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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
6 `2 y) H* ]: |/ d
, u+ ^/ ^; s0 r( b! e1 B- # 队伍最大人数
4 q' h- \+ f( W* M5 e: l* d1 P - MaxPartySize = 8
# {: C' J* F; k7 { - , ~) Y" G' P, D9 t! Q
- # 出战人数
; `0 Q8 q% Z8 A1 H2 g. t - MaxBattlerSize = 1
/ D% k, k8 h! [4 a- P% z7 Z - ; o3 o8 L3 \$ r, U5 n* G, `
- # 换人语句% k" ?( D8 A* p- B ~
- WordChangeBattler = "换人"6 G, v3 D) |4 x2 J
- 2 X; c3 g0 I& l' v- e
- # 换人时播放的动画
/ X8 Z6 U3 J. B - AnimationChangeBattler = 26
4 c$ ^0 `) m& C% S6 _
% E1 e# W2 g% h8 _$ R# p5 b- end; ~; W1 m" \+ w! a2 q1 a
. F/ i2 u6 s0 {- class Game_BattleAction
0 @# f% l8 ?4 G$ G0 l7 z - attr_accessor :change_to_battler
7 a/ c, I+ M5 o+ v) t - # 初始化! h" O" ]! p1 s- K* a) \# N; G
- alias lbp_initialize initialize
+ o) W9 B7 M* I" H- N$ L - def initialize
3 ~9 u& N! q, I! p7 F - lbp_initialize! R2 [& R" n; w
- @change_to_battler = 0
8 b( g, |4 k- G2 G7 j+ } - end
5 F& o' v/ I" ^- _1 U+ D. J - # 欲更换角色编号4 T1 {* Z9 A5 S9 n# R7 D- H3 O
- def set_change_battler
s6 p0 O' G0 e( U% v7 K# s& n - @kind = 3
9 t" q: W. g8 Y - end! W$ c9 C' X! C
- # 判断行动是否为更换角色2 _( ~; R1 J" t3 B6 l0 M
- def is_change_battler?
1 F" _0 s9 [; x- }* ?; ` - return (@kind == 3)9 }$ b6 u$ o! `& s; c) k( v1 ^, Q
- end! t4 m8 s' V1 ~" y! b3 A
- end
6 X. u5 V5 R5 }( ]2 E# [( r3 D5 u - ! j8 @( X2 C- n! Y" e2 T- ]. m
- class Game_Party U. m# U" |0 y6 k! k8 t
- include LimBattlePlug
6 }" }3 s. i( o6 F- u - attr_reader :actors2
; l5 i2 @& b R% d. A+ O$ d5 { - alias lpb_initialize initialize
' ]# Q4 t! p1 n9 v& | - def initialize
- s$ Q8 n$ C: F- m - lpb_initialize
: W( X' H5 a/ e1 B* [ - @actors2 = []1 b4 y" z7 W4 A0 Z7 H
- end
9 G+ u1 ?; s0 N6 ?) T6 u9 h - # 角色加入( e5 C, O& s, v' L
- def add_actor(actor_id)
0 b0 q$ i6 V u* L+ H - actor = $game_actors[actor_id]
% Y# ?3 E2 t9 e* D% X - if @actors.size < MaxPartySize and not @actors.include?(actor)
6 L6 _0 n' d5 f Q' c' L" x0 L - @actors.push(actor)1 d5 b. o! S9 i# n( z7 H- o; X
- $game_player.refresh
, c4 V. o. x* T7 ^ - end+ t. [3 E" i- Y. M0 a
- end) J8 f% T) I d1 ] z
- # 设置战斗的角色
# Q, V) n3 l; p0 s4 w* k8 g - def set_actor_to_battle6 j k4 X9 b) w3 X9 J* y4 S
- @actors2 = []- p4 ?% F0 t' _
- @actors.each do |actor|0 Y1 S# z- X5 t9 y8 k9 O- l4 g
- @actors2.push(actor)
7 r" @ `0 ]* |- s1 ]& G7 ] l6 d - end
9 V6 E: L/ ^# n. e6 H, k - @actors = []
" z$ @6 f, I$ Q4 {) c* R - @actors2.each do |actor|
4 s% P( y, I: a h& g! v - @actors.push(actor)5 E: \+ n6 z* S6 u
- break if @actors.size == MaxBattlerSize: F, P ^' k9 l8 _8 }) ~9 s
- end" J3 U5 X6 H6 r B9 x+ u
- end3 I& }& `+ [2 }/ {
- # 还原战斗的角色* E9 I6 g/ H: }
- def set_actor_to_normal
. G, y+ C, b8 f6 o/ A3 N - @actors = []
# c2 `* i4 T# T( ]4 G1 W - @actors2.each do |actor|
4 p5 z# X/ L7 s+ J - @actors.push(actor)
- i+ k8 m# w: ^# f9 C. T - end
; v* E7 f3 E" E, g - end. Z f8 i; D k7 w: j: w
- # 获取角色id数组
7 @. a7 T0 l/ O, m& k* v) i - def get_actors_id
5 K! v- {. u G& u6 t2 y' k, L' I - id = []
" N8 M2 r+ X3 ^1 }3 O - @actors.each{|actor|id.push(actor.id)}9 R+ B+ K, N9 A# Q: |, Z, t
- return id
2 D' n; O3 U: H - end! _, e$ Z% P7 [& p s. j. F4 Y
- # 获取角色id数组- u% t: \3 s/ s1 o9 s' r7 @* n
- def get_actors2_id
! H5 d/ P& r0 B - id = []$ H% `$ i5 s# ~7 ^
- @actors2.each{|actor|id.push(actor.id)}
1 O2 f4 ?+ N+ ?2 D; T+ P* [ - return id3 v7 Z+ ^; T3 `+ J+ \
- end U! B3 O6 _/ r2 h5 R
- # 兑换角色( B- b. a: S- t1 k
- def change_actor(index,id)
- R8 I0 U$ O, w( t% Y3 ^ - @actors[index] = $game_actors[id]% T/ F8 Y" A* h0 A
- end
6 d0 p1 `* n! N - # 全灭判定" b: {( m4 V; V0 V: B
- def all_dead?
