的角色; M5 n. [- w! k: z" t3 d/ q4 ^
- def set_actor_to_normal* G. p: K' ]1 X6 y8 _! z2 q3 L" `
- @actors = []9 C" f C6 W" [* d7 Z5 g; G/ ~
- @actors2.each do |actor|
, d; U3 X* ?( Y: E: Y3 P' O3 d - @actors.push(actor)+ U0 t; p9 u! i5 Z! W
- end( R4 z- f8 `; ]5 h4 X' \% c
- end8 Y% d4 t; H# A/ Z+ v6 Q
- # 获取角色id数组7 \# x& H& r' Y# C0 i: u! [: l
- def get_actors_id5 s0 R2 p6 Y z
- id = []+ @- U% l; e, U/ C: A y4 j
- @actors.each{|actor|id.push(actor.id)}6 k, U8 a& D7 B5 Z$ |
- return id6 ~- j$ I) c- o$ y+ o
- end+ U/ |: @* ~3 Z/ L
- # 获取角色id数组
/ |* r6 U4 s+ e9 }2 {$ r - def get_actors2_id+ O8 G9 c# x, I# b6 n* L+ O
- id = []
4 `# }0 ~4 s; y, S) ]. C8 i# Y - @actors2.each{|actor|id.push(actor.id)} H0 d8 l- D# N; \6 u
- return id
( k+ |* @7 \1 e; W3 X4 [4 | - end. c- H3 t/ ^, [! a8 P
- # 兑换角色- h3 v' [! d& J: C7 h* N
- def change_actor(index,id)
: D; X: L3 @- Y: f6 _5 D) P$ q) b - @actors[index] = $game_actors[id]
' D& i; Q9 [# r& T s9 L( c& d - end6 P9 W/ w4 |& ]8 I3 g3 J7 X2 h
- # 全灭判定
' \5 j0 o) i/ u" W9 a, v - def all_dead?
& Z: }7 q9 d" _& A+ q* l2 k - # 同伴人数为 0 的情况下
, z+ t5 z/ }) l - if $game_party.actors.size == 0
z3 t: }/ C0 i8 |4 X# o6 g6 u- w; Y$ E - return false
# ]0 N; z" _. x# s% X - end
/ I1 a" k: W7 m - # 同伴中无人 HP 在 0 以上
, U" e5 c6 t) U# ?5 _- V0 m6 [ - for actor in @actors25 l, P) z q# R
- if actor.hp > 04 U9 M. ]" Q P; b: x. @
- return false
! F9 {8 S2 A; c$ g- M1 L - end
+ f% Y( ^7 X- r - end
) q; I( n( t5 O9 L, x - for actor in @actors# b' I$ v- ~, W2 y+ D
- if actor.hp > 08 w/ @$ D. x+ V6 K. Z! g1 f, Q
- return false! M. I% U" V2 g/ O# Y
- end
7 x8 H9 A, z" e c B/ b% \* H. @' [ - end: t1 ~0 ~4 T$ X
- # 全灭2 [2 \2 `. N8 u; E
- return true
; _3 A& [3 l3 h1 }$ {, o* A - end
$ z* r9 y% t/ i% B - # 其他角色& w2 M- s, q2 W* [$ e7 G9 Q" Q
- def other_actors; x! I& i% Q% d
- actors = []8 Y6 P1 l, [! k) v" w6 ~
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
7 b( [' R. `. v& I: ? - return actors3 l- _% i# u8 C5 Z5 j8 G/ i C
- end" n* _. Z) o) O
- # 角色位置互换
8 E, }: p d5 |; T) d N - def change_actor_pos(id1,id2)
3 _: F8 {4 y4 M1 B( _( @ - actor_id = []# p5 T* r, n- v4 G% Z( {. d
- @actors.each do |actor|
/ b4 o5 U' d7 i4 t6 a; n: { - actor_id.push(actor.id)
3 |5 |1 }# |* u( A9 E7 [2 Y - end
% \6 l& J3 {4 h% v" p - return if !actor_id.include?(id1) and !actor_id.include?(id2)
" [7 ? L7 a9 i8 L) h" w' f - id1_index = id2_index = -1
( z. g+ {# \- `' R3 k - (0...actor_id.size).each do |i|
5 x3 T J9 i; G. [ - if actor_id[i] == id1) i0 [: U# r5 J2 r9 W8 |8 Q
- id1_index = i9 C4 s1 W% l6 Q7 {$ s" A* n
- elsif actor_id[i] == id2+ r8 r+ f1 {7 m3 B( ]/ O
- id2_index = i
6 x# S) e2 a) U: F- `6 r! z - end4 y* X+ n) }1 j
- end
7 o9 T# u! ?1 |; U6 S - temp_actor = @actors[id1_index]
. V9 @( N* k. d/ h: G3 N. P - @actors[id1_index] = @actors[id2_index]
6 J7 s+ n5 q. ~% } - @actors[id2_index] = temp_actor- B+ M; t( v z, C7 }1 R0 |7 j$ P. n
- end" u' z: w$ t: i
- end1 \2 [; n" i( P* j/ T
