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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
, p# r4 o2 z3 b
! V0 R# h6 ~/ ^5 S3 C- # 队伍最大人数
' A8 _* S2 f3 y5 G! t - MaxPartySize = 8
~- R0 o: J: F$ Q; ]" {7 c. V* g: a) \
8 R: V, ]( n# j7 F4 L- # 出战人数9 I d0 v/ `) d. b
- MaxBattlerSize = 1; f ?5 G" d& ~3 C; g6 _9 T/ b
- * B2 T5 W# L3 D; l) Z! N! b
- # 换人语句: I9 |$ P. K' _$ \( W/ Z
- WordChangeBattler = "换人"
! c- p) v6 J" C r; r - " H' p9 S+ B( f
- # 换人时播放的动画: v9 Z3 J. p$ c
- AnimationChangeBattler = 266 Z/ k$ E& f3 v; y5 Q0 {9 e1 e% m
5 Q5 f! j3 B0 d! n" r# z+ S! n- end
# n. ]3 g& T* e# j6 v - 7 V& O& o2 T/ a% L3 Q
- class Game_BattleAction
6 Y( \5 V6 g/ l4 B) ?4 J8 t - attr_accessor :change_to_battler+ e4 }: }4 ?. M4 }7 L" [# h+ ~6 y
- # 初始化
2 D) A4 M: R8 W& h+ W/ L' l7 h9 L - alias lbp_initialize initialize
# P) V$ ]7 M! R' p5 }9 _ R - def initialize+ \( ^0 w' z' ~2 M( b+ X. S
- lbp_initialize5 a: u+ M' r+ e( ^
- @change_to_battler = 01 d, m8 c: }! ~- x
- end; N% H1 A' Q+ `5 K
- # 欲更换角色编号5 @* w9 `/ Z0 C
- def set_change_battler
2 E3 \+ u3 J* G! `1 i! {5 M - @kind = 3$ m2 ]8 j$ I9 j: _1 }
- end4 ~# k& T6 E) W. S/ M& E. S6 E! U
- # 判断行动是否为更换角色
( s2 B7 V# ]; M" N7 J1 h3 x - def is_change_battler?
+ f# ^9 i6 n9 E - return (@kind == 3)
0 \9 y* b1 j* f. S0 O5 v. X - end
% Z" q4 @3 T6 F& ?4 D, [1 Z - end
% V; Y. p/ o- \ - " \% t: G/ I# m0 _7 n, ^7 [3 ]' S
- class Game_Party+ {0 N" a+ t- j3 Z. D2 P
- include LimBattlePlug
# P4 y0 ?. T' d% Q - attr_reader :actors2
. r2 u$ P$ J8 e" p# r# ` - alias lpb_initialize initialize
8 T- Z) B8 t$ ?8 H" R - def initialize$ l! P& F& I; J: I2 f
- lpb_initialize, ^/ f+ z: c! M$ c R
- @actors2 = []
3 _$ K1 @3 S2 ^) @ J0 v - end
; w5 ~. Z* M9 X- `! L9 A/ x' | - # 角色加入
3 C9 w3 W( E l; h - def add_actor(actor_id)6 C, {; Y5 X& e+ p
- actor = $game_actors[actor_id]
, L' u) k9 k1 i4 Y3 m, ]: z2 F - if @actors.size < MaxPartySize and not @actors.include?(actor)$ d7 t3 \. N5 d( D: Q9 X3 F
- @actors.push(actor)5 v: V/ l" p$ @8 m+ i
- $game_player.refresh
' r# d0 a; @6 s8 k7 Z$ ? - end
7 A% T% B* `# X) e3 i5 o/ R! N5 x - end9 O0 U1 f6 A: g8 y" `2 I: K0 ^
- # 设置战斗的角色
6 x, m. A1 V( K$ q: @ - def set_actor_to_battle2 V0 k7 g: Q+ i
- @actors2 = []$ B- o8 l1 ~3 Q5 e4 b
- @actors.each do |actor|5 B& q& v5 C# Z' S' R# b6 u
- @actors2.push(actor)
2 ^7 m3 f" V% ~; C - end) \9 @4 i1 q& }; L9 b
- @actors = []
8 @5 b8 R- i( V& ], P/ P$ y) p/ x - @actors2.each do |actor|
1 Y( ]( |" e+ |" D! ?7 H& p. |2 C - @actors.push(actor); T! Q( X |/ a0 G/ h# C
- break if @actors.size == MaxBattlerSize4 V; C2 h+ V) W. @) m0 V
- end
) w2 J$ b/ b. R* G; W - end
: x0 A# P) v: s0 a9 O - # 还原战斗的角色
# v7 S D( H0 _1 h - def set_actor_to_normal
, a3 i% R- O/ _- I* x& Q4 f; N+ S - @actors = []
; c1 C v7 h, B) O$ P1 ^/ f/ U - @actors2.each do |actor|
* O/ f- g3 J) W% V5 j1 l - @actors.push(actor)
3 h; Q! N' L1 p" j( I - end
/ n; `7 H: g7 o }% D1 O7 _( Y - end
' q. r6 ^; w, E9 ?4 ?9 m2 { - # 获取角色id数组" R# i1 W- m2 E0 |
- def get_actors_id
P0 r$ S( a$ U% d G0 C3 {& V8 e - id = []
! K% L4 Y6 Y4 u. Z - @actors.each{|actor|id.push(actor.id)}
( z. r/ b3 t6 A. n9 N: d. J - return id2 N8 U8 F; h7 x
- end5 q, R/ }7 A, f! W, V/ [
- # 获取角色id数组
( J+ Z3 o' [8 m9 O - def get_actors2_id3 R* D+ _! Y$ L8 a) ^& _
- id = []9 R) e5 \2 C: \* k& C( h. b
- @actors2.each{|actor|id.push(actor.id)}, r% Z+ q$ J- j) h5 d5 d* A
- return id5 k& S$ T1 C. G8 ]# k& I/ T1 e3 o
- end
4 s: V# B" W( y: v V, [ - # 兑换角色
: I3 D0 ]0 F; F3 w - def change_actor(index,id)
& s" ^- S! K) M% c! m& N: ~9 G' w - @actors[index] = $game_actors[id]
% ^& n7 b* {+ Y- z+ u! V - end
' c$ D& z0 o5 Y6 X8 { - # 全灭判定
, Y8 r g9 O" x7 t2 u3 P8 } - def all_dead?