& g9 W- B5 m1 ^( h3 f5 b! t: B1 X - # 同伴人数为 0 的情况下
/ V/ d a6 i( U9 U4 O - if $game_party.actors.size == 0
& T8 E5 {% l+ J2 S5 _0 O4 P# ] - return false* W, l. x6 q4 z8 T6 R4 a7 @
- end, m3 ^. T3 S# c& q, z
- # 同伴中无人 HP 在 0 以上
0 j* |# D& k4 e4 O! Y( W - for actor in @actors2+ X$ n/ H1 ]" b$ M. f! J
- if actor.hp > 0" `3 {$ u" W$ I) T+ e" c
- return false, ]/ i e/ S& N0 P) ^
- end, ~8 ]/ p2 l8 Q' W& J% D# a u
- end
4 i7 g7 x' Q# c3 L% r - for actor in @actors
6 n( N/ @8 j$ @0 H - if actor.hp > 0( e" \: q5 [/ W
- return false7 y8 |! c1 T+ A
- end* E z" @* R) n
- end' U6 V/ F1 n! e7 l8 k. O3 ^: o
- # 全灭, {" s: @7 v- w0 [+ B
- return true
: Q" a" o6 H+ e( ~9 D - end
1 j' e1 Z; J$ [3 @' K) l - # 其他角色" Q% e5 q8 C6 @0 ~
- def other_actors
+ ?7 _. x! n% m4 s8 m, {; i2 w - actors = []- |1 Y8 \! Z1 K8 i+ o" u
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}% X% D* j7 U- u: C5 z( ~
- return actors
% U( u8 U, v: o! M0 _! V( [' W. U - end
$ Z+ E. M! |$ ~7 `' T( o' V - # 角色位置互换
) i+ d/ y' W, ~ ]- A1 y5 t - def change_actor_pos(id1,id2)
2 m1 U0 L- P' {+ V' ]! D - actor_id = []
4 s* U6 b& A1 d& l0 [ b# P - @actors.each do |actor|8 \& j; T' l+ O3 P/ Z/ V. z% H; i
- actor_id.push(actor.id)" z- x3 \. l5 ]- p1 C0 o4 [' I
- end# v9 P, r" J8 z5 U8 s" r
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
- o5 y3 Y/ b$ T$ A d' P - id1_index = id2_index = -16 l( v/ g2 o; q! c
- (0...actor_id.size).each do |i|7 M" O2 I* x0 _# |2 J: l5 s
- if actor_id[i] == id1) \7 z$ Y! l5 Y. n
- id1_index = i
$ z- F# v/ {8 R/ ^# d- {* S3 u: f - elsif actor_id[i] == id2
5 L Z1 ]. ^& w6 I( q4 I. _ - id2_index = i8 f2 u F; N. d1 B
- end" Y* J/ M2 R9 ?) l# z
- end4 W' {3 h+ }' Z3 O* l
- temp_actor = @actors[id1_index]! J/ S5 G, m7 F6 E7 h7 U$ i
- @actors[id1_index] = @actors[id2_index]0 N0 O) b. ~3 m! ^0 d: S
- @actors[id2_index] = temp_actor3 w8 }0 ]# B1 V; ^( m5 ^, _
- end
Q% ?) Z# W' B; p - end
+ M4 a9 _% m! ]+ g) }% b8 ]- N3 G, f
1 w2 G5 m- \& s, c1 g U- y& U- class Window_Actor < Window_Selectable
|/ Y: g/ n. b4 _& P9 j - # 初始化
5 \# y6 p/ s h* \ y" L* a% ]* h - def initialize
* k% l2 Y" |& ? - super(0,64,640,256)
8 d3 ^- U# K4 C6 M - self.back_opacity = 160
- x6 h! j, D4 `) Q( M5 |1 [ - refresh
\# v' E6 B" r0 ^- u - self.index = -1! ^ L* I# v4 L- p+ g- r Q3 ^3 a5 H
- self.active = false# p& h$ ]# z$ c5 `& F0 a
- end; z* r W$ U3 Z4 W$ X! G
- # 刷新3 U0 f4 a) Y: Z! l- K2 r0 V
- def refresh S& t4 w$ h- o( Y3 C
- @item_max = $game_party.actors2.size
# L+ ^ n5 P: [9 s - @data = []
4 l/ _5 S% M5 X; b1 @0 K! ] - $game_party.actors.each do |actor|
* v$ [7 f. H K - @data.push(actor)' y; N$ `& V" ]* R! p
- end) q% A3 p3 U5 z4 l$ h
- $game_party.actors2.each do |actor|
! N; V; g% Q, s9 S2 B - @data.push(actor) if [email protected]?(actor)
8 |6 Z2 }, t O* e - end. W8 ?! Y/ d0 t& i
- if self.contents != nil
6 Q. Z5 `7 H* d4 Y9 k& f - self.contents.clear
$ E/ ]: i0 V+ f2 C - self.contents = nil
7 |& U4 E6 Z) V - end
E) u# G+ _! w; R' K - self.contents = Bitmap.new(608,@data.size*32) F1 P. e0 O7 Z" h9 w, F