4 f# O2 r1 Y1 b" u% c6 K- class Window_Actor < Window_Selectable
8 j) d" c: c' U6 f0 I% H - # 初始化7 b8 n1 W/ L& ^3 F: h
- def initialize9 q( Q0 e5 @& w* ~# ?! C
- super(0,64,640,256)
+ r& \" l& u+ }5 i, x! x - self.back_opacity = 160
5 M" @' ]; Y, M8 c. S1 J - refresh7 y% c$ g) \8 C% @' ^+ K
- self.index = -14 z1 \* A% ?% X/ @9 W
- self.active = false# H Z- k' B$ }- v# a9 Q2 b, M0 A
- end( o) h, w9 d8 g5 Y3 Y
- # 刷新, z ?# B N/ X" w
- def refresh
. ]# l- ]& i; H' g$ ~ Y3 J - @item_max = $game_party.actors2.size
0 r5 M% Q. _% Q. W) J - @data = []
1 j! c2 q# L" c8 L P1 ` - $game_party.actors.each do |actor|/ v$ f2 V9 B5 K' V1 v0 b, k
- @data.push(actor)! y# g3 B& s' _, {- Y
- end
' @" d) J" i( u- H - $game_party.actors2.each do |actor|5 U& g* D$ N+ F) c3 U
- @data.push(actor) if [email protected]?(actor)
/ J) g3 ^4 a' X6 v# K9 w [% H9 a - end" B. B! _6 j# {) Q9 b G0 Y. _
- if self.contents != nil
" ?4 ~& I, a2 Z$ x; w - self.contents.clear7 i) |4 v7 x' A
- self.contents = nil/ w p! c6 {- P1 H
- end) H1 J6 I! r' W$ R1 B' P
- self.contents = Bitmap.new(608,@data.size*32)
0 p4 g' P( e+ G- O - x = 4
8 y U$ i% |* Q- B - y = 0) U" h# [( b6 [/ k5 f7 g/ l( }
- @data.each do |actor|
3 O( A8 t4 @4 E$ u7 V - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
" J4 c- o9 `2 c1 c3 x - rect = Rect.new(0,0,bitmap.width/4,31)3 u3 h: g: B, h8 t( O
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
2 r2 [. Y) ^0 g" \0 v' M - draw_actor_name(actor,x+36,y)
/ F4 i* ^, ~+ R& t2 |, Z8 N - draw_actor_state(actor,156,y)
G" A; O/ ]5 D& A$ X; q6 {! Q - draw_actor_hp(actor,x+256,y,96)
( l& X. f' N) r6 T- D - draw_actor_sp(actor,x+376,y,96)7 w6 \4 j% b) f/ I) E
- if $game_party.actors.include?(actor)5 \1 r' o* ^/ |7 M8 V1 z
- self.contents.font.color = text_color(6)( c8 Y4 A, t/ w5 }; F& e. G+ [) [3 s* K
- cword = "出战"
3 C) l- @8 Q$ I' S# f0 G - else3 ]. q- z# E" [( R- T4 d" I
- self.contents.font.color = text_color(0)
. R5 N. ~0 W3 R5 e& h - cword = "待战"3 a3 r2 ^9 j0 K/ C* U9 P
- end
1 x: W; @1 r& |0 U1 i# J. o7 M7 h - self.contents.draw_text(x+496,y,60,32,cword)
) D' O4 q; X: Y - y += 323 h0 s$ P: v$ i* ]) l1 |/ I
- end* E* P6 T3 u$ U8 h7 i
- end
) T0 L1 G7 z, l4 H - # 获取当前角色编号% E& M+ f$ u+ P8 t; K+ X% q- F
- def actor_id0 O, V8 v& K7 u1 q. E
- return @data[self.index].id; V1 r: J( q* o" u5 _
- end, Q0 s8 ~* O b( W) Y/ A; }" f
- # 刷新帮助! ]7 d7 c6 S) C
- def update_help1 A& Y) o) h: t9 f
- @help_window.set_text(@data[self.index] == nil ?\; Q8 m. C4 s# c
- "" : @data[self.index].name)0 i* ~: z. ?6 l6 I! _" X
- end
2 O- f8 l6 h5 T9 i - end
/ d7 v T# @+ c4 C2 q. M - 7 n7 {/ e" z$ k& o1 a$ g& ]
- class Scene_Battle3 F; r9 {& Z+ M$ W6 C L6 s
- include LimBattlePlug
( T4 a* \- B. l+ Q6 I - # 初始化9 |9 ]: j& O' e5 c! u/ ~6 C) w
- def initialize6 a- g) Z3 l0 l: _4 R/ V* U) t+ v6 L
- $game_party.set_actor_to_battle2 j i) {" |, l b
- end
! a2 i r, e0 d* a1 c - # 主处理& B( v1 k# n# d
- def main: T# H+ T1 F2 `3 T: {. ^6 k- y
- # 初始化战斗用的各种暂时数据0 K$ n, O4 k( H' K# ?
