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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
7 C, ?; y' b- P' y
$ ~# J A/ f4 b- # 队伍最大人数; j* v8 d/ l7 U6 E- G% k2 \ B* G0 `
- MaxPartySize = 8
6 J0 o9 c3 } A
, u& |; F9 | D1 _. j- # 出战人数- q) D6 t J- N [ E
- MaxBattlerSize = 1
& L U! t P$ w5 T2 Y" O0 p5 x/ b
# E$ b! Z. { h- # 换人语句# E& \3 J, v" |- m
- WordChangeBattler = "换人"
7 \. s3 O, D6 g* ^
" W! O$ L g- ]2 u! z c- # 换人时播放的动画
7 J4 p+ b8 D- m8 r - AnimationChangeBattler = 26" O7 h( L% p. F0 @6 N- y! k+ N; F7 c
( `+ I6 Q! A7 `' U ]- end* {9 _( I' ]. H- ]
" [/ B/ e9 {: S: u* Y/ W1 s( y- class Game_BattleAction/ T$ T; d1 t( N$ j& ^+ J
- attr_accessor :change_to_battler; w+ H1 k4 Z, s* T( ~
- # 初始化; D3 G: g, r% v9 l# w) ?) p
- alias lbp_initialize initialize
, D, a' x8 g) x2 l! y4 g/ e9 K4 \ - def initialize3 K z' }" x0 t9 n
- lbp_initialize9 |/ {' I6 H- b0 n
- @change_to_battler = 0
: p, C: c1 w& f+ f! \4 G - end$ V- r1 r7 R+ U3 e" e5 ?
- # 欲更换角色编号" {9 s" N7 C Y. t
- def set_change_battler) ~, E* j/ Q( H; Z: K% L" l8 I) k
- @kind = 30 o( y( u' {" p! S
- end
+ B* x+ X2 O7 Y, ?( l - # 判断行动是否为更换角色1 m6 h* d1 b" w" J. [" T0 b
- def is_change_battler?! E& o; l/ j+ _
- return (@kind == 3)+ r2 f* H4 y `7 N
- end |7 m& O0 q! ~# K5 F: U# I, H* Z
- end
7 y+ [9 h& ?8 s7 b* U; k" z
& v& i+ c9 e# }1 a- class Game_Party
7 B/ J8 c6 e: n* U6 t. Q1 ` - include LimBattlePlug% _& \9 ^/ o$ Y; {& `6 u2 C
- attr_reader :actors2
7 l- } r& S/ V - alias lpb_initialize initialize" r/ N; u0 |+ n9 I: g
- def initialize- }* L/ [/ X7 m
- lpb_initialize, B( D+ T2 J/ D2 E+ y" E4 L9 m
- @actors2 = []
+ o0 |% q" g9 D4 d9 U: J - end
) D) Q" T, @9 ~$ E9 Y7 g - # 角色加入4 x' ^6 m4 ]: u" m
- def add_actor(actor_id)
h9 J0 K2 j' g' L$ ? - actor = $game_actors[actor_id]: ~% V0 [ _' m8 h6 y
- if @actors.size < MaxPartySize and not @actors.include?(actor)* G0 V G: X. T' Z: [
- @actors.push(actor)
! }( {, _) u1 W - $game_player.refresh
% e" m. d( ]$ r* R - end! L, @3 W( i3 N) S6 }- I' C/ v
- end
, p; h( Q) f1 V6 |1 g2 u - # 设置战斗的角色
+ r& K, e, J( S& g0 m; V+ Y9 p - def set_actor_to_battle/ q4 a$ h* m: L! A! w! d
- @actors2 = []
9 k. r0 }* g, R; Q4 k# q) z - @actors.each do |actor|
; L+ n. w: E& k: s' g) T' b - @actors2.push(actor)- K1 ]" v9 m5 {0 D1 y, L. A; X; D
- end
' f. Y4 a2 l$ h! m4 E - @actors = []
' f! D9 |5 g/ H9 L. t - @actors2.each do |actor|
9 ], f, V @. k2 J - @actors.push(actor)
6 k# p: x( A1 O9 r1 i( e: Q - break if @actors.size == MaxBattlerSize
( a* Q, @$ H. q' i) @& }+ p - end
1 ?0 z2 C/ `! t4 M R! Y$ T - end
I9 P- v0 l, B, d - # 还原战斗的角色
1 Y$ @2 u! c4 n& m! b+ k - def set_actor_to_normal7 x3 P, J [4 x% D5 S8 Y
- @actors = []+ l+ ]7 F/ h; ]# p5 ^) I! a
- @actors2.each do |actor|2 B- ~# G( g) G, n
- @actors.push(actor)7 }: t* d+ u1 i8 I: Q w4 \& L/ o: o
- end p) ~7 y! o) Q) b; [: x, ~
- end- ^7 H0 `' n/ `0 ?/ ?8 }+ q
- # 获取角色id数组
+ ], ^9 V, g6 s9 E - def get_actors_id
" v/ J+ H% Q; |: f# i - id = []; t/ H8 H( d! B/ v
- @actors.each{|actor|id.push(actor.id)}
7 T H5 d( v7 ^0 e: o/ ]1 Z - return id
N3 @9 C- Z. B; t3 C# t' @, ~ - end$ N a/ c& y, W0 v8 Y
- # 获取角色id数组
2 x/ V4 y K; s* t) Z - def get_actors2_id& a9 G, v& k6 I1 a) S; Q
- id = []
! g' Z: H4 h) c0 W - @actors2.each{|actor|id.push(actor.id)}
3 r/ Q. g9 G9 [ - return id6 j6 K: w2 `, c" o+ F
- end
# c/ s8 ~1 q, h0 @: x+ P G* w - # 兑换角色
0 L1 |7 [$ P D& d5 b - def change_actor(index,id)
6 W& T! `8 }( d - @actors[index] = $game_actors[id]+ i" p9 _$ ]! Q& H' n D
- end$ x# X% G4 G0 _! v# ~1 S! R
- # 全灭判定
; W+ h, `/ z' V8 S1 t4 X" Z1 x - def all_dead?