- x = 4
6 ~/ [( f* b' C; [ - y = 0
2 V+ H4 O' |# X, t1 g - @data.each do |actor|
% Q. V! z/ r: M. K- \, S - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)$ a; D9 l: ?; g& \
- rect = Rect.new(0,0,bitmap.width/4,31)% p0 _8 a9 @0 g. d
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
9 l# y d3 M* F - draw_actor_name(actor,x+36,y)8 B% p+ o0 w6 Y+ M" N4 g% Y
- draw_actor_state(actor,156,y)
% S8 m: |( k$ @1 [2 u7 P6 f - draw_actor_hp(actor,x+256,y,96) G) ]$ Z. q8 v: A w
- draw_actor_sp(actor,x+376,y,96)
! ~9 n2 E; P' D7 e. _9 Y - if $game_party.actors.include?(actor)* d q7 a4 V- I2 W
- self.contents.font.color = text_color(6). W5 {4 q2 H" f1 j, H, j. e0 m/ s
- cword = "出战"
6 J9 [- ~7 T4 C# D7 S% K - else
v; x) }8 P7 I- |0 o0 V& Z& z - self.contents.font.color = text_color(0)
$ o5 o9 V) H5 Y; T - cword = "待战"9 j; |# [" h! N9 {# f
- end
) \+ S, I4 W" L# n9 Z, v - self.contents.draw_text(x+496,y,60,32,cword)- J! r5 m, f# B1 |
- y += 32
9 E- P) T8 I B w - end/ E6 [" P% d& P$ r) d' l, z7 w
- end
, } ?! o; g( t- D& S - # 获取当前角色编号- z1 r+ P" g5 G1 O P
- def actor_id
h$ I# i! E, f" h" o; f! M. _. s$ w - return @data[self.index].id
# I& M' ]9 B, g - end
" x/ r+ f7 Y5 H+ X5 E - # 刷新帮助
2 \. g9 ^, Y' c6 m2 k9 _ - def update_help, Y/ ^8 |; m4 R: d5 k5 E+ Y& W
- @help_window.set_text(@data[self.index] == nil ?\
. K) A8 Q2 q" T* c" N7 Q4 Z: I - "" : @data[self.index].name)' g) g: L% J& y4 c! D
- end
% H ?; f5 x) w& O - end
1 V4 w {6 C; P8 f. p/ @$ l
' v: Z0 Q5 b X2 K- class Scene_Battle% A" `8 `4 J3 ]: r
- include LimBattlePlug
4 h: V, A3 A5 {$ k4 @7 F" T2 M$ ~# K. x - # 初始化
" l& L; e/ {- R8 z ` C, n, y - def initialize+ a& v9 U! G1 p4 m! t9 G$ c1 O
- $game_party.set_actor_to_battle
0 z! [. s1 W" G' H' e - end: p' i! b9 u4 F. I! N/ U$ ]- z+ T
- # 主处理% h% Q ~& R6 ?" [4 R
- def main
4 W; y; a& O1 I$ d) B6 V) { - # 初始化战斗用的各种暂时数据
: y. _' v) i! x) c - $game_temp.in_battle = true
) a) G" w. H" |% V& g4 \ - $game_temp.battle_turn = 0! u5 ]( A% v9 f
- $game_temp.battle_event_flags.clear
) k! Q4 s+ B( B# B - $game_temp.battle_abort = false1 V; n0 ~5 T1 r
- $game_temp.battle_main_phase = false
6 S( O0 U# O% S5 B7 I8 P& [ - $game_temp.battleback_name = $game_map.battleback_name
- v) U/ X' I( O - $game_temp.forcing_battler = nil" P8 F! X1 V% ?% o! m
- # 初始化战斗用事件解释器
# Z, W. D. u ]0 I) K' \0 G - $game_system.battle_interpreter.setup(nil, 0)
, h1 ^( O7 \& M* x1 ?0 F: d - # 准备队伍. l" ~4 _3 g* X8 ^+ Z7 s
- @troop_id = $game_temp.battle_troop_id8 n) P. N' Q$ i% d
- $game_troop.setup(@troop_id)
, g- i* _% `. T - # 生成角色命令窗口
: D4 O* c. H4 a6 N0 V3 L - s1 = $data_system.words.attack W/ [# g# W, O
- s2 = $data_system.words.skill& s( c+ ^. A! K' q* n8 s5 y# B7 D
- s3 = $data_system.words.guard/ ?, M7 B+ o6 i. K
- s4 = $data_system.words.item* W3 @" g& ~& r& W
- s5 = WordChangeBattler
. d) K* J( Y3 l* V* P8 w! F( K - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
" N6 B+ R% s3 A) \3 Z - @actor_command_window.y = 1288 Q& e& U4 z: z