- $game_temp.in_battle = true8 G% x3 W) E" R9 G1 k
- $game_temp.battle_turn = 0
1 s m6 N$ e; T& Y - $game_temp.battle_event_flags.clear
; d3 x+ N! t- n9 j - $game_temp.battle_abort = false6 @; m" ?- _: Z/ I" s! ?; c6 \1 y
- $game_temp.battle_main_phase = false
3 v) g! b' u: @) ~1 T - $game_temp.battleback_name = $game_map.battleback_name
2 [% O' ]9 V* H - $game_temp.forcing_battler = nil
) o0 ^5 p( I: G" f - # 初始化战斗用事件解释器
( a) k* R; S8 J8 M, @" H5 T) z - $game_system.battle_interpreter.setup(nil, 0)
* S. l/ W0 l& I( H2 R* `# k" V - # 准备队伍! M3 e7 v. ^2 i! e; e2 R! P
- @troop_id = $game_temp.battle_troop_id6 S/ s \* B" h- M* {8 Y) [% `
- $game_troop.setup(@troop_id)
+ P$ j2 T. ? }3 R3 \% o - # 生成角色命令窗口
& W4 W: z: u4 ^- ] - s1 = $data_system.words.attack- _* @7 B0 ^! ~$ o' E/ O
- s2 = $data_system.words.skill
9 }! r! ?2 r- y z9 d/ n) U - s3 = $data_system.words.guard
! v6 ?! q/ g R9 I% z+ s - s4 = $data_system.words.item+ t. @4 X3 J- o: S; b! k
- s5 = WordChangeBattler! ]) F( N" [" m$ Z( w! X
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])# O8 k7 d0 M7 @3 [, h# [. m$ [
- @actor_command_window.y = 128) c4 b5 S4 o2 `# a) ?
- @actor_command_window.back_opacity = 160$ E/ O9 i; R3 ^. F! \0 ~
- @actor_command_window.active = false
. l3 A5 Q' r p! \- @ - @actor_command_window.visible = false5 e( [# G: B- {& ~8 S
- # 生成其它窗口: N3 w1 Y8 H) z7 ~ E
- @party_command_window = Window_PartyCommand.new: c, }# C) p% k6 {6 h" j
- @help_window = Window_Help.new5 [% m) {* Z5 L+ O6 h
- @help_window.back_opacity = 1604 n; Z1 r% e. ?. l* m. X& i! J
- @help_window.visible = false
' e9 m. ?4 K0 Y - @status_window = Window_BattleStatus.new! w: y# v) Z- ?0 w' V
- @message_window = Window_Message.new
* i! u& E: i' B2 F - # 生成活动块* ?4 \3 P j+ [ q
- @spriteset = Spriteset_Battle.new" F- i: w$ A& }4 Y! g! _) O
- # 初始化等待计数
! G7 c. P. _& {2 } - @wait_count = 07 B& L- Z$ O @! \# B4 P/ N K
- # 执行过渡
% F2 u2 s+ F1 m; s) P - if $data_system.battle_transition == ""7 G$ q6 }# f5 b' A& j" U
- Graphics.transition(20); ]' S& i' P' u( v* ^" Q
- else
$ W( M x6 ^1 K* Z0 |+ S# b% p - Graphics.transition(40, "Graphics/Transitions/" +) @2 S- \' V, ~; a% m, f' m
- $data_system.battle_transition)
* X& Q2 G r7 _7 Y - end% n8 g' d$ E/ V# e# y# `
- # 开始自由战斗回合
6 [( A B1 }/ n/ b - start_phase1
% O8 D! a9 I' C9 Z& E" D - # 主循环# G2 s8 K1 b" J+ Y, K% e& |
- loop do
3 U% e% A3 J `- h, A* x* V+ |/ o - # 刷新游戏画面
+ f l+ h0 [ j1 u: P, k2 ^ - Graphics.update
& Z* ]9 ~9 x# W - # 刷新输入信息
, K' L' q4 ` z - Input.update* O; }: E7 k7 s8 s6 x
- # 刷新画面4 e" u" h y6 ?7 j+ z* v
- update. ] w- g/ B6 n& h& E
- # 如果画面切换的话就中断循环: R9 @. t. x" Z7 a2 [6 o1 t. }
- if $scene != self6 ^# L$ Y6 s- L/ r9 g5 H0 s
- break
( e3 s, T1 _* p V - end5 b& ]8 a4 c9 a) M
- end9 O3 W( I* [1 u g
- # 刷新地图! E7 T% [- n% J7 Q5 q! C" m) ?, l
- $game_map.refresh) W4 Q7 d& k9 ?9 \! i9 g1 o ?
