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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 LimBattlePlug8 j& F8 I+ O- O$ E
. K# X* Y, \2 @- # 队伍最大人数
% |+ ?0 u# Y; i. }' O" t& Q7 T, o3 R - MaxPartySize = 8. C0 T% ?$ M; A% _$ l
- 8 S' J' k1 F- z5 a/ G V( L5 h2 O+ V
- # 出战人数" p( V% M2 I" s# n
- MaxBattlerSize = 1
1 y7 B' _1 s% T! d7 p: | - 2 a9 k5 v4 R/ Q R# i. q
- # 换人语句
: n8 s) H- x! j8 e; b/ V# Y - WordChangeBattler = "换人"
- W8 a: J% X4 o$ x" w
# g" @& T+ U) r. L1 m/ e A- # 换人时播放的动画: }4 Y+ s. y$ T% R! H3 f
- AnimationChangeBattler = 26
5 |8 p5 i9 }) c! W2 t1 q) { - : x" ~! B1 t6 `( _
- end
/ y7 n( u) @5 g' K, }3 H" h - , H0 q/ d4 I; s- _! Z. |( u
- class Game_BattleAction
' I' | J+ |7 n5 n - attr_accessor :change_to_battler
* z6 e: N0 Y1 f5 J2 ~ - # 初始化
; B) W" M) _/ S, S' P - alias lbp_initialize initialize) z7 X/ i/ h* l$ Y4 _+ [! S
- def initialize
- C- G' N# T/ S. r/ {7 {# q - lbp_initialize0 C- L5 X) z; i( @
- @change_to_battler = 0
* ~1 f @% _' d2 h2 J* j" Q - end
4 D; a2 A4 j2 j# w, }% @ - # 欲更换角色编号; A# f1 v# a, G& b, X
- def set_change_battler
# F, v* d- [7 b - @kind = 3
8 o# G8 E2 ^4 r% r0 \. F( B - end9 F5 f. [, ]5 ?. M- f
- # 判断行动是否为更换角色
, c' W# @ e; N, H" m - def is_change_battler?
7 k7 f' ~+ L# O$ d6 i9 a - return (@kind == 3); P+ w( e8 U; }7 ] F9 g7 C
- end' K! O6 V7 @1 U3 h
- end" V3 T. d; i! d( i: Z8 m
- # c1 k8 _* o+ F# c1 u; I! `
- class Game_Party
9 O: O6 R' P# N% z- Y - include LimBattlePlug" h9 U0 R/ a3 T1 E
- attr_reader :actors2
% z. |$ T8 \1 e* ]( H' j4 E: r - alias lpb_initialize initialize
- P5 m! |$ w' \! f* ~& B' c - def initialize3 Q; z* _, I+ F* ~' j% v+ ]
- lpb_initialize
/ s5 Q) r& R$ A6 U4 _. Q# ]. c - @actors2 = []9 V4 Q8 U0 b$ Q" T& C
- end
! d" ^% T* s3 u - # 角色加入9 D7 p$ J6 I4 s/ @8 b
- def add_actor(actor_id)7 E+ O, v1 L0 ~2 x& e
- actor = $game_actors[actor_id]: i# b1 Z% k3 T0 ~, |
- if @actors.size < MaxPartySize and not @actors.include?(actor)% q4 g' A7 p& D: z% e3 Q8 B
- @actors.push(actor)
2 w$ V' P$ u/ S- F9 X - $game_player.refresh
% c) l% H. [! s: q0 @. U - end" v( o6 @% a3 ^+ m6 w, w
- end
) ]2 W3 X% m3 M3 ? g# ^ - # 设置战斗的角色
4 H9 j5 f8 r% y0 z - def set_actor_to_battle, ^ u' D4 Z* b4 _8 p3 m
- @actors2 = []& l: u# R% c; g" G! u& G4 |
- @actors.each do |actor|
7 a/ T; S/ I7 a7 E+ N - @actors2.push(actor)3 O8 l h3 f+ {% G
- end& h( r2 V/ g3 x9 _ F