- @actor_command_window.back_opacity = 160! u2 e4 T+ U0 C8 V \" `
- @actor_command_window.active = false% M: m$ T$ `" g$ f
- @actor_command_window.visible = false
8 U2 [& k! o* `6 B; T `& x0 P9 V& r - # 生成其它窗口
6 C( f$ q. _+ l- y9 }9 Z% \0 {$ X - @party_command_window = Window_PartyCommand.new
# W5 }. a+ y- U - @help_window = Window_Help.new
3 n, k' r$ K: B& i' ~1 G' m - @help_window.back_opacity = 160+ n' C X$ J! ]) f
- @help_window.visible = false
: E( B. o) x+ B7 x; z) Z - @status_window = Window_BattleStatus.new
) T7 C$ s) }- v( F. ] - @message_window = Window_Message.new3 _8 N# u5 V, h7 e% Y, J# w0 s1 ]
- # 生成活动块& Z$ ^/ X) N& | S7 U* t
- @spriteset = Spriteset_Battle.new
0 K: \# P A, v" D. L. | - # 初始化等待计数; h$ Q3 I& w; N+ A4 @' [
- @wait_count = 0" o2 V. F# X4 ?1 H' j
- # 执行过渡0 X( I% l/ c" Q5 K
- if $data_system.battle_transition == ""9 L5 Q- u8 d- ?
- Graphics.transition(20); M; C& w2 @3 |; j' M6 V8 O! V
- else
' q3 z4 r {1 s' e% m8 j: U1 z - Graphics.transition(40, "Graphics/Transitions/" +, M* Q- h: P! m
- $data_system.battle_transition)- i N ?! y% \3 o) _
- end" I9 M; Q* ?: _$ i: p4 J7 o
- # 开始自由战斗回合
6 z) E6 }$ X% S7 p - start_phase1( O% X$ C5 N( z
- # 主循环9 E9 ]) F$ ]7 E, Q7 y& i J$ V; t
- loop do; F$ h n! G) r5 Y
- # 刷新游戏画面
+ m$ X- V- ^! p. \3 x- @ - Graphics.update; n, A. A- x, _& W: x/ u% W
- # 刷新输入信息
1 q+ T+ d( e& V# C5 N/ C - Input.update
" d5 D. r! m& ]9 K$ U9 i$ w - # 刷新画面
( u+ z! M+ I$ ]3 J, q - update; \/ b& t0 u% P& x
- # 如果画面切换的话就中断循环0 A. C; Y6 k9 G; W3 \2 N
- if $scene != self
5 U! H) g9 O1 L1 Z - break
) Y3 [% V! y7 K% S' v - end6 u* [( x1 T3 T! q# ?6 u3 }0 W
- end
% g' R, @2 U: @$ Q7 b- V - # 刷新地图- `! p0 n2 A2 p! F6 ` V/ `* [
- $game_map.refresh5 v2 @( K" i! W5 \$ Y
- # 准备过渡& M: l! I% k$ S8 i
- Graphics.freeze! M; k) v% H& M [% B- R+ ~
- # 释放窗口& b$ k' c1 P `: j
- @actor_command_window.dispose
# r" E, B5 x' H$ l- m* F& u' \& Y0 V - @party_command_window.dispose
1 z) s" w0 H: l) s+ {4 `- g2 q' e - @help_window.dispose
# P7 F7 d9 Q1 p8 h1 q6 `, E - @status_window.dispose
3 p( t' \+ L$ y. J - @message_window.dispose
" {8 v, v- `" [ - if @skill_window != nil
: n# N2 t U7 d9 _+ N - @skill_window.dispose1 K' K5 ~+ V2 {
- end8 G# K2 |6 I& U" Q e
- if @item_window != nil9 v G+ ?: L- E: y' w: s/ r
- @item_window.dispose1 e8 l7 _5 p( h* s; \( K
- end
, v; e% N5 r0 k N9 d& |) { - if @actor_window != nil
* t! C$ B# s& D% \( _" G5 M - @actor_window.dispose
" P, T1 O+ R( S- [2 U$ h a - end
$ f6 {; _3 ]+ n - if @result_window != nil2 ?8 t4 s! d$ O- e/ j+ Q( p c
- @result_window.dispose6 |) J' G, N; q% ~, R) J
- end
, [, G/ C7 w# @ - # 释放活动块
7 F9 b1 A( N6 ?, H/ M - @spriteset.dispose
$ D+ y1 q" N, _8 X( O$ |/ B+ N - # 标题画面切换中的情况) ~3 m- Y4 a% U) X; o3 j- H$ C
- if $scene.is_a?(Scene_Title)
2 Y% f" B6 `2 n* y - # 淡入淡出画面% p6 ~6 P$ U3 u
- Graphics.transition
+ b v/ u8 [# R - Graphics.freeze2 M9 X9 Z. O3 m3 g
- end
+ l' ~/ g* B7 H9 B, I - # 战斗测试或者游戏结束以外的画面切换中的情况
5 @+ Z) x. n, J# z4 h+ b - if $BTEST and not $scene.is_a?(Scene_Gameover) R& `+ {4 a: h# G/ W