- # 准备过渡, E' N& k4 C: I5 A5 G" ^' i
- Graphics.freeze
3 z2 L& `( u& g: s6 ^ - # 释放窗口# r9 p& {5 C# C% Q* f* @
- @actor_command_window.dispose; k6 F ~) M- [2 \" w( D4 q
- @party_command_window.dispose
; M) j' ~9 e. d, z( O* I/ X d - @help_window.dispose# W) n8 y+ ~ T' R$ f
- @status_window.dispose
' ?7 M3 b+ D5 X0 U, Y, O - @message_window.dispose; ?. R( v. M; U% g
- if @skill_window != nil" q! E9 B" e; n+ n% ]3 }
- @skill_window.dispose! u8 @ U9 A/ P/ A
- end
( h: o' l2 i/ ^+ b* f - if @item_window != nil
' ?- w! ]8 |2 ]; i4 c - @item_window.dispose
$ X* T- q( [5 O3 d5 r* R - end
* F8 L5 V! E) z3 K' x5 O - if @actor_window != nil v Y% V: J1 f5 F% l. m/ ~
- @actor_window.dispose
$ }% W! z; Z$ W' s - end
$ p0 p0 J, @+ Z7 J; R9 v b - if @result_window != nil
* _5 r, H/ Y1 |( `, p - @result_window.dispose
2 S3 w4 h8 Z' n - end: ?( P0 i' F$ d, X1 P
- # 释放活动块
) a5 c. a- o0 z0 m8 G: w - @spriteset.dispose8 M: U: H4 y- @* C
- # 标题画面切换中的情况2 B! f7 t: d- a1 F; V
- if $scene.is_a?(Scene_Title)
! S' a5 S0 y- D) F4 v4 b+ L. L9 X& ? - # 淡入淡出画面
) H P3 y0 V8 N2 _$ Q+ R9 N' x. ^5 O - Graphics.transition
6 X4 V) [7 z3 R' ` - Graphics.freeze4 ~' C* }: ]; r2 \' S& u
- end) C M/ q8 b& c/ E* v W: z
- # 战斗测试或者游戏结束以外的画面切换中的情况
+ g$ V/ w# y. S1 F! L: }2 R( C/ B - if $BTEST and not $scene.is_a?(Scene_Gameover)
# W: q3 Z* e7 E9 y |" v - $scene = nil
$ p1 x) a3 p- X& {+ { - end
, r6 n1 x. |5 b! W# R - end
! m; H0 p; |% H$ I) b - # 战斗结束
; N ^' v/ p5 \$ h& X - alias lpb_battle_end battle_end
% C7 C I9 K( ? - def battle_end(n)
2 a* P1 K3 g1 j) L. D0 N2 [3 l - lpb_battle_end(n), o1 k2 i' J' A/ I: H! R
- $game_party.set_actor_to_normal+ ?& ?6 m- X- k9 `& Q
- end9 [5 h4 x4 F# k0 T- @$ ]
- # 开始回合3 `5 K' A4 w7 j8 F) }# w; P& U
- alias lbp_start_phase3 start_phase3
9 L: Q* Q# b+ E - def start_phase3
. f9 k. `" O) l1 v5 V - @changed_battler_id = []
1 S9 N, K1 z/ y O - lbp_start_phase3
* ^" T! ?* m* A- p7 L- |4 @5 A# T6 S - end: y+ Q. l5 G+ R
- # 刷新角色命令回合画面% T/ q8 s7 S* C
- def update_phase3
+ h/ W5 e, x7 B1 G - # 敌人光标有效的情况下9 _; Y- V- q# M6 F" Y( u, u3 j" y
- if @enemy_arrow != nil
( S2 ^/ ~% t( |6 F1 o0 P& L - update_phase3_enemy_select
2 X7 q% u0 B& j, i - # 角色光标有效的情况下
f& ^# [+ _; l+ P3 b% b) c - elsif @actor_arrow != nil% T3 r5 J% s6 X. w- f1 }! |
- update_phase3_actor_select0 x+ }0 K* {* P8 k* s3 @/ X
- # 特技窗口有效的情况下
7 K0 s9 q. b/ L - elsif @skill_window != nil+ r9 j c N# z& Y8 C/ S6 w& R5 f. ]
- update_phase3_skill_select
" U U) R" ?- e5 }# y0 z: A - # 物品窗口有效的情况下. l! g& ~5 z% |- O0 X/ q/ V$ _
- elsif @item_window != nil
* {5 n6 V/ A: R9 a: e4 l- S! M" g - update_phase3_item_select" C2 @8 K( G D, [* a
- elsif @actor_window != nil; Q+ ?, F: L7 w r! y+ x