4 z; T4 d/ W( `5 f9 P - # 同伴人数为 0 的情况下
4 S. p9 a, p8 Z. _7 H - if $game_party.actors.size == 0
6 i, L2 |$ P8 }* V, w# P3 @0 ~ - return false j. v. h$ @7 ]0 d' D
- end
' d8 Z' o3 U8 ?8 F) T5 s7 u - # 同伴中无人 HP 在 0 以上
& f9 }3 ^7 ^5 P6 Q' q7 S8 m - for actor in @actors2, e( w( D* Q5 Q4 k
- if actor.hp > 0& Q; C; N, q( V! I
- return false
B) U3 ?% _: u4 @) ^ - end, r: l7 H3 w( O4 F* T* Y: Z
- end$ a' c8 P1 x( f4 P
- for actor in @actors5 V$ f( \) E" N8 _
- if actor.hp > 0
' J( f* [: N/ D( q5 L$ A8 s4 q - return false
, j& e8 O3 I: Y' V4 L# _ - end
, I) w, P! k4 k0 b* R - end* D0 T; A- H+ ?0 z% w
- # 全灭
1 S3 Z6 ?3 \: \* K5 \, r, S - return true
$ Z, {' a, g/ A- n/ @$ ]8 b, \ - end
+ p2 a m; d$ v) X/ a - # 其他角色) J9 w/ }+ @/ B" W9 D7 b* T5 V
- def other_actors- R8 U& D5 ]; I7 o! x
- actors = []6 a) K4 P, K6 K$ H
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}9 l- C# S8 c% X" T3 {
- return actors/ d' ]7 C; a) G+ t4 p0 D- @) b6 X/ }
- end) o% ?% F k2 y" r9 a, k6 F
- # 角色位置互换1 P" J% x, n" b+ b' h8 ?
- def change_actor_pos(id1,id2)2 z" E. p' J" z) {% |
- actor_id = [] e. }/ O& }5 i
- @actors.each do |actor|
3 D7 r9 G8 q2 L% Y1 V; q* K - actor_id.push(actor.id)+ T0 x0 X! @& O; L6 c
- end4 R# |' I- z5 g
- return if !actor_id.include?(id1) and !actor_id.include?(id2)& H9 v7 s; D% @4 y0 [8 }
- id1_index = id2_index = -1
' I, U2 Q2 a- [& w# d - (0...actor_id.size).each do |i|1 B; @1 B% ]0 f+ e l, c ^ M6 f. Z
- if actor_id[i] == id1
- }* z9 `+ \/ ]" i3 D - id1_index = i
! M6 W" c" p( U# @ p1 X7 | - elsif actor_id[i] == id2
_0 @1 a* |0 c" J - id2_index = i
" I3 ^. s- M4 M/ S% x - end
/ K8 k3 [1 F) s$ |0 M: d1 V8 c5 B3 x - end
9 R1 k! v2 K2 ?9 {* W! y8 S0 _ - temp_actor = @actors[id1_index]$ P2 B, |1 o5 q! o" ]$ I) F, @
- @actors[id1_index] = @actors[id2_index]; G' _1 y! k1 n5 E
- @actors[id2_index] = temp_actor$ m; a9 ?* `; y9 ?7 t. s
- end' n1 \. x/ b0 R" n) R4 d4 R0 r& S
- end1 {* W% d4 X& K& u$ s
- / [0 b9 G2 e+ u0 h2 Q* ]
- class Window_Actor < Window_Selectable
) I- _7 \$ x: `: Y% s" n* X - # 初始化. g9 E. @) l3 @5 G, X% `
- def initialize
; V/ L0 D( E+ S - super(0,64,640,256)
& S2 s1 o" P4 y4 ]9 [; y - self.back_opacity = 160
* w( X1 u1 H9 x. O- F - refresh5 g5 B; d* x: r) z4 B. R
- self.index = -1
8 B% ~* N1 ]1 }' X- K9 M, c - self.active = false
* V4 h" w6 S/ I8 m! ?$ V5 M! ] - end* c% h A1 _3 X n1 l1 R8 p
- # 刷新 H4 H: a7 R% t' A. L% H9 c
- def refresh! J4 S5 S& p9 ]: P
- @item_max = $game_party.actors2.size
8 \/ w& p4 e! N - @data = []
. _3 @5 _: |/ H6 z- Z& ^4 a: U1 y$ _+ \ - $game_party.actors.each do |actor|
1 I+ f" q: a1 Z6 b4 s' K% [" F - @data.push(actor)9 j- x8 J1 {- |3 S+ K
- end
+ m( T* ^' z7 K0 I3 _ - $game_party.actors2.each do |actor|
" @9 N: ?( [) q5 [ - @data.push(actor) if [email protected]?(actor)
1 L9 E' X# m) O, y: Q/ M - end) ~/ Q) k$ L$ V# n' a
- if self.contents != nil
' E; V$ ~; P+ _, X& Z+ I - self.contents.clear
3 W! \6 @% I, ?$ q2 F) ^ - self.contents = nil. Q$ W$ p3 U6 b6 S& r. j ]
- end
# K- u$ c' |+ Q S2 g6 X - self.contents = Bitmap.new(608,@data.size*32)
* C. f# s0 J- M- l% R N# c' V - x = 4" Q' Q' |+ f$ F