% @( w& J$ C4 g0 [0 F e4 Q - # 同伴人数为 0 的情况下# J" X u3 r! M; C0 _% a8 D/ D( O
- if $game_party.actors.size == 0+ z6 U* p. U1 N1 J. k8 P
- return false
( h) K2 k* h" e$ X$ M+ h3 R# J( _ - end
3 F/ ~% z' g1 N - # 同伴中无人 HP 在 0 以上
x8 B, D. { x( ] - for actor in @actors2
4 c2 L/ E" l1 I' G$ H9 I+ P) w; A - if actor.hp > 0
# J5 Z- _" y8 u% U! H - return false' z: r% l1 o0 I; ?+ x9 G$ d
- end @! u, a7 I9 \& f# l0 P
- end
3 t9 N+ O2 u* \1 m+ D ] - for actor in @actors$ H) ]6 F7 \+ K7 B) R% E! r# M5 Z
- if actor.hp > 0 N2 t5 _, O4 R
- return false
. \! [1 C. S1 w+ y' h* H - end, }) P& r2 w& B, `% n
- end0 Y0 X8 a0 Q. o+ z4 G) U. k% E
- # 全灭; G5 K- `& x3 ]2 d( [5 c9 _
- return true: O9 g. i* c. K2 k( m
- end) I# A. p: e0 f& O
- # 其他角色6 h& X9 ]1 C- V" Z# j) H: [2 z
- def other_actors* b1 e, [. M0 c0 }( N
- actors = []1 c& Q5 C' W8 {6 ?& k B
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
0 f; }! Y1 E1 p* [9 O/ K - return actors
# T4 d/ N6 k, J+ O7 e! A; ^/ e" ^ - end0 s+ Y( M$ r; E8 q) O
- # 角色位置互换( C& k1 S- b; ~3 e) W5 X2 m
- def change_actor_pos(id1,id2)
' z% k3 P: }+ u0 C# z3 @( n! r - actor_id = []
4 I5 s. r: P6 X+ m8 e2 d) _ - @actors.each do |actor|
1 w$ Q+ _# n7 N4 i - actor_id.push(actor.id)
4 d7 Q0 d& E, t% z7 [ - end, s3 `8 i! }0 A- r
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
3 p R5 U1 ]$ I( s* X/ x# Z - id1_index = id2_index = -1
) L, |4 J# D; K! L; A% W/ a' Z - (0...actor_id.size).each do |i|" u, t0 a5 m* B
- if actor_id[i] == id1
8 i/ v9 V/ M) ^/ ]3 M - id1_index = i0 M# \4 t9 K: q2 J
- elsif actor_id[i] == id20 t' F8 {$ r" w! Z* q8 l
- id2_index = i2 R2 J: P/ j$ A% z
- end. s# r& m" j- R G
- end
% V6 }& @3 [$ G) m) d6 M7 z - temp_actor = @actors[id1_index]
2 u$ @" w6 g# ~2 q, ? - @actors[id1_index] = @actors[id2_index]
8 p6 q1 Y% m# C- A - @actors[id2_index] = temp_actor1 R, A( e( q. b: ~
- end @4 S B4 k8 U: Q
- end
& |2 Y! m6 ]' Y7 j5 i9 {$ ^ - 4 M. J: s3 r' ?+ M: y0 u5 E
- class Window_Actor < Window_Selectable
) r+ j7 n( J/ W# J8 g" r - # 初始化
/ m) m+ `3 k5 _* G - def initialize! U! N# h* _5 H( |) r
- super(0,64,640,256)
+ E& o7 p7 f9 ]+ W - self.back_opacity = 1607 h0 n9 K( y6 l- v
- refresh
$ K9 ~) b# B3 Q! N+ p* ?7 W - self.index = -1
' s Q# }' C; P. u2 w - self.active = false
; r. r- u' A+ P) h* `1 K* T - end/ e; w% w. H% U, h. F
- # 刷新
8 x$ }" P% b6 M0 z+ c1 o - def refresh5 O+ _7 Q; P8 ~' z7 {1 `# L, R
- @item_max = $game_party.actors2.size
9 Y, C/ x0 k; @4 M& ~, z- k6 T - @data = []
$ e3 R# ?2 r: S# \4 K9 T' r - $game_party.actors.each do |actor|; o1 P3 M3 f4 R. J2 `( ?$ Z
- @data.push(actor)7 E, b. R9 o, y3 w
- end% H+ x% P* \" l' h2 M7 ~
- $game_party.actors2.each do |actor|
t' V3 p' v3 o' U - @data.push(actor) if [email protected]?(actor)
* u* `. \: ^) O1 O! k5 s9 h0 {/ ~ - end6 e) i: o9 f! W8 [# g# P
- if self.contents != nil