- update_phase3_battler_select
5 P- I0 s: A# R! c3 ^ - # 角色指令窗口有效的情况下- E# R+ t' N+ t f7 q
- elsif @actor_command_window.active
- q' X) F, K8 E3 I& T; ^) I - update_phase3_basic_command
" [6 F/ z- s# q1 D9 [6 U - end
; Y: L% j6 G \6 S" I' q - end
. g# Y0 I- {# U. J# ?2 z" I. k c - # 角色基本命令
( Y. f7 w' n6 v e9 Q4 U% t; P - def update_phase3_basic_command: R. Q3 y% Q: c1 r6 u m' Q" f
- # 按下 B 键的情况下2 L! l6 o$ m, }$ @' _
- if Input.trigger?(Input::B)
* v {, B9 D6 Z' ?- _' \; t - # 演奏取消 SE* \2 o$ d! D( \. j( ]& R5 p& R
- $game_system.se_play($data_system.cancel_se)
1 p+ l2 q5 ~ y P! U/ {! |7 f - # 转向前一个角色的指令输入! F+ M2 O; }) R+ f; m4 a$ P
- phase3_prior_actor
/ _! O* k B6 h - return: x% y1 U- X' r! a( Z
- end
) I' C/ i9 W8 E - # 按下 C 键的情况下
\* F9 o# `1 a3 }: @8 t) u) J - if Input.trigger?(Input::C)8 |6 A& j; i! m3 f" l
- # 角色指令窗口光标位置分之
5 d6 A3 S4 p! b" X! Q3 O1 z& H - case @actor_command_window.index+ g) {/ J* {) u1 K2 r( |' j
- when 0 # 攻击. F! H6 v, e1 f
- # 演奏确定 SE7 y2 W* k) b: j' X4 J* Z$ T* |8 {
- $game_system.se_play($data_system.decision_se): \7 |" _, |# V/ ~0 k- J& F5 I% d
- # 设置行动
9 }4 I/ j' n8 D2 A# t - @active_battler.current_action.kind = 02 K# U; E1 c; I2 @
- @active_battler.current_action.basic = 0; C* {. o( ]7 o6 \1 S
- # 开始选择敌人! U$ a; r# ^5 P- E4 V) d. p# j% {$ K
- start_enemy_select
% b8 W% l& ]: N - when 1 # 特技7 A& y3 M' Y; |0 O+ G# e
- # 演奏确定 SE
3 w( \/ E2 e1 c1 g6 | - $game_system.se_play($data_system.decision_se)
; ~" M/ o# u) m5 r w - # 设置行动
' w3 m$ I2 ~& p/ ~$ M - @active_battler.current_action.kind = 1
! d' L/ |; h6 X6 h" C - # 开始选择特技
+ ~( C" T" G2 }6 u) R - start_skill_select4 a6 p$ Y- r/ P8 ^* F3 U
- when 2 # 防御! D. k! ~' m: z9 ~( \( u% m# x
- # 演奏确定 SE& M Z1 |% V( E) K( f: Z/ ^; Q
- $game_system.se_play($data_system.decision_se)7 d" T" Y7 w( q
- # 设置行动+ k7 I# K3 t0 J9 c3 }( Q
- @active_battler.current_action.kind = 0" [ Q. V) h, S6 s ^& R1 V' T; B
- @active_battler.current_action.basic = 1
/ R2 A+ \5 w! t, G( r - # 转向下一位角色的指令输入
+ A6 ?' x- q9 ` - phase3_next_actor1 X4 u, L( S- @* m, o
- when 3 # 物品
0 y8 }9 V2 P8 o" x6 ?/ K3 t' O - # 演奏确定 SE# a/ ~: G9 T4 X! y- d6 x
- $game_system.se_play($data_system.decision_se)
! O1 |+ O+ m s" X( p& I - # 设置行动, z# \; t9 E; @
- @active_battler.current_action.kind = 2
+ k. q5 R5 u, O& ~% L - # 开始选择物品
- V* c" s( _5 A3 f8 K - start_item_select
& e+ N2 N. W( C0 F - when 4 # 换人7 i: L+ Q: H" f0 |( G* f% h2 r" Y
- $game_system.se_play($data_system.decision_se)
+ K) F2 k2 P0 a) C0 ?$ Y2 v$ b - @active_battler.current_action.set_change_battler
9 ^6 _# C1 [; Q5 j4 v5 q# P9 u - start_battler_select
" ^3 q% ?: g, M+ g1 ~3 @ - end
8 E2 z9 V" y/ g - return9 |2 f% l# }+ B( `) Q
- end d. T7 @! b5 n% S
- end