- $scene = nil b! ^3 @$ }4 w( t
- end: I8 U8 C2 I) ?6 s6 W* F ^
- end
5 e X r9 h% _; z8 S7 I0 U# f - # 战斗结束( u W8 }: d3 F H; u- J. n* h4 x. w
- alias lpb_battle_end battle_end. y7 d! M/ s; r/ g
- def battle_end(n). W9 B, o6 h# p! y' \: x7 W! x
- lpb_battle_end(n)9 ]0 O5 m1 U; K+ F) x, }
- $game_party.set_actor_to_normal& ^0 H5 P6 y; V5 K( O- T
- end: V2 x$ Z: Z0 M9 ?4 b
- # 开始回合33 C: c9 n$ l5 M+ Z G- _
- alias lbp_start_phase3 start_phase3
9 N+ n. p7 x* Y9 H4 o8 b, X - def start_phase3) I1 b6 ^: B3 H
- @changed_battler_id = []
2 |6 b4 v. G) C" u: q/ P - lbp_start_phase3
2 g- q U1 t6 g/ {8 X: f# J4 l. ]) C1 w - end- A$ j/ l: N% c' b1 U3 ~
- # 刷新角色命令回合画面; {9 t+ W4 |6 e1 }
- def update_phase3" ^, U8 T- c9 V6 r# p; w( \
- # 敌人光标有效的情况下# v2 z; I3 ^2 o5 c$ E7 a- l, a% S
- if @enemy_arrow != nil4 W* ^- E+ l# W# {
- update_phase3_enemy_select
5 N% P/ m! F+ W3 _/ K - # 角色光标有效的情况下
6 K- T( w l# @. @ - elsif @actor_arrow != nil
) `/ z8 v3 q8 }4 @+ }1 e: [ - update_phase3_actor_select5 @6 Y# z. `" u
- # 特技窗口有效的情况下" n6 c, V4 G+ O7 o j; M3 m
- elsif @skill_window != nil
9 O$ ]% q5 Z5 ~9 E# h# ? - update_phase3_skill_select( U, G! s" Q% Q, d6 f- D7 N2 I% c
- # 物品窗口有效的情况下8 l$ `4 q; U. L9 p8 m
- elsif @item_window != nil& d& s0 W3 R: Y% c& s0 ?
- update_phase3_item_select
8 l d' h# s( H% T2 b - elsif @actor_window != nil: l; z! N1 Z' N/ _# T# Z8 j. x. {
- update_phase3_battler_select
, O% { U" s4 f0 T - # 角色指令窗口有效的情况下$ W/ o/ V# b4 T' S( s
- elsif @actor_command_window.active* g3 X9 p) R9 W/ ]' F% N# x8 H
- update_phase3_basic_command
, _; i7 Y5 n7 B0 m - end
& d" b: I6 F3 L9 a; @- ] - end" m6 y" [* }! R3 k
- # 角色基本命令, V5 ?2 Y1 E2 @. y
- def update_phase3_basic_command
% s6 t( s, c- r* f- D4 S0 ?6 K - # 按下 B 键的情况下
8 s0 H7 Q$ h! y - if Input.trigger?(Input::B)* j: i0 R$ `) _# \
- # 演奏取消 SE
: n9 z; W3 H# p& B - $game_system.se_play($data_system.cancel_se)) z5 G6 I- f: j
- # 转向前一个角色的指令输入
2 f+ X- |- z( o) F* @6 | - phase3_prior_actor4 k" k; y- ~; r) e; l- [2 D6 M3 f
- return
9 x% @* h- C- _2 Y$ o - end; W- @$ s- J. C8 L8 i
- # 按下 C 键的情况下
! x' j; l' n6 x- T - if Input.trigger?(Input::C)- a2 a9 S" ~) ^( W( R
- # 角色指令窗口光标位置分之
/ l0 Y+ @ R9 [; `$ u7 B) ~/ ?& G - case @actor_command_window.index
1 ^' C9 B3 Y9 l1 J' M b( ] - when 0 # 攻击; @' `$ i; C. v/ U; e" [# n5 }
- # 演奏确定 SE
1 f7 x, X6 o* E; D% R- e - $game_system.se_play($data_system.decision_se)& r0 h7 J( n2 r3 \/ l
- # 设置行动% O2 a! f+ A' q7 i$ }
- @active_battler.current_action.kind = 06 K3 P' ^. ]' F& G; @- v! X9 v# D
- @active_battler.current_action.basic = 02 a3 @$ ^6 h' Q3 v- x- u
- # 开始选择敌人; r: @. y' ]& Y" I4 d
- start_enemy_select( Y" n- s- |* b. U: D. T
- when 1 # 特技+ i3 H# R1 Y; O1 J" T5 R
- # 演奏确定 SE
8 l5 U* I9 f" }$ c - $game_system.se_play($data_system.decision_se)( V7 Q; [% u6 \) \1 A( @7 n; N
- # 设置行动
/ {& l( I( c" |) d) k6 [ - @active_battler.current_action.kind = 1
4 Z& B( n' j2 h1 V# z' ^ \7 \ - # 开始选择特技
4 ~4 N, ~/ e- J6 P1 K8 J. p - start_skill_select
2 {3 L$ b; {& ^( \: j6 }8 N - when 2 # 防御# z, ]7 r! n/ o/ K) ?