- y = 0
; a3 f, G6 c7 ~) ] - @data.each do |actor|: R6 K9 ^) X* G# H' P. e
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
/ A, [9 O/ o, O8 D/ c, M" p - rect = Rect.new(0,0,bitmap.width/4,31)6 i: M0 F, @5 Z' i
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)( _9 y/ [5 p. E/ }
- draw_actor_name(actor,x+36,y)$ r4 \% q. `# _. p; b0 a
- draw_actor_state(actor,156,y)7 G0 ~ e6 x0 V% s) e a
- draw_actor_hp(actor,x+256,y,96)
( Q1 u3 s; T" ~8 P# {. | m( E" o) j9 i - draw_actor_sp(actor,x+376,y,96)
. Z B' I" t& W+ [ - if $game_party.actors.include?(actor)
S% w) G! c5 b/ _0 F; p - self.contents.font.color = text_color(6)0 g, z6 S$ s6 w% N m T
- cword = "出战"$ D a' R3 g* Z# y* W
- else
# @$ Q9 H1 `! W7 y1 w" i+ G- h - self.contents.font.color = text_color(0)7 k0 m0 M5 n2 t) B# M
- cword = "待战"- m7 z4 ~( e u( h$ Q
- end
2 s) {* M* i' { - self.contents.draw_text(x+496,y,60,32,cword)6 B. z" j1 |' D9 V
- y += 32
, r! O M7 v' o2 \ - end1 x9 \7 y6 U' W- F+ y" |
- end
" n; z' Q1 U8 a - # 获取当前角色编号
& z# V( |* t2 V) K, r - def actor_id s% Q4 a) A6 E1 |2 F2 e! N
- return @data[self.index].id) G4 {( r9 E$ s. c* E
- end
7 w/ \- J9 _% z8 K0 ^ - # 刷新帮助2 h3 t( ~+ P+ w' k4 s Q
- def update_help9 I. R; ?6 n# M3 b y, \+ N
- @help_window.set_text(@data[self.index] == nil ?\
' u5 r& V0 f& E - "" : @data[self.index].name)) h, D, s/ R0 S4 r/ p1 t, J3 I \6 Y
- end
8 b& e: o8 I8 f - end- Z1 J7 Y+ T4 U0 b- A: ]
- ( }6 M% b6 g7 @! {( |/ o% k
- class Scene_Battle
, r: R' L5 T3 D/ S5 I0 e - include LimBattlePlug9 C% K- ?1 _& A
- # 初始化
" {# j5 e# F( h - def initialize
^* O) ^5 p5 }1 f - $game_party.set_actor_to_battle
) F5 ]: |3 n0 g1 V k+ w - end
8 q$ p3 C5 f; |4 d n5 i* ` - # 主处理
0 T3 D7 X: R4 B5 O T/ f J* N9 m - def main3 _- X0 M0 @" M4 S" i" V
- # 初始化战斗用的各种暂时数据
0 f' l5 q9 l0 j* D- ~- c - $game_temp.in_battle = true, p/ D: @; i- @* F) c6 z. T
- $game_temp.battle_turn = 0
1 _# x! j R+ V - $game_temp.battle_event_flags.clear
; X( @* M* V# L; ` - $game_temp.battle_abort = false- `7 u/ }- H/ |
- $game_temp.battle_main_phase = false- f3 N, o' C& }- O( K# G, Z i
- $game_temp.battleback_name = $game_map.battleback_name
u: j6 s! g1 E. L# F - $game_temp.forcing_battler = nil
; o# a' Q {; Y9 V5 N9 n - # 初始化战斗用事件解释器
8 u. o% @. f" O! i# C1 D) c - $game_system.battle_interpreter.setup(nil, 0)0 y2 r9 D/ f7 w1 ^3 \7 S
- # 准备队伍! a: x, j8 o! A3 A6 g( g
- @troop_id = $game_temp.battle_troop_id
3 [1 p& D' }# r8 v6 T) E, j - $game_troop.setup(@troop_id)
6 @3 x! L2 Y3 K1 @4 j+ S. E - # 生成角色命令窗口
: o! Y/ }( Y0 Z8 G! _) H - s1 = $data_system.words.attack2 T& s7 u, F- T- o+ V
- s2 = $data_system.words.skill
2 B3 B. |8 N. [. c - s3 = $data_system.words.guard5 n+ R7 ~! m! X
- s4 = $data_system.words.item
& V( j- J# ?( D- ^ - s5 = WordChangeBattler
+ `7 C2 y/ m" [& I - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
3 ]: t" O, [, G4 ] - @actor_command_window.y = 128
# ?0 ^8 I' J( f% y( g, Z - @actor_command_window.back_opacity = 160: J" n9 `. I* E$ E a
- @actor_command_window.active = false