# J+ ^+ R* Z% Y8 C - # 开始角色选择& p7 h* y1 k' H9 ~4 G+ x/ l; l4 A
- def start_battler_select' v# r# V2 z( @* n" d; t% f
- @actor_window = Window_Actor.new
, k) \+ c/ L- F4 z ~& f3 v - @actor_window.active = true, V! B' N2 j7 {* ^
- @actor_window.index = 0
: v# s5 Q1 g/ U7 y3 `# j - @actor_window.help_window = @help_window0 Y% F) g% M- s- J7 n) N) E
- @actor_command_window.active = false
+ y! S( x( G& p% _. A+ I* I: N - @actor_command_window.visible = false: O; G! N; \* v5 a
- end+ T1 X) H% h' [0 ?3 K7 H
- # 结束角色选择2 L6 k3 d/ |0 \/ f/ E
- def end_battler_select: t' g2 |- \ p8 T# ?7 i" e7 L
- @actor_window.dispose
. f. t1 V3 n% x- g& t0 I* Z - @actor_window = nil5 @) Z* l7 A, o# S J
- @help_window.visible = false3 K" g) ^- j; Y4 p
- @actor_command_window.active = true: q4 _, b0 y, _% O
- @actor_command_window.visible = true4 L9 |$ z0 O! R6 N+ [
- end
/ k2 {5 [( f$ x# c3 R/ d h9 f% [: ] - # 刷新角色选择5 T9 [0 P+ g/ C
- def update_phase3_battler_select
q+ o' w/ t# t. l - @actor_window.visible = true" W& v' q( D4 T5 w5 X) J2 a
- @actor_window.update
3 f3 |9 N6 y, p" \6 o, q - if Input.trigger?(Input::B)% x' t% x ^8 h: u. Z2 b
- $game_system.se_play($data_system.cancel_se)
* A5 o+ {/ \8 Q! O7 Q; e1 q - end_battler_select
% P! g+ g6 u4 D# G" y5 a, e - return
5 Y* U/ D2 v' s4 F - end1 `3 T3 Z. g: f' k4 K
- if Input.trigger?(Input::C)$ j7 @& m, q: m* U0 m+ J
- actor_id = @actor_window.actor_id
$ ]5 r' s- f+ w, X3 ` - if $game_party.get_actors_id.include?(actor_id) or
& l7 d5 C+ U. { - $game_actors[actor_id].dead? or 0 n$ P9 v4 P# {- ~& X6 V
- @changed_battler_id.include?(actor_id)9 Y* R" k; A: H& Y4 U
- $game_system.se_play($data_system.buzzer_se)$ S) A8 }! F: Q8 p
- return
3 P5 n( q o' r5 j - end; H/ D" n1 j- o+ O( N
- $game_system.se_play($data_system.decision_se)
" Y! d9 O) O& G6 u* i0 u - @active_battler.current_action.change_to_battler = actor_id% I4 L$ f$ c# t4 [7 \
- @changed_battler_id.push(actor_id)
7 X* z- U% a1 t - end_battler_select
V8 _7 e: |$ ?4 N. ` - phase3_next_actor
# T" O3 P0 n5 @$ \. @, ~, F2 o8 A - return: F( L+ M( o5 W
- end. V5 g( i5 Z' _1 S# }
- end) w) C: R9 ` G2 f6 y
- # 行动方动画% F5 `5 w% h! {) Z
- def update_phase4_step3
I, A- R9 u& P' S" o3 t - if @active_battler.current_action.is_change_battler?1 q6 R; |$ K- w+ ~# G+ k9 G l
- @animation1_id = AnimationChangeBattler
2 [: K( O- c m" E) o) a; f- t: a/ ^) | - @target_battlers = []
; P4 H6 J9 l: D9 w - end
0 a N' _4 y' W5 G. g* s' } - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
- v5 \( B5 u2 g4 F7 f0 C, p0 i2 U# N - if @animation1_id == 0
' S+ u6 @ S9 Q' O' ^8 V, m) u - @active_battler.white_flash = true
4 z! g) m$ t O2 J: G/ `& p! W - else