- @actors = []
+ x7 n, d6 \) g- u1 \% N - @actors2.each do |actor|
- ]$ r# S( @, F9 ^9 S; m& k - @actors.push(actor)
# A$ ?1 u0 K3 m+ b7 v7 @7 c - break if @actors.size == MaxBattlerSize2 d% P9 V' v- {9 x# F9 y+ ~& D
- end
/ \" H( r2 n) b$ d q/ c$ r - end
% s3 r3 |! [+ I( w; q - # 还原战斗的角色' o' T% X! g5 d( G- [* }0 b
- def set_actor_to_normal. M# A( }% C, ~; _" m5 e+ u
- @actors = []7 W; Q0 L% B1 |4 }0 a
- @actors2.each do |actor| a& n) {$ ^/ z( o
- @actors.push(actor)
$ X1 R% \" [4 {' g& H* \ - end) W4 {) E" ]0 Y9 L$ x2 Y
- end. C. r* ?* J& u# X. j4 U
- # 获取角色id数组! g' H, k8 C( {$ S
- def get_actors_id
' y q/ G) o- t. L5 x5 f - id = []' f3 X$ v2 m) j# z
- @actors.each{|actor|id.push(actor.id)}5 C7 f3 P; O# L" W" |
- return id
9 P8 d9 e* i( `8 R( g, V" p - end0 `# K0 h3 D- u: c. w
- # 获取角色id数组
1 @; _4 s6 `* `0 O% l. h - def get_actors2_id% c$ B2 Z) d8 j3 W5 L
- id = []
% O. O, r$ b& o9 ] - @actors2.each{|actor|id.push(actor.id)}
5 v/ v$ I- F: \( }# l0 B/ s - return id* Y) N% p* f4 d/ f' n
- end, n" m& ?; Y; P: a
- # 兑换角色9 ?5 N3 {, D( Q6 J3 X7 y
- def change_actor(index,id)# o/ I% h! j$ w
- @actors[index] = $game_actors[id]
/ P* r8 U+ Z( F2 \5 @ - end( ?! O; n8 `) ~& [$ L4 S* m( r
- # 全灭判定; W) y3 L. v' K _% ^; s
- def all_dead?
( l: s" Q* v' o6 `" s& I - # 同伴人数为 0 的情况下- ^0 I( X/ `- t1 H. o: z
- if $game_party.actors.size == 09 c4 [" m4 F$ G$ o
- return false3 I$ S! @6 A$ A" h; a' k( I
- end9 I8 W& z, b1 r
- # 同伴中无人 HP 在 0 以上5 \2 H* I* y1 L
- for actor in @actors2# U2 ?! Q- I) l3 N* P. o( ^+ s2 `
- if actor.hp > 0* }# a1 l5 s: ]
- return false
. e/ {7 I* S3 h% U- q, n/ L4 K - end
( R) i5 y; u" @) C - end6 x; V: J( P5 N7 ^# F! d4 m' T! v+ D
- for actor in @actors4 O: {7 f! L. U; O
- if actor.hp > 0! L4 ^/ B- b, G3 C
- return false# a/ z: Y: J& Q9 m" J7 |6 S6 R
- end
! ~+ _ h) N8 _# m0 X! b- f" Z Q - end
9 Y/ z+ ]( o: q: ` - # 全灭. N: X; R, a U: k
- return true
- {+ P z( Y( E6 J. _4 H- k' V - end5 p5 {) ]8 h# F4 H
- # 其他角色- @2 J& x; B1 m7 G6 P! Z; \4 Z
- def other_actors+ N6 h+ a# |+ F3 L( f/ E8 Q. ]
- actors = []
! J: Z* s: K# c9 K& G: w - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
$ k [. D7 D3 f" L4 ~+ } - return actors6 y9 a/ O: p0 \! k8 Q3 L6 w
- end: b, Y/ s* J( W9 S
- # 角色位置互换2 h# `, J$ `: _9 a: y: w3 }
- def change_actor_pos(id1,id2)/ q7 `4 K' A3 ~2 {0 u. C {6 H G, D
- actor_id = []