+ p1 Y( ]) |( [* V; l - @actor_command_window.visible = false0 q4 K6 z) |% q' \9 k0 N/ }, d7 H8 E
- # 生成其它窗口
9 f4 q2 D) ^" ~/ g - @party_command_window = Window_PartyCommand.new
d$ C: v: v0 i `# y6 j5 V - @help_window = Window_Help.new4 G% z6 r# q! A7 Q4 p( c3 G, @
- @help_window.back_opacity = 1609 j h- f V9 x# Y! H% K
- @help_window.visible = false8 `; |! `& m0 z# p( W6 J; }1 m
- @status_window = Window_BattleStatus.new- Y' B- _# F5 E! I" V; S2 j# O3 h9 `
- @message_window = Window_Message.new' T( }, F" ?: H) I& i. ]
- # 生成活动块
$ C( H; P% M/ K& K4 m# O - @spriteset = Spriteset_Battle.new8 Z" O: B, J: |
- # 初始化等待计数" K6 [8 K. c ]5 \1 k+ M& j
- @wait_count = 0
d( Z/ S0 f' c, J8 T3 U. G5 G- e& Q - # 执行过渡
( d; y8 I: T. y/ ?) w - if $data_system.battle_transition == ""
4 P3 H. r b( ~* I m6 { - Graphics.transition(20); C C% U D2 O' k( b9 K7 _, ^
- else* @: w' ], a' _- o# b& R Q
- Graphics.transition(40, "Graphics/Transitions/" +
y: }3 ~2 `. z- D! Y2 v, h( m - $data_system.battle_transition). L, [8 ]! b( {0 v6 V% u4 c( }' i* l2 a
- end2 _( t: Q0 I) e( e
- # 开始自由战斗回合
; q# m/ Q7 }$ w1 D& B - start_phase1
4 F; J* E( S; J: F1 W4 v- P - # 主循环
( C/ X0 t- q( S4 M. ` - loop do
% K2 x6 O) }" R2 G# X( i - # 刷新游戏画面7 v" P$ ?% W" q
- Graphics.update Z1 B& B0 G5 e9 |# \6 N
- # 刷新输入信息
2 Q# w# i8 g w1 Y, _ - Input.update/ s# L$ F- U1 Y3 ~2 k* f* H
- # 刷新画面- T0 J2 t" u: l& k
- update( [" s4 _& i! |* A5 q% _
- # 如果画面切换的话就中断循环
' t; D% C: B B6 l! Z( P4 z0 Q - if $scene != self& C$ U) {& X) l/ i+ b+ g4 o* l
- break
' U4 A- O. n7 b - end' u, l: _- g8 Q& Q% n3 S0 }2 G
- end4 f/ k/ p0 \, b) V! T
- # 刷新地图
- G1 T4 p9 S, j - $game_map.refresh! p4 u$ q; E% B) A# V4 Q- Y
- # 准备过渡" w0 I$ i' C# I& {6 x
- Graphics.freeze
, q' x% p; o5 d- T' V6 `2 f% K - # 释放窗口- l' j) {" g# n
- @actor_command_window.dispose- q. f3 `7 T# [9 ?2 \1 g
- @party_command_window.dispose
" A% ~) B9 E6 M$ _8 ]3 V( l8 K' W! Q5 l - @help_window.dispose; ^+ b! m7 Q$ d* a
- @status_window.dispose
& l; ]5 T* W* l3 S3 C# S \: ~ - @message_window.dispose% r& ~, a6 H- H4 d. A
- if @skill_window != nil) ~( |& n" v. r3 A0 I) I
- @skill_window.dispose4 v* v, G' l2 M3 q% U
- end
! S. ?$ N, A$ a0 g- V1 Y$ X! D - if @item_window != nil
. m9 y/ u5 K5 B1 O: D - @item_window.dispose1 ]! Z, Y/ B9 l+ u# p8 C
- end$ j# R3 J. a9 c6 e! t: ^6 }
- if @actor_window != nil
8 Q& ^" l, T! n/ x0 w/ m; q' O6 F - @actor_window.dispose* }5 ^& @9 G+ C$ `4 C8 h9 Z- @
- end6 p' j9 Y% h- X1 X" [0 |
- if @result_window != nil" f; s% @0 a- w5 G
- @result_window.dispose. k( p4 W: m$ @% q
- end
+ ~7 b5 Y N' C7 P% @1 I - # 释放活动块. F. ~. ?" \$ K3 Z( L
- @spriteset.dispose+ Y' C$ \, D! c* q8 e2 I
- # 标题画面切换中的情况
4 r8 }& a& Y7 ?" G+ r6 F" d - if $scene.is_a?(Scene_Title)9 y7 B9 s0 x3 B( r$ |
- # 淡入淡出画面3 f) o: a& D4 m( h$ T
- Graphics.transition
0 F( u5 U; V) t, U5 r" \: Y' p9 R - Graphics.freeze, c; w$ y8 r/ N3 O* c% A3 z
- end: r1 z4 R9 q! [& C! o
- # 战斗测试或者游戏结束以外的画面切换中的情况" s7 @* Y$ h1 f/ V( W) U" b2 d- ]
- if $BTEST and not $scene.is_a?(Scene_Gameover)
' C% @% g! L2 q& d1 b - $scene = nil
' h" v" C) Q1 j+ c9 {, q7 Y1 _ - end" |9 l4 d& o% a' J5 M, P; \