3 W$ \# A* A- U2 I6 g7 A0 n - @active_battler.animation_id = @animation1_id
" z$ A2 h$ g2 y* I8 i1 U' o - @active_battler.animation_hit = true
- R3 ?! ]0 E! z" j ^ - end8 @0 x2 r4 v& p; d3 J- R6 i9 {
- # 移至步骤 4
7 g% v& C4 D# M: s) {. L( ^( } n- C' Z7 H - @phase4_step = 4) V- `# T& x# x$ @) N7 A/ D
- end9 b5 v( \" R8 e1 Y$ m1 Y
- # 对象方动画. J# u: Q" f; j* b# s. _# X/ H
- def update_phase4_step4& e) [, N2 q5 f" |+ {2 _. ^
- if @active_battler.current_action.is_change_battler?1 C) j _. x2 c3 P# p
- actor1_id = @active_battler.current_action.change_to_battler
; e, z9 @. S! H5 V - actor2_id = @active_battler.id
: S$ G( g8 O" a7 R - (0...$game_party.actors.size).each do |i|5 q9 d2 z. [, r, d6 Y* {
- if $game_party.actors[i].id == actor2_id
- Y( ]! N1 l7 |" q: P) m% k5 R - $game_party.change_actor(i,actor1_id)
" g4 v4 r+ ]6 Y2 b3 _ - @active_battler = $game_actors[actor1_id]
9 d- x+ B( W, u8 { - @status_window.refresh
+ h6 ?0 g$ H" H, A: p# e( K - end3 @& L7 R; b# @( K/ n3 g: \) \( e
- end
' g6 T0 R; G* e, G4 | - end6 f4 Y, j) q5 h) f( n
- # 对像方动画( ]- P# z8 n% M: o& B
- for target in @target_battlers* C6 B# f! P! s: \5 h' K1 v3 w5 {! y+ v
- target.animation_id = @animation2_id- f. {( A+ k% ]
- target.animation_hit = (target.damage != "Miss")! T; \( Z# [1 J
- end4 F2 o3 \* V, Q G* V! R& q
- # 限制动画长度、最低 8 帧! c# w2 O/ ^- M* r! {/ y
- @wait_count = 8' P! ]+ j$ n( W. S; q8 w1 z8 a, E
- # 移至步骤 5
5 d' C5 ]8 q' w. X9 `" Q - @phase4_step = 5
- G" ], N) N: Q - end" e0 ^9 t3 K- ?" B& J
- # 公共事件+ f4 n! O1 F `5 I5 m4 x- T
- def update_phase4_step6
/ G; C. d, Y3 v - @target_battlers.each do |target|
5 k% \# e) y" L$ i; E& I" c: u- f - if target.is_a?(Game_Actor) and target.dead? and
; Z, l( k* e+ L s; x1 A - !$game_party.other_actors.all?{|actor|actor.dead?}6 F1 C: }! _3 q$ h2 W
- @actor_window = Window_Actor.new
& s. `7 u* q& y! L. C T7 H2 V - @actor_window.index = 0: h' ^- ^1 M% K% w( E8 @
- @actor_window.active = true
! m/ B k+ \( b3 R - @actor_window.help_window = @help_window
, Q" n; H: x. q - actor_id = -11 O4 b, }/ |1 k) w) G3 f
- loop do( U) V1 j' C3 i! G, _7 [) h# }
- Graphics.update
7 r- c# y8 w8 P$ o7 L, R# X! x! \ - Input.update% ` K: D1 ^1 K6 z. t" S: T
- @actor_window.update3 C0 d, f* r% H0 O& Z o. D
- if Input.trigger?(Input::C)7 H$ Y1 p( a" C c }+ d' u$ m* k2 w
- actor = $game_actors[@actor_window.actor_id]* g: g5 Y8 K1 Y' E
- if actor.dead? or
& w( c9 q( z9 L! `0 D5 n - (@changed_battler_id.include?(actor.id) and
, R7 H6 _, C# t7 M' { - target.current_action.change_to_battler != actor.id) or
$ C# N) u9 V( f' w& G: W: g0 C; C - $game_party.actors.include?(actor)2 S) N& X3 N1 m0 A2 w+ b
- $game_system.se_play($data_system.buzzer_se): w7 w9 N6 e( F1 {. L0 ?