! z/ V' s( y$ x7 K. h2 X! ? - self.contents.clear9 l4 B" r9 ^6 V
- self.contents = nil
; M( h$ [% s8 z1 p' ?& y$ j - end
$ ~( {' B/ G* n# v - self.contents = Bitmap.new(608,@data.size*32)
5 P# e5 D- E1 k* O7 R2 o: b - x = 42 x7 o- q, h' f" \) h, c
- y = 05 ^2 ~. N$ P. t0 c7 B
- @data.each do |actor|
6 y7 m( K+ ?1 A, y/ H: L* X# f - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue). }# d1 z9 v5 Q# k8 ~# {1 r$ m
- rect = Rect.new(0,0,bitmap.width/4,31): e) V1 v- C/ N
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
. X. `2 a' W! X7 Z* b - draw_actor_name(actor,x+36,y)
. j h* x/ n. ^* U3 ]$ | - draw_actor_state(actor,156,y)- f+ ?5 E/ g0 \( ~2 v9 n
- draw_actor_hp(actor,x+256,y,96)
4 s/ V" u+ r) o% G( b0 i# A - draw_actor_sp(actor,x+376,y,96). ^" j7 H; b; x
- if $game_party.actors.include?(actor)1 l2 X# |% O L; }6 ]; X; Q9 Z
- self.contents.font.color = text_color(6)5 k) z( R; d; ?2 F
- cword = "出战". ~) P% J, R5 j; f% k
- else9 |! n, E3 W: L, @6 ] A
- self.contents.font.color = text_color(0)
9 r! z% v! T6 c% x - cword = "待战"3 O& s5 U, u" z
- end- @" L0 `, I" x. N
- self.contents.draw_text(x+496,y,60,32,cword)
7 `! M) a1 l& t6 I* P - y += 32) k" g* q6 {1 s# i: {3 w; |( M& G
- end* m. N+ ^5 U; h7 V
- end
& R7 l5 e* N0 v2 S8 M" N9 p4 G. j - # 获取当前角色编号
3 x0 g1 k5 k! H6 F - def actor_id/ M, N: L0 h" H& L$ L; @
- return @data[self.index].id$ E4 V, h* |$ e+ s
- end! U9 B- y& P) N$ j; w4 Y; k
- # 刷新帮助
: Y* }4 n% y& s! A \+ b2 n - def update_help5 I: }4 u: g9 u# m
- @help_window.set_text(@data[self.index] == nil ?\
8 W$ B3 k% L' ` - "" : @data[self.index].name)
1 [4 O9 e, S! _9 J' B - end
5 `- J* N8 D. h8 \$ C - end9 [& z& @8 P* {/ B- l% u6 y7 _
- * g5 A% b% P7 |/ ]- {. D$ U' B
- class Scene_Battle
7 r* o$ C0 X& `1 M. W k - include LimBattlePlug2 A' E6 @7 _: D C& |
- # 初始化3 C3 H3 g4 S6 o# c2 Y7 V
- def initialize% x3 h! P# b# a& z, T8 H) C9 H
- $game_party.set_actor_to_battle
" Z, c" a: F% a7 t, N: J) h - end( F! u7 d" F" r9 m8 N
- # 主处理
* N; x; `9 o& W* c: ~. z - def main
4 C/ g E/ e9 _ - # 初始化战斗用的各种暂时数据$ d9 r; P* }) C3 e# k4 Z
- $game_temp.in_battle = true% t4 S2 S' v6 @6 N1 K6 U, ]/ d
- $game_temp.battle_turn = 0
* N& ?' `: v% F+ ` - $game_temp.battle_event_flags.clear. |) C2 ?$ N4 t- `, Z" F8 [
- $game_temp.battle_abort = false
/ a3 H" c9 M g* B. C: _ - $game_temp.battle_main_phase = false
) ^3 a# I8 I# P' Z; Q6 U - $game_temp.battleback_name = $game_map.battleback_name
7 S/ H& W/ I5 W0 Q - $game_temp.forcing_battler = nil
: ?! K6 j' t8 t+ P4 V2 k - # 初始化战斗用事件解释器
. U% ~$ A7 }9 g! k' t+ G - $game_system.battle_interpreter.setup(nil, 0)% c9 v& k. L& y8 V% K
- # 准备队伍
4 s# h3 n* T1 p - @troop_id = $game_temp.battle_troop_id
! F6 g( y! x4 j) ~0 m. S1 e9 i8 {' ? - $game_troop.setup(@troop_id)
6 v; f3 L+ l6 i7 x' f - # 生成角色命令窗口* J3 G5 |3 P9 \5 m