- end
0 X5 L; s; f3 d0 G7 C2 Q - # 战斗结束
K7 \2 D3 P5 n - alias lpb_battle_end battle_end
1 Z/ X8 w q: a- l2 @3 A - def battle_end(n); F+ E& e4 W, S
- lpb_battle_end(n)
( r$ l2 I' [- P# Y9 o% n; k1 Y - $game_party.set_actor_to_normal
( i: s% C1 E5 V$ r7 P - end# p. F' u5 D( w2 m# O! O! Y5 u
- # 开始回合3! j! W3 X" P" k( `! k8 H
- alias lbp_start_phase3 start_phase3
8 Z6 ~- @# b* m' B; u - def start_phase3/ W }$ |: ^' S3 h
- @changed_battler_id = []- I$ u6 |, L! Q1 t2 l/ w
- lbp_start_phase3
: s3 G. T8 t/ e) d3 \. U2 C" A: ` - end. B7 @+ s; h1 y3 d5 ]1 A" ~6 `, r7 B
- # 刷新角色命令回合画面
5 @2 S2 n6 w, m: ~ - def update_phase3
4 D* E' v1 t+ h' q- l5 J - # 敌人光标有效的情况下& n: V+ G* J6 L) d
- if @enemy_arrow != nil& ^# k7 `# Z8 s. z
- update_phase3_enemy_select
' k0 p; d- ~( m8 _ - # 角色光标有效的情况下
; y) E/ R: k! G0 }! i" o - elsif @actor_arrow != nil
3 d+ [4 z/ u( L. z% L6 }$ w - update_phase3_actor_select
5 H' x# r/ @- r, c% n& \0 e; W! i, y0 _ - # 特技窗口有效的情况下
' f9 J7 f8 k N8 a. O, O# n - elsif @skill_window != nil/ ~1 v: J c! W$ H. A f) C5 L1 }8 J* Y
- update_phase3_skill_select
8 O% n' Z- x" L$ Z - # 物品窗口有效的情况下- H2 s z' \5 d3 R0 C$ |
- elsif @item_window != nil
# W+ ~2 o3 V7 I! T - update_phase3_item_select
2 Y3 f. D. z2 T0 }8 P0 z - elsif @actor_window != nil
; R6 J( J5 y9 _3 E4 ?7 @ - update_phase3_battler_select* g! }8 @% D, m- f- b, [2 M/ ^+ ?) L6 X
- # 角色指令窗口有效的情况下1 f0 R7 o5 K, b# H/ |, }% R$ w
- elsif @actor_command_window.active' v" i* G0 C" E/ s$ o B( d/ G
- update_phase3_basic_command
2 |+ r7 }. n- H- O. m - end
+ \7 n: s# ^2 E! d - end& x! F5 [6 \' g1 u. J" g1 t
- # 角色基本命令
0 w' }& l, x5 |# Z - def update_phase3_basic_command
# r. a" w/ h. X2 a* N. h7 N - # 按下 B 键的情况下
; _ f K) ~8 t' v- j4 O X+ k H- ? - if Input.trigger?(Input::B)* B) `$ w% |; d9 K* _& i
- # 演奏取消 SE+ d; Q4 u0 G( C( n6 f+ [' o4 y
- $game_system.se_play($data_system.cancel_se)& i4 Q9 @& ]0 C- Q: y8 R" l6 F
- # 转向前一个角色的指令输入& o- J1 v% \6 Z2 C8 n: P/ L
- phase3_prior_actor
2 g: {2 ]$ v" e* V! ^" J" s0 r - return
% i8 q/ X) l/ d3 n$ t- b7 K - end3 t# N% ?5 {4 ?8 E# l) A" f
- # 按下 C 键的情况下; T; X# L- t4 M% l" Z q0 @
- if Input.trigger?(Input::C)& e' d, W- Y7 Q+ ^9 S2 [) K
- # 角色指令窗口光标位置分之' M6 v. z7 z$ b+ M1 Y
- case @actor_command_window.index
* C$ N) f( s( y6 I - when 0 # 攻击& ?* G9 ?1 \' b) u7 c" r* y
- # 演奏确定 SE
/ V4 m/ ~. Q: @: m - $game_system.se_play($data_system.decision_se)
( T. c% b3 K j& A2 R% z& {2 M' F - # 设置行动
2 {! |' g+ S, }" q/ F! e - @active_battler.current_action.kind = 02 S, R1 B, J: P
- @active_battler.current_action.basic = 00 E) F7 w" V- p5 x0 A1 T: `
- # 开始选择敌人
, @$ u8 U5 O0 b& n) J. O - start_enemy_select+ N' D! |6 {9 X" Z3 V& i- j, g4 h" T
- when 1 # 特技
" z2 k: x3 ]( |4 }7 E - # 演奏确定 SE& [# [, W8 q# w L
- $game_system.se_play($data_system.decision_se)) w5 E9 q% _0 c% U. {+ o9 x% x
- # 设置行动8 Q0 d; I8 k/ U' R
- @active_battler.current_action.kind = 1
4 a' `! [2 x- S D3 D9 C0 M: \ - # 开始选择特技
) Q5 S" f. E$ l - start_skill_select
( M* X; g. U7 @2 S3 l$ m - when 2 # 防御6 u. x8 } } q3 ^9 j7 D' k
- # 演奏确定 SE4 i3 j- {7 |: w