5 U: q) v3 g* A' p - @actors.each do |actor|: `, m; u' V" J, [7 H- l3 ?
- actor_id.push(actor.id)
+ i$ ^% @8 a9 e* _& l - end5 j0 X* n2 ?2 d6 c
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
z1 L. Y+ @. i2 P9 h- @ - id1_index = id2_index = -1
) f2 j/ w+ P. w. n! z& A6 c y - (0...actor_id.size).each do |i|
# R) ~# c0 ^. k, L# L - if actor_id[i] == id1! [% j! i% l# }4 w
- id1_index = i
, F! V3 E8 {9 M) O - elsif actor_id[i] == id2
2 r1 k2 F& R5 a# o# O7 z4 s - id2_index = i
2 x5 T, \9 M# G+ \ - end0 b! F) C( ^8 [# }& }7 ]4 @4 Q0 a
- end3 @" B, |0 t& o! ]
- temp_actor = @actors[id1_index]0 g; f# e. ~! X% J7 j {
- @actors[id1_index] = @actors[id2_index]6 X2 z+ Z/ H5 u' |! s
- @actors[id2_index] = temp_actor
9 G% z U& X2 B; _, C - end) q1 P/ C( M& O/ k+ R
- end
) b3 V( a* s1 f9 r
/ z; i9 w: N' m* G7 u+ s- class Window_Actor < Window_Selectable
0 ^- h4 k' J* L* y i2 r9 P - # 初始化
4 Z6 G% Y+ h1 j - def initialize
, x! {. |( d6 C2 A+ M' c+ G! }9 `! } - super(0,64,640,256)
% s* M. _( p0 a - self.back_opacity = 160
+ L! x y2 d' g [3 |+ S6 L - refresh
1 `9 ` }9 Q* g2 r - self.index = -1
3 m p$ o* {/ A% @ - self.active = false& z5 u9 C, k+ y" r2 l5 d
- end, q6 j+ h" |% J& v( R5 M( _
- # 刷新$ n; x3 U& X# [( B d7 s
- def refresh
+ K( p k* s0 D. P( J4 { _4 Y - @item_max = $game_party.actors2.size7 O3 H$ {# W. T9 Y
- @data = []
y) P1 R) F+ Q6 U - $game_party.actors.each do |actor|# @) h8 g' w9 F' q3 |# e( G6 A
- @data.push(actor)
3 V7 {- v7 E( O0 n* u% u R) l - end
! v( Y; t8 z8 m4 ?! c* B) C - $game_party.actors2.each do |actor|' R; k" e/ L$ k
- @data.push(actor) if [email protected]?(actor)4 ?* v1 p/ S; Z* w) j
- end8 e$ A: i3 ^3 \ [; L d/ g. a2 Y
- if self.contents != nil
d2 v: u/ z) \ m3 J# \ - self.contents.clear" p( t, _( q! K9 T8 o& ]* x
- self.contents = nil
* k3 y8 c+ x+ ^: _3 m - end6 z6 K4 U( w; `8 O0 {, \
- self.contents = Bitmap.new(608,@data.size*32)
{& T) I# [- z - x = 4
: v# G4 m. V3 k4 ? h& x - y = 0
% B' S2 `: q/ d& a; |8 E# B - @data.each do |actor|$ Z; \; m% G& A; @1 k
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue), r1 G% R. v) z' T$ n
- rect = Rect.new(0,0,bitmap.width/4,31)
R& _8 d, T r( L K$ g - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
$ z$ z* r' Z& s5 d - draw_actor_name(actor,x+36,y)5 k1 ?$ u0 Y) x* P4 J8 v/ z
- draw_actor_state(actor,156,y)
+ {- w1 X9 U; Y! w& i+ Z4 f# F - draw_actor_hp(actor,x+256,y,96)8 ^" x- x, Q2 J" P
- draw_actor_sp(actor,x+376,y,96)
1 {0 U+ u0 M. B$ T& o9 V - if $game_party.actors.include?(actor)
& j0 n( a, p0 M - self.contents.font.color = text_color(6)9 L4 U5 y' H$ h; l* p% [; k