- s1 = $data_system.words.attack1 B# t9 Y) m0 N$ s
- s2 = $data_system.words.skill y6 o5 H! ]0 W2 v' T1 h# N2 `
- s3 = $data_system.words.guard
% j2 b. Q& b% L8 ]' S# P7 m& D - s4 = $data_system.words.item
+ l! t* V. }7 Y; f) g5 R* ~- v - s5 = WordChangeBattler
/ N! |7 N7 a& N% U* a1 `2 G8 L - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
9 j L. S8 _7 i' h# X G - @actor_command_window.y = 128- m5 |8 o% m( U# \/ T7 |# Z- t, {
- @actor_command_window.back_opacity = 160; J" N m/ I) D M/ a
- @actor_command_window.active = false' t& e; |% @. J8 p, p/ |7 c% f
- @actor_command_window.visible = false
. {2 y( n$ U# i" _( {: I: @3 `9 ` - # 生成其它窗口3 R; @2 |7 A) X/ V6 ~
- @party_command_window = Window_PartyCommand.new
4 l6 S9 U1 c6 \9 \* T# Z - @help_window = Window_Help.new+ v1 m! f! X9 J) M9 O
- @help_window.back_opacity = 160- r. o) j* c0 J% F
- @help_window.visible = false
$ p7 ^1 O8 p8 M$ @$ u - @status_window = Window_BattleStatus.new( W7 z8 j* Z7 r# w0 N
- @message_window = Window_Message.new
* |) x7 }2 x% }$ Y) J# q+ f, {2 E - # 生成活动块! D5 F# h7 v3 K# u0 Z) P8 ]8 p
- @spriteset = Spriteset_Battle.new0 D% }3 R `# n2 A8 D( M1 v: k) j
- # 初始化等待计数
# y6 p- ~- k. A8 z- z7 f- G - @wait_count = 0
5 e8 p" d) [, m4 T5 ? - # 执行过渡
& _3 Q+ u5 K+ ~) D - if $data_system.battle_transition == ""
. M$ u% c. _+ {7 Q3 W' V! r' g - Graphics.transition(20)9 c( x! T5 ~8 _# Z& [
- else7 M( t m* G" {* r
- Graphics.transition(40, "Graphics/Transitions/" +5 Q7 `% Q, X/ C5 T: d+ c
- $data_system.battle_transition)9 C7 i4 y" \: A
- end9 @- d [1 c& @" O. f. S
- # 开始自由战斗回合! k& J: @6 X& L
- start_phase1
2 w9 O8 @7 T4 y" V - # 主循环
) N3 B- ]! P4 P* i - loop do
2 o ]- I6 z0 X - # 刷新游戏画面+ K/ J. {3 L6 I
- Graphics.update }6 f: A% x- L1 M0 f- W1 N! E
- # 刷新输入信息
" O' U% i6 Z! e( [0 n: E - Input.update& F& ~& F( ?3 \& j; T i0 n$ q" k2 r
- # 刷新画面
& H, V& ]& z* P( |: {! C - update- C/ f/ O7 X1 n( c
- # 如果画面切换的话就中断循环
1 }5 h3 A( ~4 H6 y1 g* J, D - if $scene != self, q! t7 X5 @$ \1 E9 `& D8 c
- break; _( ]8 {* Z2 L2 w- [- W0 a
- end
) q8 P' W6 h2 r+ L9 \; O5 I - end0 K4 P0 { w0 S- D y
- # 刷新地图
" s+ A& p9 q8 B% L# w( q' Z - $game_map.refresh
" x. c" p0 P8 Z - # 准备过渡2 W) I0 Q* T% Z4 l6 r
- Graphics.freeze
" ?% `$ H2 ?5 j$ v# i - # 释放窗口7 g! h9 P# r3 s
- @actor_command_window.dispose5 E9 D# ]- k! l, t$ F7 v
- @party_command_window.dispose
* F: L/ G$ o2 O% |& m5 q - @help_window.dispose, L- b( f, J5 l+ H. ?5 ]
- @status_window.dispose+ ^" m- d: A1 k' K- o, [
- @message_window.dispose
2 A4 C( }/ I7 R5 D* G/ R! z - if @skill_window != nil* D5 g5 O, F9 @1 ?6 p, A2 W1 ]
- @skill_window.dispose, \+ d3 E: \# h0 m; H: q6 N
- end5 L% l$ X4 q; J% U3 \1 h
- if @item_window != nil
. f7 W; W* L8 I& l6 S - @item_window.dispose% o8 T8 t: \- ]2 ]! e9 Z
- end
5 Y- T+ g* N% f' _8 F - if @actor_window != nil