- # 演奏确定 SE
7 c3 c; L [! n0 A% { Q - $game_system.se_play($data_system.decision_se)9 `6 Y7 f9 U G9 j% K6 B
- # 设置行动0 Z0 r) V) t- @* m
- @active_battler.current_action.kind = 0
, w9 t3 T: E% D8 i - @active_battler.current_action.basic = 1
1 P# i( a* p3 C8 h2 L D5 P - # 转向下一位角色的指令输入) M# g" `9 G. b C" c
- phase3_next_actor
/ h* v! R- f+ L5 H8 U4 J - when 3 # 物品
: d! P8 t% g) A' S$ v5 G* s5 _5 T - # 演奏确定 SE
- n0 J* m8 J4 i6 y% F7 U - $game_system.se_play($data_system.decision_se)
% }, |) F5 C% d' D9 \# j/ ? - # 设置行动
, m$ M+ @2 V. v. S - @active_battler.current_action.kind = 2
" S5 D$ ~. h& p! ]* s - # 开始选择物品
7 y9 N, b3 G, C4 U' p - start_item_select# t/ O _* X% E4 }' ^3 y
- when 4 # 换人
5 `; v7 y2 n( E; D, C; E - $game_system.se_play($data_system.decision_se)
; c3 Q/ L A6 c4 R0 o( u6 {# V - @active_battler.current_action.set_change_battler. c4 E0 p0 ?8 L
- start_battler_select
B$ z) n$ C. t' L ~/ u - end
# ^' l; p, r& s" w - return
: `# ^% R, V) \7 t7 Q1 v$ F - end i$ K: W9 B1 B5 ?1 e. k" [
- end
+ N4 M* [. e8 l# P: R: T+ Z7 P - # 开始角色选择3 G4 i z: `$ O# r0 o( V( ^
- def start_battler_select3 l" X9 t7 f' g4 t0 Y7 s% g/ L
- @actor_window = Window_Actor.new
- g @! g) V2 _0 k% B5 z - @actor_window.active = true0 V1 N, L4 t" n& o8 M0 W# r% D" M
- @actor_window.index = 0
6 Y! W$ l2 D$ ]0 Y - @actor_window.help_window = @help_window
0 |* \3 z1 G c' F - @actor_command_window.active = false
) o. m2 l* w8 U2 P" I" t - @actor_command_window.visible = false
+ D4 q$ r' Q' n P) K! c - end$ P$ B7 \$ Z( p$ F- J
- # 结束角色选择5 P6 y4 q$ a/ E
- def end_battler_select
& @0 P5 p' A5 f J1 h# H3 s - @actor_window.dispose3 j6 r% d; [% u6 ]4 O$ E+ E
- @actor_window = nil
) }6 P5 s4 X- {9 M - @help_window.visible = false* {( ^4 o6 E4 B/ x1 A
- @actor_command_window.active = true
, y" P& i. u9 [ - @actor_command_window.visible = true; C. D2 o3 r8 N! M# h9 {% \ T: t
- end
" q+ U6 J$ y( t$ f - # 刷新角色选择
) @7 w: H1 N3 ~% i: [8 N - def update_phase3_battler_select
8 i! @" S7 `" E! e1 k - @actor_window.visible = true
! r6 }" g3 C; I - @actor_window.update9 J4 S1 e( Y) _- s* p( [, w
- if Input.trigger?(Input::B)8 B5 S7 [1 O, |/ M2 `1 s% ?