- cword = "出战"
6 p7 h; L& s. J4 M - else
# \# G1 K( N7 F5 x8 X# ?5 {. m; n! R# ^ - self.contents.font.color = text_color(0)
+ J2 G% h: b9 Q; G7 w - cword = "待战"
8 {$ {6 \! c; o( n) J - end
$ l; C# c8 t" u# h- i - self.contents.draw_text(x+496,y,60,32,cword)
8 a* B+ r" T: [$ n9 T - y += 327 Z- d# Q' N* E- V, P
- end/ O. i5 H, u& Z) }1 y
- end7 R* t& i N1 Q/ b
- # 获取当前角色编号1 R* M& v# P$ g" Y
- def actor_id
, R! L. {; N" q, h% o - return @data[self.index].id
. ~% J5 b) F, j! b/ X8 ~1 f# x - end" \8 q$ B$ K* `$ j8 n- n& o5 z
- # 刷新帮助; q$ L% X- V5 r. z! u0 T9 V( W9 z
- def update_help
L6 W9 O9 U6 T% {( a+ j$ ? - @help_window.set_text(@data[self.index] == nil ?\. _8 B6 \) z0 X7 \5 C5 k; P H
- "" : @data[self.index].name)- A, a! R5 N+ @
- end
* B ~$ Z; m$ {& D$ T - end7 @( U A. R' i& c
* r' a2 z' \. P" G4 E- class Scene_Battle6 C* ~3 w) w/ e* Z9 k4 J
- include LimBattlePlug
$ |9 j6 k/ A( u) h0 k& ] h - # 初始化* z: m$ z0 g" ~. J$ d
- def initialize$ Z! [/ {; V0 Q; s3 T
- $game_party.set_actor_to_battle
; I) {8 ?4 h; C- v1 F' z% Z8 ? - end
- a: E, T* J( G% P# s& r - # 主处理: E5 A$ s4 s- j
- def main* O1 ^9 T" [/ q9 i, W
- # 初始化战斗用的各种暂时数据# l/ N. u: Y* e5 `2 y2 N5 T
- $game_temp.in_battle = true
( r l, w) d$ ]! q! O, B# H* l+ M - $game_temp.battle_turn = 05 e, W( k8 |/ y- M' {' {
- $game_temp.battle_event_flags.clear9 j" _5 l& ]4 T5 c5 j* L! y
- $game_temp.battle_abort = false
9 ~" m: R7 r- d$ [) s) f! v& U! X3 ]" r - $game_temp.battle_main_phase = false) A7 o( }/ W. f/ I1 h# \* M. t
- $game_temp.battleback_name = $game_map.battleback_name
4 l7 Z+ S1 ]" j1 g4 R - $game_temp.forcing_battler = nil
9 r) D0 w/ z* S& g; D8 w - # 初始化战斗用事件解释器
' g# n1 m `" ]3 y - $game_system.battle_interpreter.setup(nil, 0): I8 G! f' t. Z" ~5 X
- # 准备队伍( J1 e. H+ _5 T' _. g
- @troop_id = $game_temp.battle_troop_id
4 O; T# a5 p( f - $game_troop.setup(@troop_id)
, t: m* \, I0 W, x' o% }. X( D9 f! u - # 生成角色命令窗口3 y3 `% F2 M- ~6 L* C/ v1 w
- s1 = $data_system.words.attack- Z& ?. M' e1 O; o6 a/ a+ K
- s2 = $data_system.words.skill
+ e! N o! Z; t5 S( E0 F - s3 = $data_system.words.guard7 x) e$ }0 s9 \& J& v' a' |
- s4 = $data_system.words.item
# V* E' _2 r; s" k; L - s5 = WordChangeBattler' j; L% w5 L. Y& U1 T
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
9 e1 K+ `' H- ?$ T - @actor_command_window.y = 1287 z! n2 [" |4 D" _" B
- @actor_command_window.back_opacity = 160
8 I5 F. H/ G2 H: A( Q$ c - @actor_command_window.active = false9 @8 f R2 X: }5 A, K
- @actor_command_window.visible = false8 x1 k: `: [; `" n
- # 生成其它窗口 D# f& v' W$ }4 h) S