7 e; n7 }* g4 R9 Q, C - @actor_window.dispose
* C& J4 y3 D! h% q" i$ Y - end* W/ K) v- t3 @ U
- if @result_window != nil
2 k+ u! j: r9 H3 H7 r! W! x - @result_window.dispose
6 u+ r$ j1 ?. w; Z9 w' \8 v - end
& S* g$ Y; B: \' i, P3 v - # 释放活动块3 S! r* r6 D3 J0 ?+ P
- @spriteset.dispose
" D6 k5 E9 c* |+ g$ d- z - # 标题画面切换中的情况# ~# y/ v9 _3 y v# K e! G e
- if $scene.is_a?(Scene_Title)
( H" w) X! o' Q/ a M1 h+ d - # 淡入淡出画面7 ?6 [7 f; l7 d; z Z( [+ K) o
- Graphics.transition
# J0 f E/ A# Y. T8 R - Graphics.freeze0 y, Z( L% _9 F; y' d3 F* J
- end
- |* N. [2 Z4 l3 q# A; e/ t - # 战斗测试或者游戏结束以外的画面切换中的情况
0 _9 X& S) I8 w# M# S. e - if $BTEST and not $scene.is_a?(Scene_Gameover)
" s/ P/ v* u) Z: y5 f+ l% _ - $scene = nil0 O3 l" i# A5 v, u
- end% T. K M7 ?# r0 i
- end6 h- P- ?6 E& z7 b
- # 战斗结束
# V2 x; ?- h4 s" N# L& z* a - alias lpb_battle_end battle_end5 _ @7 |/ [# E3 D
- def battle_end(n)
( C- V7 p9 B7 }3 d6 ] - lpb_battle_end(n)
2 p6 v+ {7 _$ L6 f8 E - $game_party.set_actor_to_normal
, v8 u) d2 N7 e5 `9 i; G- b - end7 a( ?0 {# x' S8 _" a
- # 开始回合3
9 Y; o7 v+ W8 A4 V+ T - alias lbp_start_phase3 start_phase37 S i7 Z5 ^8 {6 c7 w: U& q0 J& e
- def start_phase3
, v9 `4 o' c$ a; J- K7 n - @changed_battler_id = []
& u0 _0 c. c5 J6 ~4 M - lbp_start_phase3* M ^) V% X) ~2 b
- end
9 ^- E, z5 C$ t6 [ - # 刷新角色命令回合画面, e1 l1 z4 x/ `
- def update_phase39 W- L$ b; Z. R+ S
- # 敌人光标有效的情况下. U. Q4 i ?1 M
- if @enemy_arrow != nil
0 D* H* {; o Z5 q" F8 R7 P/ n4 k - update_phase3_enemy_select2 x( `5 j7 w; U. X9 ~
- # 角色光标有效的情况下
2 U7 O% N. S4 G, G) a - elsif @actor_arrow != nil" L. Y; X6 L4 }+ _
- update_phase3_actor_select1 b. h7 v7 B$ G! ~
- # 特技窗口有效的情况下
& \5 G8 ?% v8 g - elsif @skill_window != nil0 C8 }. \( ~. C! R9 H
- update_phase3_skill_select! w% ]& m- C' ` }" c
- # 物品窗口有效的情况下
( D& A! c' I* ~4 T: g0 ? - elsif @item_window != nil* F. y# U1 O+ u2 [0 D5 a1 D
- update_phase3_item_select
/ d. h5 x5 }3 p$ `) p4 V - elsif @actor_window != nil6 | X, a/ z$ X! X" q2 p: J8 L( V8 a9 |
- update_phase3_battler_select
& a* D. |2 t5 G4 M+ V- {" R5 l - # 角色指令窗口有效的情况下
$ A: C: h3 G! \5 o# }! a - elsif @actor_command_window.active
% c0 l& u7 P$ e" { - update_phase3_basic_command3 w0 R# e& y9 T$ u1 ]; E& C; O
- end
; }" W9 A7 S7 y z - end
T: b) i2 R( A# g5 E% s# T. H - # 角色基本命令5 D# l3 Z# P$ k2 t& d8 ^) V+ q
- def update_phase3_basic_command
B' O4 K2 z7 M8 l! m; B# f - # 按下 B 键的情况下- F- `) g$ D4 T+ m6 S0 `% _. S$ J
- if Input.trigger?(Input::B)6 e# _6 C0 I: f8 g9 f1 H
- # 演奏取消 SE
7 x. Y U G X - $game_system.se_play($data_system.cancel_se)8 S6 a6 c" S. z O, Y% x
- # 转向前一个角色的指令输入2 Q: d* t" D/ w$ o% X: j0 ~7 W: ^
- phase3_prior_actor: M7 ~1 L9 v5 M6 g, k
- return
O0 q8 J( h% ~0 o - end
1 G( K) w @5 E9 z. U6 R - # 按下 C 键的情况下
) x- d7 E' ~- [! F. U, y8 b) l - if Input.trigger?(Input::C) v D. u, N2 Q4 j# t3 i9 n, R- E ?