- $game_system.se_play($data_system.cancel_se)2 i" W7 p( W" z8 q$ P
- end_battler_select7 {- I, l+ t1 N) i; o! E" p
- return9 C4 a: a# b s1 R3 L
- end
# B6 J8 e# a( z: T# S# L9 G - if Input.trigger?(Input::C). O+ j) W1 ?( q# Y4 r
- actor_id = @actor_window.actor_id
9 P e" I7 f3 ]3 S) B- b - if $game_party.get_actors_id.include?(actor_id) or. o: q7 {. q2 J
- $game_actors[actor_id].dead? or ! m6 f1 {2 `% M
- @changed_battler_id.include?(actor_id)
% f1 o- b* ]; O* B ~! l - $game_system.se_play($data_system.buzzer_se)
; O( O3 r2 V/ R w6 J - return, ]9 P. g# ^4 n) ^
- end
4 v5 X7 u& n3 I - $game_system.se_play($data_system.decision_se)6 u4 y' A2 R/ Y4 [
- @active_battler.current_action.change_to_battler = actor_id
0 i9 S: t* b1 l* | - @changed_battler_id.push(actor_id)
% ]! P; {6 M2 F/ |& P& ?7 t8 Q - end_battler_select
& x; y. d& M, p+ o) f" V& \ - phase3_next_actor# o) K3 k" M$ l$ I1 q; s. p; g
- return. R1 _& e+ i: B" d) X& ^# ~
- end6 h: }9 X# N& {8 T
- end( k5 [' G7 z1 G' d: G
- # 行动方动画
* ]+ u* B$ `8 j/ k# f% | - def update_phase4_step3
% V8 X, D8 t$ ~; {+ s- D8 s0 V - if @active_battler.current_action.is_change_battler?
+ i: |* L2 J+ R- N - @animation1_id = AnimationChangeBattler- l, ?6 f2 E; [) N) p; V
- @target_battlers = []
* @2 ^# G( \1 G$ G; y - end
) V! ^7 D0 `1 e0 b/ g - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
8 `( f u& E; a - if @animation1_id == 0' e' R7 D' r# e2 e4 T1 i
- @active_battler.white_flash = true) P( H6 N8 ], C0 E
- else
6 L1 c& T8 P( ?) ]: @/ x, f4 K - @active_battler.animation_id = @animation1_id
# y) Y4 m. u, Q - @active_battler.animation_hit = true
' u/ F# }/ K0 m7 [% }* I - end9 _0 I9 ~) E7 X
- # 移至步骤 4
5 ?2 x- `& j4 m4 l3 n# L# J - @phase4_step = 4( J1 u. \" {! y/ J1 F% [
- end
9 ]( \% m/ V4 N, { - # 对象方动画
" g& z0 o4 Z! Z* F - def update_phase4_step4: c+ c' X# ?2 S
- if @active_battler.current_action.is_change_battler?( m i7 K" g2 v" ?
- actor1_id = @active_battler.current_action.change_to_battler
& z/ O2 n: D( f. k: o8 T" L% [ - actor2_id = @active_battler.id- ]0 ?, H4 J6 y2 I
- (0...$game_party.actors.size).each do |i|
8 L1 m$ Q4 g$ f; B6 \/ Z/ v - if $game_party.actors[i].id == actor2_id g" b7 J7 B0 K1 y: x) I
- $game_party.change_actor(i,actor1_id). y" N" M F2 b0 z2 ^8 w0 w
- @active_battler = $game_actors[actor1_id]' b/ L$ L4 m( z# g6 \( {
- @status_window.refresh
) a8 v) s2 G1 G8 ?- _- N2 l - end3 ?, n7 K& X% H( B, w- o
- end$ B: t$ s, B5 \
- end
1 h9 ~, G; v. g/ L - # 对像方动画( f- w$ a3 T' D B. n
- for target in @target_battlers: i. }) V6 J& D9 {& T. U4 g$ \
- target.animation_id = @animation2_id* t# n/ h2 ~8 m* K" d& M4 V, j
- target.animation_hit = (target.damage != "Miss")/ V. r0 a8 q- k8 I6 C8 M& U! r9 \
- end
( A$ W+ r* D( |9 D$ j/ c - # 限制动画长度、最低 8 帧8 `+ q0 a3 P9 x6 C- v$ e: b
- @wait_count = 8
5 C- U; o/ m7 v' b+ \ - # 移至步骤 5$ p, d0 e% y" R1 S/ M! _
- @phase4_step = 5
& E" n7 f) n- x9 W9 R: T - end
2 M, G9 v# V! L) [; e" @2 f' I1 X - # 公共事件% D3 e6 T1 P8 k; _
- def update_phase4_step63 r$ Q4 n7 z/ D0 B* j x7 J0 l0 a
- @target_battlers.each do |target|
" w1 }* K6 |& j( p9 G( s8 ? - if target.is_a?(Game_Actor) and target.dead? and
& ]8 W& ]1 c) x7 [$ b0 {# r* d% I' B - !$game_party.other_actors.all?{|actor|actor.dead?}
6 T/ ^' t2 s/ L& V% W, [& ~0 c! L - @actor_window = Window_Actor.new