- @party_command_window = Window_PartyCommand.new- P' [8 X3 l \! p2 ~+ G6 m
- @help_window = Window_Help.new" a( U1 C* i1 B) t% o
- @help_window.back_opacity = 160
9 P7 k( e$ o- i& ~' i' z- K$ q - @help_window.visible = false2 Y4 R7 \, J+ k9 S- E8 K
- @status_window = Window_BattleStatus.new3 u' {# `# y) g. U" J
- @message_window = Window_Message.new: n/ U* V' U3 O$ z1 @( O& [! B
- # 生成活动块
4 p" ]/ \* q1 _7 r5 i6 I - @spriteset = Spriteset_Battle.new' Q2 j& W$ p& n* k9 E
- # 初始化等待计数& D8 i- G+ ~! C" N" B- F
- @wait_count = 0
; \) }& D( K3 K" J1 W% D# n - # 执行过渡
8 l* L6 Y/ d& b* D, Z+ s - if $data_system.battle_transition == ""
! C: y# s4 O: j/ \5 |, f7 ~ - Graphics.transition(20)
) t \5 w6 c2 _* ~5 r% y# w L* m - else" A' y4 O6 q2 i# ~4 N5 `( d
- Graphics.transition(40, "Graphics/Transitions/" +
7 H6 g* @4 l0 W - $data_system.battle_transition)
_: W4 ]6 _$ E+ V - end9 k/ C8 A: M/ G% M0 k# b7 f
- # 开始自由战斗回合
/ A! `! a/ D2 W2 E& T( T - start_phase1* Z2 y! Y. A* U/ A
- # 主循环3 A$ k. ~) i% e0 u' y
- loop do- \# V; ~1 V" ^; E
- # 刷新游戏画面5 j3 {; W% A- _' i% M+ A& l+ e
- Graphics.update
$ p" t, J2 Y1 ^: }3 j - # 刷新输入信息 T) H) g- {$ ^5 o( V4 a
- Input.update
/ \$ `# d" A& @1 Q2 P* Q) ?' i- h3 ]% v - # 刷新画面
% `' H% c' s: u" O! a6 f - update! d) z9 w3 u, Y, p$ W) v/ A
- # 如果画面切换的话就中断循环
6 e9 n# j$ z# n; A& W; _% Q - if $scene != self) X& ]* B7 ?4 G6 g
- break
# M4 Q. U# Y* L8 e0 o& @! S* R - end- a1 D% ]+ b( f! ^" K
- end. }7 V2 x* y% q" E# s: v) }
- # 刷新地图2 Y! M3 F, {- c1 ^- z
- $game_map.refresh1 Q' J1 W# {7 |( o4 Q5 p
- # 准备过渡1 D8 t/ h# w- A8 ]
- Graphics.freeze
) D" |- r+ b+ f+ k! ]8 m& X: Y# V - # 释放窗口
8 [4 M; e; _4 r$ m* c - @actor_command_window.dispose
+ }1 v T! V2 D - @party_command_window.dispose: ?2 O8 b: v- H5 A9 h! g
- @help_window.dispose5 e* v l0 e& m. r( E3 u
- @status_window.dispose6 u q) N' R3 g
- @message_window.dispose
3 F+ o, h/ I6 n+ [9 i - if @skill_window != nil
9 M8 i% W( G! r9 J+ E - @skill_window.dispose
0 Y* i8 i+ K( ^3 }8 E - end- x# e* c& J7 m
- if @item_window != nil
/ t$ w$ X0 ^' X! _& j - @item_window.dispose
5 t% C0 T6 F+ Z - end
& ~ B: f' O7 Y - if @actor_window != nil% Y4 i; V* _, ]' {4 k8 x k
- @actor_window.dispose
+ T8 p9 Z! a- ?- V - end
) y t0 v/ y! \- {, b4 E) `" f - if @result_window != nil
* l" [9 A' G J% Y - @result_window.dispose
. H* _! R! k# J - end' s) p, M9 K& f2 f
- # 释放活动块
5 M& j. D$ z* @( } - @spriteset.dispose
2 y: p2 B3 w+ m" o; b, z - # 标题画面切换中的情况
\& c5 K+ _$ m& I& M - if $scene.is_a?(Scene_Title); c& f8 r( {% N5 [
- # 淡入淡出画面
' [# n! ?6 _# z r2 q6 k* K1 w - Graphics.transition