- # 角色指令窗口光标位置分之& Z: K* P- K3 n& `2 T' c( G$ `( F7 p: V
- case @actor_command_window.index, y5 r! K b5 ~# A0 a4 S: m
- when 0 # 攻击
0 i: O5 F) s- ~/ x+ `4 ^ f - # 演奏确定 SE
9 ?* U! [; W5 W( y) j; M) _ - $game_system.se_play($data_system.decision_se)+ J' ~& L7 q0 w4 o9 F
- # 设置行动( M) P5 }* q6 i8 M) M
- @active_battler.current_action.kind = 0/ `1 I3 k! L% ?( W& A' M B* |
- @active_battler.current_action.basic = 0; ?1 r; z$ p3 s( x3 K
- # 开始选择敌人
' M* `2 T& L% J6 ~2 R5 R M - start_enemy_select
* U# D9 v3 C- {* H# P {4 u - when 1 # 特技9 G" m; i( Y9 {4 X: W
- # 演奏确定 SE
6 I' l0 }; ~8 k: q. q: z5 D! h - $game_system.se_play($data_system.decision_se)
. u8 V% c3 O0 D* t$ ~7 [, X - # 设置行动+ g% |+ [5 o0 R+ N+ s9 l
- @active_battler.current_action.kind = 1
" R b; d! D% r, f% t - # 开始选择特技0 n# x b: E: k4 b# J' ]
- start_skill_select
# _6 w8 G' e y- z% G' s# Z! N - when 2 # 防御/ K4 F- v" ^( K3 ^: o) p, Z8 c
- # 演奏确定 SE
$ ]" o: a8 {$ [$ O5 V; A: ] - $game_system.se_play($data_system.decision_se)9 a8 e3 X* d d1 z
- # 设置行动
1 y3 R3 z+ f5 @1 L) w, a3 `% F - @active_battler.current_action.kind = 0
- { J6 ?2 Y: C* J" Q3 Z4 A - @active_battler.current_action.basic = 1
: [: c6 z3 l( \: k F9 ?4 v4 | - # 转向下一位角色的指令输入% ^1 E$ g, h" G! b' |5 l- a8 A4 e
- phase3_next_actor
, t0 \5 t1 F; A - when 3 # 物品
5 \6 y! m0 e$ s, Y/ ^: B& p2 I - # 演奏确定 SE
1 C) Y0 t, S/ I5 X. \3 ` - $game_system.se_play($data_system.decision_se)) y+ L6 \2 l' i0 Q
- # 设置行动
0 P7 S0 E* I1 t9 l+ Q" J0 c- L - @active_battler.current_action.kind = 2& P3 g) n9 d) v' r! F7 t2 @
- # 开始选择物品/ H9 Q; h( p& T {$ b7 G7 |
- start_item_select% H& v* j- b- p. H5 q6 I
- when 4 # 换人
& t- S* C+ E& p7 c - $game_system.se_play($data_system.decision_se)" B7 e6 }5 ~9 t* V
- @active_battler.current_action.set_change_battler
0 [, A* n9 M; Y# N$ | - start_battler_select4 ]$ g- S- O n9 C: s$ l ]
- end
# a7 S+ ~+ c q1 U- _ - return
. N% }. q) P+ Y$ O/ J$ J B - end5 ]9 |6 P+ M1 d
- end+ Q2 ~- M' P& C* b
- # 开始角色选择
& x$ j6 j! }6 n" y - def start_battler_select
3 D% C+ [/ O& l9 E - @actor_window = Window_Actor.new& P6 w4 r4 N9 N* E9 T9 O2 R
- @actor_window.active = true
! s9 t8 i1 U. Q% x) b. N - @actor_window.index = 0
( d: r/ ^ G( y5 G7 [9 h - @actor_window.help_window = @help_window
0 ~6 E$ s4 y+ l( q! A2 k h k: O b+ r - @actor_command_window.active = false+ ~9 J: e0 j" M
- @actor_command_window.visible = false
) |6 D4 q6 z' ~' k - end
* ]& m+ Q3 i2 `) j c$ H - # 结束角色选择
8 ~2 z/ e4 F$ @- @9 n - def end_battler_select, c/ ?6 ~1 O# N6 {; o5 C
- @actor_window.dispose
& c$ o! I" E9 x/ @$ {# V0 K* O& X - @actor_window = nil4 K7 X4 w6 A/ R5 a
- @help_window.visible = false
* r. n# F F( f, C% n L - @actor_command_window.active = true& b) K [2 j6 e& l7 x5 E
- @actor_command_window.visible = true% n- d, I" N( ]0 Q
- end. v3 D* N9 E; P( g
- # 刷新角色选择0 P3 f/ N4 B1 [
- def update_phase3_battler_select, z; |; s2 {+ A; D' D: s
- @actor_window.visible = true- z }8 l, u" j* o- Y# K
- @actor_window.update
, p# u2 V+ R9 V# ?3 [2 } - if Input.trigger?(Input::B)0 b8 N# Q5 L5 `% q6 I- ?9 k
- $game_system.se_play($data_system.cancel_se)
l8 T% Y2 Z3 Z- D3 P5 L - end_battler_select
- z# I* E$ @8 S8 U6 }* U1 p; L - return8 B5 B) \ K! ~! K& Y
- end