- {/ i: b6 }, B - @actor_window.index = 08 ?# i! _) @' x% `- N( M+ H
- @actor_window.active = true
( i) s3 a1 J; r* D! T - @actor_window.help_window = @help_window
* r$ }9 ]# k1 R+ ]9 ]* `1 _1 D - actor_id = -1$ f" ?' x4 E \9 u
- loop do
% |4 f- Y/ r9 j+ }9 Q& h) s - Graphics.update' w: E& H) S) w$ n, A( I* W
- Input.update1 M/ j6 t" [# J# \0 O: T! d
- @actor_window.update. N. I }7 F% L! `3 |
- if Input.trigger?(Input::C)) k3 o7 e: q& E5 O
- actor = $game_actors[@actor_window.actor_id]" r6 E( f& ` f/ d: n9 o R
- if actor.dead? or
5 P* ^9 i5 T6 Y$ K F - (@changed_battler_id.include?(actor.id) and
0 K4 A4 x0 i- O3 G' [8 s9 x - target.current_action.change_to_battler != actor.id) or2 O2 B! D2 t' t
- $game_party.actors.include?(actor)
. W7 C7 E2 Q* y& n$ u. f - $game_system.se_play($data_system.buzzer_se)
+ [8 \6 Q, Y! @# x - else
" e( W0 S, ~" ^6 o1 V2 B1 r - actor_id = actor.id( Y# r& d2 t8 c% G0 @ u
- end) l+ R$ `# T$ p& B( o
- end
, B/ F: h9 b+ } - break if actor_id >= 0- x- k9 T) W* D* b( _
- end q0 w$ `- ~5 f: R) x/ ~
- @actor_window.visible = false* @- o& J/ P9 H9 i
- @actor_window.dispose
' M5 _" w4 V- R, J! h - @actor_window = nil' ?8 {, M2 n3 r* s& ?; F
- @help_window.visible = false; U- M: D# z% L! I5 y+ h
- (0...$game_party.actors.size).each do |i|) f$ m- E* ^" o" @' D
- if $game_party.actors[i].id == target.id
6 a2 d- w- j# }1 e' X - $game_party.change_actor(i,actor_id)# Z# [' c) M# y! A; Q
- @status_window.refresh0 V. u9 O. E$ E9 N/ b1 R
- end
2 ]( E/ g4 r4 n, Z& V# [& F - end
2 _( T* d3 `' S$ I$ T - end
* p0 c1 _. n0 Y1 u- J - end% d& Q. ]/ |* C
- # 清除强制行动对像的战斗者! E! a/ G! U& x9 |- ?, E5 {; y1 v
- $game_temp.forcing_battler = nil! b6 X3 r8 q0 L4 A5 ]" Q/ T
- # 公共事件 ID 有效的情况下
' k8 d5 E( V2 T6 o" P% i7 y - if @common_event_id > 0: z& G' y' ^: n5 ]2 A5 u
- # 设置事件
S; T* B/ Y* I3 D - common_event = $data_common_events[@common_event_id]4 N( |$ \9 w' H% C& X- G' l
- $game_system.battle_interpreter.setup(common_event.list, 0)
4 u ~1 k" B% [& o# k4 W! u* f) a - end; B# V4 f3 s( E+ y( ?; ?
- # 移至步骤 1
* J# W0 |8 Q, V1 q( L/ v - @phase4_step = 13 Y7 y3 \9 x2 { |5 F. [
- end
; _+ r% u) E" d% \9 X5 w - end x2 J5 _3 k0 x
( e' H z ^9 a0 H9 F) K6 H( p- class Window_MenuStatus; M# i' b: ?3 R: L; ]0 D
- def refresh
8 Q' Z- Z% I; h" |! q - self.contents.clear
7 i! ~! z0 }$ S$ r - @item_max = $game_party.actors.size. d! J1 g! f8 l+ `; ]6 h5 Q8 P
- for i in 0...$game_party.actors.size% b- r( n% S5 c3 i) y# q& d: s
- x = 4
/ J8 |$ A/ O- J - y = i * 32
M8 R# G: p1 o$ h - actor = $game_party.actors[i]
' r# z% x# R! t& g0 D9 Q - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
! y& ^+ `- o$ I+ ` - rect = Rect.new(0,0,bitmap.width/4,31)
) p% `/ U- ]* K% N - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)* \6 O& ?4 g1 i& {8 u( @
- draw_actor_name(actor, x+36, y)
# T9 ?# x0 T4 L2 i, P2 \7 Z1 f* \1 G - draw_actor_state(actor, x + 136,y)
. }( c# d! l/ Q) U% U+ A# _ - draw_actor_hp(actor, x + 236, y,96)3 }7 r" l( J' S! U$ O; i! n' W1 T
- draw_actor_sp(actor, x + 336, y,96), F" L# e% Z& e4 k2 o d
- end) \. T; P' `9 h' R
- end
; \, G! Y/ B; x0 {7 n# K- y2 v. k - def update_cursor_rect! W& {6 K3 l' N. h W& g2 G" x9 I
- super
; K ~ c' O6 ]8 e9 C$ r - end u$ i+ b4 f. i2 `' V
- 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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