- $game_system.se_play($data_system.decision_se)( k; [ @3 N1 t7 [) L" M
- # 设置行动
- T, T7 a0 H2 G" T - @active_battler.current_action.kind = 0
' x* w: t& \) M' ]5 \& |0 R - @active_battler.current_action.basic = 10 \, K3 g- @- y( B" N
- # 转向下一位角色的指令输入
7 ~/ x, p; c- {5 d - phase3_next_actor2 k: `5 M7 n0 U/ \
- when 3 # 物品) F7 ~4 H) k& c' M0 l& O
- # 演奏确定 SE
( s6 p& S9 ~' l/ P/ a% b - $game_system.se_play($data_system.decision_se)4 T5 Y) [. q, M3 b; m
- # 设置行动5 m4 S; L: i( i% W
- @active_battler.current_action.kind = 25 M0 k- t% h1 |) a# J$ B
- # 开始选择物品5 q+ n& A+ n; S n5 e8 Y
- start_item_select$ v" y" F% C; y# Q. O
- when 4 # 换人- U6 c% u8 Y9 q5 ?
- $game_system.se_play($data_system.decision_se)
M4 n- J O( I; }- A) m - @active_battler.current_action.set_change_battler
! l. f9 b& L0 n8 Z% b - start_battler_select! ` M% i- J- G: D P
- end
$ e4 d$ S9 h a - return
( b, n8 @" m6 o; }7 N - end* m, A: P# O/ b X
- end0 U% _6 s$ }2 k9 b- k2 J& \2 _! t
- # 开始角色选择
9 \2 E7 |1 W+ q6 _& H - def start_battler_select
3 \3 O$ Q1 l' u" }3 c# Q4 |6 c7 I - @actor_window = Window_Actor.new/ c8 ]. v; \& U$ X7 b& P5 T! o
- @actor_window.active = true
' }+ s& a# ~$ V) _4 u5 W - @actor_window.index = 0
$ I) t4 x& U' d5 K1 @ - @actor_window.help_window = @help_window5 X: F0 l/ ?- w' t7 C. S# h/ H
- @actor_command_window.active = false
+ S) r L% s1 O6 i6 m4 Q T - @actor_command_window.visible = false4 g; V' z q$ G: _
- end3 G/ [ U( m7 P3 A
- # 结束角色选择
3 S6 X% v% H7 d# ?& ` - def end_battler_select: v( I) x9 {: b# l6 b3 Q
- @actor_window.dispose
7 g+ v2 s1 c4 E - @actor_window = nil1 _/ A+ R- k" L* Q/ K+ s6 ~: l
- @help_window.visible = false
3 y4 l d' `; c5 V- J: i, _ - @actor_command_window.active = true
1 P/ L3 ?4 I9 i- u6 J) S; S - @actor_command_window.visible = true& R# k: L8 v& A# l# A6 n/ U
- end' h* g" \( c/ @$ @7 j+ k8 d
- # 刷新角色选择
# j: {$ T/ P, u( j! ~2 `% P - def update_phase3_battler_select* i/ G9 A$ x9 O+ ~# z' B
- @actor_window.visible = true5 W' w2 O, r* `, m
- @actor_window.update0 B( {. _+ L J' d! Q( K
- if Input.trigger?(Input::B)6 T2 W% k" ^& B( o
- $game_system.se_play($data_system.cancel_se)6 s3 W# U5 c* i' `) M
- end_battler_select% W9 J5 E5 b4 U5 x7 D# E$ [# Y
- return
) k1 ?; h4 I# q9 [! e - end
3 b _0 J5 g, X- ]9 U - if Input.trigger?(Input::C)1 W. o& Q+ [% J
- actor_id = @actor_window.actor_id
/ z$ S2 @9 s; Y. E( r& M, K - if $game_party.get_actors_id.include?(actor_id) or* ]+ t4 w& }, K% [2 T
- $game_actors[actor_id].dead? or # W2 C+ g- I6 S( V: w/ Z9 P
- @changed_battler_id.include?(actor_id)) j1 R% o$ c9 J
- $game_system.se_play($data_system.buzzer_se)
% F. V+ k* E, J9 Z9 k - return
9 y9 \2 V% w' m6 o - end: M0 ]8 y: j* A$ R$ K% }& ]
- $game_system.se_play($data_system.decision_se): w7 u# w' s2 Y+ f- v
- @active_battler.current_action.change_to_battler = actor_id
/ F, I8 V8 t9 m4 e4 p" K3 x8 v5 G8 r - @changed_battler_id.push(actor_id)+ W" P, m0 y3 N {0 x: _- E
- end_battler_select
8 A7 N! O* y, |: {; ` - phase3_next_actor" w) z5 p) n0 x0 S/ p G3 @! D
- return1 _! N; S! @& `* [+ b3 P; ?