$ V. O9 a0 n0 Q( T; B _ - if Input.trigger?(Input::C)* l+ e i2 a4 Y; R3 q+ d8 d/ @5 @
- actor_id = @actor_window.actor_id0 f1 R5 G* y) @ {5 U
- if $game_party.get_actors_id.include?(actor_id) or
; g( f* y: {! x. e- o/ G- L - $game_actors[actor_id].dead? or
. T) {- _1 s' a Q- L' W7 \+ b - @changed_battler_id.include?(actor_id)
9 o2 R0 ]2 ]0 U+ p+ e/ ^* _ [ - $game_system.se_play($data_system.buzzer_se): q o4 M5 z8 E4 y# _* @8 k# n
- return* E4 e- S) v, P! l6 o* |
- end
5 g0 I" ^2 Q- }$ E2 I9 v$ k4 C - $game_system.se_play($data_system.decision_se)
$ X" D6 g f/ D* g3 X - @active_battler.current_action.change_to_battler = actor_id
1 j! m) L) c/ E* M$ r - @changed_battler_id.push(actor_id)4 j! b) u0 H F6 c
- end_battler_select- x# b6 i: ]/ H3 X C
- phase3_next_actor0 m' r8 X4 F7 u1 k& {$ ?* J
- return2 n1 k+ Z; N8 p) Q( T6 _
- end
! M" T" C( b( D - end1 M3 F) K' x2 x* B6 `
- # 行动方动画
: P) w k% h1 ^1 f( n6 }) ~, h - def update_phase4_step3: r1 G# s5 f, ^3 D" k
- if @active_battler.current_action.is_change_battler?$ y$ Q1 a: e& J3 t# V: l
- @animation1_id = AnimationChangeBattler. B, }8 z* M0 a
- @target_battlers = []
; m- ]( R @$ n7 ^* t" S" E - end
! _. l- e- T. u3 y4 Y - # 行动方动画 (ID 为 0 的情况下是白色闪烁): t* b4 o; c+ {, O4 `
- if @animation1_id == 0, N- k& J b H5 P' L1 g
- @active_battler.white_flash = true
4 g5 f I& n# ~9 l - else
: V- N# t) m) X$ r - @active_battler.animation_id = @animation1_id
) C) }% i/ h' @5 Q6 l% ] - @active_battler.animation_hit = true
7 X' }' ^) |5 ^' O/ o - end
3 E. I; F* ]! m6 Y - # 移至步骤 4/ z8 ^- n6 ]# S; R& U
- @phase4_step = 4
4 u7 W. Y/ p9 z E - end/ L5 `: d; \% {, S0 c: {. k) {
- # 对象方动画: Q- e8 ~1 |/ B& `" g& b
- def update_phase4_step4
% N1 z5 u# l: W3 C3 n0 g - if @active_battler.current_action.is_change_battler?& z/ \; c6 |' L. p6 T# y6 U$ J/ L
- actor1_id = @active_battler.current_action.change_to_battler
; e8 z/ f* \, R4 m9 a$ \' h; C - actor2_id = @active_battler.id
, ~. P7 r0 L6 m# M3 G9 K7 | - (0...$game_party.actors.size).each do |i|
# P$ o3 [+ V3 `' ` - if $game_party.actors[i].id == actor2_id; b4 _6 h$ j# Z
- $game_party.change_actor(i,actor1_id)
/ T+ _5 I1 [. ? U$ p9 w - @active_battler = $game_actors[actor1_id]: r% }! k+ z1 {; S7 g0 E
- @status_window.refresh& p' F$ W$ t: M" g
- end
- R3 T4 o$ O9 Q2 B0 m: H( m - end
$ N- P X5 V5 V# c1 l# m3 X- O- O3 Y - end, [4 s. |, S/ D' _# c
- # 对像方动画
- f6 F5 H8 } y) T7 s0 j - for target in @target_battlers
7 \# Q" C: F5 m |2 G9 Y - target.animation_id = @animation2_id3 s! ?+ g+ P a
- target.animation_hit = (target.damage != "Miss")
& b/ {, P/ L0 w/ a/ _ - end" R" o( c/ \% W/ J
- # 限制动画长度、最低 8 帧9 z8 P" M* [5 f* B* c0 P0 Q
- @wait_count = 8
/ i( ?8 R8 C# j( l$ L - # 移至步骤 5; V$ W0 z3 i# H" h3 s+ j
- @phase4_step = 5
( v" D3 F# v, r - end& O8 L* s) i7 ^; Q+ O8 D& M
- # 公共事件' j! C3 b& W. C
- def update_phase4_step6 u2 b" b. ~& w$ J! a' P' f, Q
- @target_battlers.each do |target|# u1 @6 V6 W, d2 l4 K. N4 F; S a
- if target.is_a?(Game_Actor) and target.dead? and
: p/ I2 ^% I4 z' @6 D0 L, }9 g - !$game_party.other_actors.all?{|actor|actor.dead?}
6 o5 Z$ p* C. J - @actor_window = Window_Actor.new
5 g) a, T. L9 V; g; v - @actor_window.index = 06 Y( e% ^' S2 G6 c) }
- @actor_window.active = true1 Y5 V* [" k* {* s) @9 S- ]7 V