- else. L9 m1 H9 ~: u" }# P$ [# z2 V% X. x
- actor_id = actor.id
0 \- q% K5 m* Z5 m3 ]7 T( \' b - end: j0 q, L/ `4 G. F: P3 p
- end* I6 U( R9 c! o4 _; [
- break if actor_id >= 0
/ ^1 M( d7 e% h0 e" A& R K6 z - end
4 O) e$ s+ b5 x - @actor_window.visible = false
0 l: V4 V! b3 X+ H/ X/ B; d - @actor_window.dispose w' ]7 D' n+ U
- @actor_window = nil
! A* u2 i. a+ `$ I6 a - @help_window.visible = false
6 |) N2 D2 }7 { - (0...$game_party.actors.size).each do |i|
5 G; O; I( j( I% @: y; R- n" g, B - if $game_party.actors[i].id == target.id
0 B/ ^* [: I, b" u+ F4 j7 o - $game_party.change_actor(i,actor_id)
3 h8 S: [- b% p+ g - @status_window.refresh
6 w* b- R0 i/ _8 t - end
, p" Z7 w9 M# M4 @& b7 s - end
* {# I, J3 R( C z1 Y - end. k) a0 J7 T% e0 x! u: Z
- end' C s: O" T2 Z! ]+ I
- # 清除强制行动对像的战斗者9 n) Q: M# l5 n& }# q$ R
- $game_temp.forcing_battler = nil8 k+ {' G6 Y! V, F }" g
- # 公共事件 ID 有效的情况下- F( h* ?* X- O, h+ i4 M& J7 V3 g
- if @common_event_id > 0
4 N( [2 p4 d7 f n# y4 @ - # 设置事件% U" F C8 t7 \( ?! L
- common_event = $data_common_events[@common_event_id]/ s5 L+ b6 Y5 Y1 T' d/ D
- $game_system.battle_interpreter.setup(common_event.list, 0)0 V! S Y# i4 z1 \) z; N! }# }
- end
& K6 F, R7 B6 k' f - # 移至步骤 1' h% O# U) {( }
- @phase4_step = 1
# B8 _5 \9 [* d- P9 S - end% _% @ f# U0 t+ `! [5 c b
- end: s! D' }- Y5 G% H4 s; `" N
& ]7 K; Q" Z7 M) s( h, ~- class Window_MenuStatus% I( {: y6 A; d1 X6 \5 D" m6 S
- def refresh$ B G! l, \: c% [
- self.contents.clear( v* ]8 ?+ ^* f$ E! E3 V) K* @ ^
- @item_max = $game_party.actors.size$ G {# u% [6 J `
- for i in 0...$game_party.actors.size
- [; {9 R' ?% g' b% o - x = 4) @+ }" `; t- ^
- y = i * 32" H) X1 ^8 T/ t. R4 f
- actor = $game_party.actors[i]
4 @6 A4 L% @" k4 n6 s0 x& a - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)4 @8 |& Z* o( |) P% H
- rect = Rect.new(0,0,bitmap.width/4,31)
- E; \5 D" n$ p" f - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)1 V, {+ [" `2 M0 D
- draw_actor_name(actor, x+36, y)
3 O4 g+ r9 Z5 @# r1 Y* P - draw_actor_state(actor, x + 136,y)
- U: [ D* { X7 Q$ \ - draw_actor_hp(actor, x + 236, y,96)) a- A2 `* _7 c$ t/ v+ a9 V
- draw_actor_sp(actor, x + 336, y,96)
( v4 d. Q0 U! u0 w - end
; r2 ^9 B! g S - end5 _ _. q$ ?) r2 r
- def update_cursor_rect
1 L7 U7 {1 H, f6 L& Y - super" a9 F- W% Q! `7 F; D- V. P
- end
, j- D W5 w# a$ b - 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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