- end: ]. T0 p, S; y: e
- end
% g/ }- W8 s' y! } - # 行动方动画
4 F9 z. p# n0 R2 ?. I - def update_phase4_step30 c* @) u; l8 ~6 [. Q3 ^
- if @active_battler.current_action.is_change_battler?
5 [" `0 @* T; ?" p+ U7 N - @animation1_id = AnimationChangeBattler7 |0 {" w( P% d2 x6 h+ r
- @target_battlers = []
3 t. c( y& Y7 y: u2 F% n+ J% j: z% ~ - end
* i4 d# }/ Z. k1 ]0 A4 c- W - # 行动方动画 (ID 为 0 的情况下是白色闪烁)1 q, M1 a, c# g4 d V4 E% U
- if @animation1_id == 07 ^5 I0 X! U) C& e4 n. J e2 m( L
- @active_battler.white_flash = true
6 ^( t8 t5 e9 s$ @ |1 G - else/ h, b+ i+ q% x
- @active_battler.animation_id = @animation1_id
; q! U' p, b* ^3 P0 i - @active_battler.animation_hit = true
2 F8 b; \4 v3 d$ d- C4 ?6 h0 Y - end
; T4 b, m2 f+ C! \; a - # 移至步骤 4
" I) x, m0 Y/ X" e: O! y - @phase4_step = 4
: r& [3 X: h( }+ w - end T; T% Z L& I' C
- # 对象方动画( j' x8 ]$ R. o' A! e) N) x
- def update_phase4_step4+ {+ I' _; E! h/ a3 X
- if @active_battler.current_action.is_change_battler?
- o, Y) a% x, p; R6 m. J7 t) | - actor1_id = @active_battler.current_action.change_to_battler: \4 I, g. ^ V, l5 R
- actor2_id = @active_battler.id6 R2 b5 ~3 A3 Q) D' J) a
- (0...$game_party.actors.size).each do |i|
- u2 Y! T$ V6 M' x# F+ T' @0 ` - if $game_party.actors[i].id == actor2_id
# q$ x) ]) s/ z( H c - $game_party.change_actor(i,actor1_id)4 P5 b) [0 [% H1 `# _/ |
- @active_battler = $game_actors[actor1_id]
" F3 s* V1 N2 J# ~; G - @status_window.refresh2 k$ U0 A8 n+ F" u z
- end
3 B1 `) ^0 @8 H1 ^8 y - end
) ]! F# R% b4 Y6 a$ i - end* |$ t+ Y8 A. d- T( x
- # 对像方动画
8 N) m$ T% h0 ^$ V/ R% E4 p4 U0 W - for target in @target_battlers p% h" k6 V7 C" q+ s+ |
- target.animation_id = @animation2_id
2 {6 L- W$ X: J- f: j - target.animation_hit = (target.damage != "Miss")
0 R3 Q' } O8 t1 }0 \- P: F+ { - end
% C2 t' q7 \7 k% t1 ]3 ?: W - # 限制动画长度、最低 8 帧- M, s Y0 A% k: [( O H. a; U, W
- @wait_count = 8/ ~" H5 y; s; g$ r0 r) V
- # 移至步骤 50 u+ z9 G5 H' }. T# ~8 J6 K
- @phase4_step = 51 q- B1 i: [5 L# m ]% C$ E
- end
' m9 K9 \9 ^8 s - # 公共事件
5 m3 E+ j* P$ s9 \- u2 s - def update_phase4_step6
8 F4 @- Z& y+ @" Q- c - @target_battlers.each do |target|3 r# D/ {7 ^7 u. ] ~6 B: O
- if target.is_a?(Game_Actor) and target.dead? and
1 ^9 D3 s; ?0 Q! p1 D - !$game_party.other_actors.all?{|actor|actor.dead?}1 T1 Y k: [' u( s3 F6 j
- @actor_window = Window_Actor.new3 K1 q I% j# N9 e
- @actor_window.index = 0
+ b8 d0 N" @ b - @actor_window.active = true
+ I, _; ~# p: R" T) N% a - @actor_window.help_window = @help_window
" B0 m4 ?% M3 d3 y0 n& j - actor_id = -1
* t9 V$ I" V5 r0 a - loop do
2 t1 o+ D3 b- w5 \% H! r. x - Graphics.update
2 c$ ^/ U0 A- j' ^! H - Input.update F5 ]7 s6 L; d9 W+ f
- @actor_window.update
' C# I& r& Y6 ~; i {9 J - if Input.trigger?(Input::C)9 t6 h- R+ s" p; g1 Q; N
- actor = $game_actors[@actor_window.actor_id]8 ~2 ^1 W2 q4 W+ e/ v G8 ?