- @actor_window.help_window = @help_window( K1 u: R2 c# Q
- actor_id = -15 q, \7 B* q N& W
- loop do
1 d. F/ j1 ^* V+ e- \- A& w - Graphics.update
5 g$ b& \/ [# W+ c8 v- {- N5 f& ` - Input.update. O+ i7 J3 ^: d8 b U
- @actor_window.update2 T9 t; p4 X5 {& c2 z" L5 \2 K
- if Input.trigger?(Input::C)
/ ?+ H. D+ W+ s% E0 j, e - actor = $game_actors[@actor_window.actor_id]
3 P0 [! W. h6 o+ A g5 h - if actor.dead? or
! X) g- E- ?9 O# E - (@changed_battler_id.include?(actor.id) and
( H' R8 M/ Q" R3 V - target.current_action.change_to_battler != actor.id) or
; J) I* J& C; r - $game_party.actors.include?(actor)6 G% s( L' d0 x6 T
- $game_system.se_play($data_system.buzzer_se)
. a5 ~% \9 B# B3 u9 Y* ?2 t - else
1 ?2 [ f1 S1 V& ~3 h& j0 V - actor_id = actor.id/ C! ^$ a, b( @/ c% k. ]5 H7 O
- end
7 ^! c9 \0 l8 l3 J: y8 U3 R - end# a! p: l7 i) G" H& F
- break if actor_id >= 0: O1 P9 G; `2 {8 {0 ~: [4 U
- end
: B% @' z& {2 i; @3 F - @actor_window.visible = false
# o9 p9 @" w3 p9 f - @actor_window.dispose* D Q2 e- x9 I* r) I
- @actor_window = nil" j3 H4 w- H+ |
- @help_window.visible = false! o# I" m- c9 } o5 [1 o, r
- (0...$game_party.actors.size).each do |i|: ~; z* {. F& {1 n6 @0 q
- if $game_party.actors[i].id == target.id# Z& H" y8 w' J* y6 E& G
- $game_party.change_actor(i,actor_id). `" A, G! l' a% \7 ?6 k0 E
- @status_window.refresh( P# `# n+ V1 b; }0 _6 F
- end7 g- [3 j1 w9 n* `$ E
- end
, F- Q+ {0 C& f7 B" \& V4 _5 o) D1 A - end- Y! C% y0 H( q' u7 n$ k8 j% `- U
- end, I( Y* g: C$ w$ p; L
- # 清除强制行动对像的战斗者
/ D2 a' x4 O. ]; E8 O, k, H9 H - $game_temp.forcing_battler = nil) b/ P% n; ~! @3 U; `9 K
- # 公共事件 ID 有效的情况下
% L- S- {+ Q/ k0 ^% X. D: s - if @common_event_id > 0
2 M K3 D3 U6 I$ y- [ - # 设置事件$ O9 V9 f, G: O# x$ t! j
- common_event = $data_common_events[@common_event_id]& m3 J1 v) ^0 q
- $game_system.battle_interpreter.setup(common_event.list, 0)
5 @8 R! y* \- N2 Z0 d& j( P - end
1 F# x' q: D: N4 N% C - # 移至步骤 1, u1 P8 L; }! Z8 P6 h
- @phase4_step = 15 Y8 H7 ?1 m7 z! F3 p7 O
- end' s: e- I c/ ]" L
- end
) M$ F% @, {# |' g( A0 G9 w# {, j
" E. m! ]2 g3 }9 b1 d" }- x4 m" }- class Window_MenuStatus6 q- c+ ~2 W/ C6 {7 i/ l0 _9 Z1 z
- def refresh2 N- B% u, J( _1 V0 M8 o
- self.contents.clear/ J, n9 P% V3 v! F; c1 I, d: r5 c$ T
- @item_max = $game_party.actors.size
# ]6 O: u- V' J6 Y - for i in 0...$game_party.actors.size
0 d' \4 x6 q* K; s - x = 4
* K" ?' E# W' ]# y0 t& n - y = i * 32
" b: V: L& s; G) G+ @2 } - actor = $game_party.actors[i]. V% ?! |+ k: b4 [4 Q
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
4 R; ]: w7 U6 m" r* S) ^. L - rect = Rect.new(0,0,bitmap.width/4,31)& M* f3 @) i0 ~
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
5 Q# c/ T+ z0 t W% ~ - draw_actor_name(actor, x+36, y)
8 x" J! w4 N6 `: r$ \ - draw_actor_state(actor, x + 136,y)
3 O/ C' B3 \1 A' n' g - draw_actor_hp(actor, x + 236, y,96)0 w6 ?; E' K1 a5 `. |1 \- p
- draw_actor_sp(actor, x + 336, y,96): |# ]* u6 \8 Y5 G* ~# I, S% {6 C
- end
' v5 K. y) h+ e) n. r - end
6 |7 k5 `3 m8 i8 Q5 X* D( L- d& n. \ - def update_cursor_rect
( c. i% n$ {: H# E$ s - super
* O! ]5 I: |9 C2 C* D) @4 M - end
G. Z' O: ~- ~- e - 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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