" _9 r; _. C7 G+ z# g" Z! A% { - Graphics.freeze* ~! f q( T3 `+ _0 m
- end r6 H1 Q. H$ R5 |; [ w- z
- # 战斗测试或者游戏结束以外的画面切换中的情况
9 j5 [$ L0 C: t: ?2 g8 L - if $BTEST and not $scene.is_a?(Scene_Gameover)
3 U) f8 X" ^" Q8 A- l; w& N: I - $scene = nil; o! X& \6 M! X: {0 Y5 q# c
- end
# E, T3 z! R7 D d6 A4 {0 H, O - end
, y9 r4 U5 ~: e8 x: ?+ Y1 i3 t - # 战斗结束
# B* d ]; D e. c - alias lpb_battle_end battle_end u) y9 H: H6 @% b" V& n9 V/ x
- def battle_end(n)
) ~' x9 E+ b( V5 u - lpb_battle_end(n)
3 H6 q) G' r. _; B4 j6 l- r1 C - $game_party.set_actor_to_normal7 a0 J9 c9 t4 v& b
- end
/ T5 w+ U! o. y9 u# _) V& n - # 开始回合3
, e8 s/ w+ r. O" B2 Y5 ?1 F - alias lbp_start_phase3 start_phase3
' Q: x6 H, Q& e/ e5 C6 h - def start_phase33 p+ z! U' _& [2 P1 {, J7 }: j
- @changed_battler_id = []! g7 g9 A) p2 z ~
- lbp_start_phase35 e+ F8 V( I' B; Z2 Z
- end
" L5 U/ g& d6 s5 ~, c - # 刷新角色命令回合画面
' `, o8 I; c; W1 l I2 K4 { - def update_phase3# j, P d9 a" `3 _ i6 v% D9 S
- # 敌人光标有效的情况下
' `3 N/ \+ b% a# h6 A% I% B) j1 h4 D - if @enemy_arrow != nil s' Q8 ^/ ~: ]7 o
- update_phase3_enemy_select0 v! o6 R7 C: A, a2 J/ B- |
- # 角色光标有效的情况下
0 Z! i, R* P7 j# B s - elsif @actor_arrow != nil6 s* P c/ A4 f2 ~6 t/ s
- update_phase3_actor_select1 ~- d& W6 H1 z! s
- # 特技窗口有效的情况下
4 z8 G& E# r' `: F" i - elsif @skill_window != nil2 M+ _: E# v# x
- update_phase3_skill_select, Q# P1 A/ n4 G/ P: Q' `4 l, S! n( H
- # 物品窗口有效的情况下
5 m% }" s" D9 @4 |2 L0 e - elsif @item_window != nil
5 @/ x4 v- V. B3 r8 C7 J - update_phase3_item_select
" j' J$ U& D- M0 | - elsif @actor_window != nil
' o( X2 H5 B7 P A1 S - update_phase3_battler_select M* N, s6 n& z1 O& }
- # 角色指令窗口有效的情况下. u! ?9 D8 f: H* Y% @
- elsif @actor_command_window.active
2 T; P$ X- g0 k" a4 C! R* n - update_phase3_basic_command
! y! Q, l0 N6 S( s - end
: r9 V" s! ~3 F% l) w# G. M& M - end
: M ~$ `3 _4 |9 [% \6 O( i. F - # 角色基本命令+ ~, |( {5 O7 Y& n
- def update_phase3_basic_command
- C6 J% G! v% n - # 按下 B 键的情况下
5 Z$ w! o& T4 \3 m" ? - if Input.trigger?(Input::B)
6 ^; U5 f/ s# Q$ L - # 演奏取消 SE, t; ^. r2 u3 s, I+ @1 s# y: q/ q
- $game_system.se_play($data_system.cancel_se)
6 o& I- ~0 f- v6 T1 X - # 转向前一个角色的指令输入" q5 X% W+ _0 F$ t3 @; Y1 e; @
- phase3_prior_actor
( K% q+ y5 j7 c0 J - return
9 Z& Z6 U, W9 u! H/ @ M - end- A4 x4 i8 N! ]) c6 R2 {7 h
- # 按下 C 键的情况下1 V' C h8 J. A& q# t
- if Input.trigger?(Input::C)4 w0 A, w/ f" `+ T) |
- # 角色指令窗口光标位置分之
# x4 a3 O+ M% t8 |2 `/ Z8 J: F! E; l - case @actor_command_window.index
/ ~8 X& L* [7 q6 h) k - when 0 # 攻击
( ^" N) @) b0 E0 X" P( L+ v - # 演奏确定 SE