- if actor.dead? or
5 U8 v2 ^) ^) y/ v - (@changed_battler_id.include?(actor.id) and 0 s' P- V K# H
- target.current_action.change_to_battler != actor.id) or6 F4 O8 N% r; r' J' P* g3 v
- $game_party.actors.include?(actor)
' X7 m% }& \4 r, N2 | - $game_system.se_play($data_system.buzzer_se) U8 p( @, W7 G' c0 u M
- else. i# N4 d, Y0 ?1 j$ Y& g' H
- actor_id = actor.id
& J" D/ V$ Z$ T9 g - end
. I- f2 F. Q9 q - end
0 B3 r/ B5 b8 P& C" a! a9 x - break if actor_id >= 0
/ o- E' v, V) N8 E' _: ?! ^0 L - end
! `# l% m, D# R* \$ y0 S - @actor_window.visible = false3 g% g3 c3 q% D3 p" L& B, U
- @actor_window.dispose
- o* \: B! B2 ?' ~& L$ P) i - @actor_window = nil
2 b5 P. ], F7 {4 v9 g) h& s) e - @help_window.visible = false
" z; C4 [# `# U7 T2 N* w5 w - (0...$game_party.actors.size).each do |i|
" L2 h5 k( r6 H. b - if $game_party.actors[i].id == target.id
/ F a: h7 O9 C) j p2 v - $game_party.change_actor(i,actor_id); r* M3 m9 ]! ]' e$ S8 ]; s
- @status_window.refresh
/ R5 Y9 C9 E* ?+ k - end
3 Z) t; v8 M, @+ r: F, e - end
' V! j) P- _, i9 |, E4 x - end. s8 T- `3 h' |0 [- M
- end
; |: q/ C( ]; U: l - # 清除强制行动对像的战斗者* Z( H/ i/ \( U) W7 h; z/ ?6 t
- $game_temp.forcing_battler = nil
0 ^5 o" D1 l6 O6 k2 c1 R7 B8 i - # 公共事件 ID 有效的情况下- Q6 v; H" r: r0 k" ]( F
- if @common_event_id > 0
) h/ l( @. R9 P - # 设置事件# S: @1 m* D6 ?7 o% e l& X
- common_event = $data_common_events[@common_event_id]
, |+ n% q& }5 V; C% } - $game_system.battle_interpreter.setup(common_event.list, 0)
3 n0 `, E _, l8 v7 T; s; } - end1 O8 @, \: ]) }$ u) d% u
- # 移至步骤 1
; U/ s. _3 [7 x3 v& z! B - @phase4_step = 16 W. C+ v3 h8 P' O7 ^
- end
) V7 y3 d9 J* `. ^3 q7 {* B! L/ H - end& f" o) M/ ^4 M; h. E
- N5 S8 D/ W. x; }) ]# q
- class Window_MenuStatus
) a: `8 P3 M' s - def refresh+ t0 ?4 b+ H) H5 @* w) j
- self.contents.clear
. V7 K% o4 G1 s$ K* V - @item_max = $game_party.actors.size% m& b$ Z7 U) a- y$ e8 f7 K& J3 A5 T
- for i in 0...$game_party.actors.size/ T( X7 I$ v& P% C( p E9 i. Y6 V
- x = 4
2 {" } l) H3 \ - y = i * 32/ E: u) ^; L2 z% H8 g/ P/ \
- actor = $game_party.actors[i]/ Z" X+ E' w: l. n* J
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)0 g% a9 \9 b% [& P: Z' T% [
- rect = Rect.new(0,0,bitmap.width/4,31)
$ }0 ?+ r0 ^- b0 R2 v - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect): e" ~# T4 |' Z
- draw_actor_name(actor, x+36, y)
( v' B: ~( @. s9 k0 A - draw_actor_state(actor, x + 136,y)
3 V# h7 C+ [9 I7 i* K - draw_actor_hp(actor, x + 236, y,96)
$ H/ [$ C9 G# S, l& D. ^! \ - draw_actor_sp(actor, x + 336, y,96)
) p5 m. `8 }: M) z& _6 l: e/ X - end+ u( Z7 g( ^; p5 I, C. \5 D. H
- end [: ?- H: o' b
- def update_cursor_rect
) ]. W/ S, N! e8 e$ c2 Y - super
2 O/ P F' a7 ?$ l7 f$ U+ U/ ^, V - end1 H' y2 T C6 T; p! {5 z6 U
- 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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