8 q% Q- ~% H' w+ n - $game_system.se_play($data_system.decision_se)8 M3 m# z9 E2 G
- # 设置行动2 M) J* @ |) k+ R
- @active_battler.current_action.kind = 0
9 I; e. _1 O% t0 p; Z - @active_battler.current_action.basic = 0% t) D: O. }" G. [$ A2 U
- # 开始选择敌人
; a6 n" u0 h+ Y& F - start_enemy_select
% d4 L( g- x4 t N3 A r- T- N" ^ - when 1 # 特技
1 z* N* V1 e) I- x7 L - # 演奏确定 SE
0 R# j* i( ^/ S, ?0 W/ i' l8 ~% M - $game_system.se_play($data_system.decision_se)
9 m% M3 E' W" `- B! ` - # 设置行动
. O! i6 X; G$ n3 V - @active_battler.current_action.kind = 1) a2 U" l. o7 l/ |
- # 开始选择特技
( E: A6 v# ^) R) d$ ]2 j- F - start_skill_select) c' X' |0 n- B' M3 o) F+ [9 H9 d
- when 2 # 防御2 `/ X @1 F! I) ]
- # 演奏确定 SE3 o, m$ U0 ]: i" \! S, h/ v
- $game_system.se_play($data_system.decision_se)' D! {3 b/ X9 M7 |! A
- # 设置行动1 G: {& |$ R2 N8 I8 }
- @active_battler.current_action.kind = 0* g# Y6 L4 i7 }
- @active_battler.current_action.basic = 1/ ^2 r! ^, i" w- H0 g
- # 转向下一位角色的指令输入
0 @3 k! z. j3 k. s1 _4 b6 S# E - phase3_next_actor4 ~& m& d+ k4 b4 S
- when 3 # 物品1 o( {, Z/ t, ^
- # 演奏确定 SE6 g4 W' S/ n* s( [
- $game_system.se_play($data_system.decision_se)' K" k' m; q1 u4 k6 ~" z( p
- # 设置行动* f; j$ I4 [' l, m, F. J$ V
- @active_battler.current_action.kind = 2
8 u9 ^; q$ p' a. @: d. X) v - # 开始选择物品0 X* w0 L( F4 m9 s
- start_item_select
4 x7 ?: G3 v: y* O - when 4 # 换人
' t; c, k& L2 {& o6 L2 e - $game_system.se_play($data_system.decision_se)
* B; Z! Q& |# e9 N' @ - @active_battler.current_action.set_change_battler) F( o* D) n$ N
- start_battler_select( [5 g7 x# M& i/ Y
- end! q# [# t! q- x9 c
- return" t" s; g# E- m! Z
- end5 b( C2 w$ D3 R5 i$ [
- end* p' A. ?% r, s9 {
- # 开始角色选择+ d0 U, j! e: e4 [' ^5 N$ I
- def start_battler_select4 I, k! L8 ^$ }& {9 ?6 ?* V
- @actor_window = Window_Actor.new
/ R! c" J6 X' `/ ]! [ - @actor_window.active = true
. F# U0 ]. N, y6 _0 R - @actor_window.index = 0; ]3 a+ x. l# P3 x
- @actor_window.help_window = @help_window2 k! l& O0 ]2 {+ s
- @actor_command_window.active = false
5 w, e; O! L% ?, m - @actor_command_window.visible = false0 Z- d, w S* g& p
- end! V, p: p2 u8 s) D7 T/ Y+ A
- # 结束角色选择
- j, {+ i# }$ J$ U, g7 B" e9 B7 P - def end_battler_select9 s: l- r8 X+ N2 z/ j* z
- @actor_window.dispose' h# C& y' \/ I2 M& i
- @actor_window = nil) h8 m! T! W6 l+ e1 G7 X
- @help_window.visible = false
6 A4 Z% K, n: H8 ~ - @actor_command_window.active = true; Z- y9 n7 Y& y- P4 E
- @actor_command_window.visible = true
9 X$ _$ E, m2 H - end* O6 y0 F& b# T+ D5 k, F, \
- # 刷新角色选择: W4 I5 F: j( ]8 ~! f" o& q
- def update_phase3_battler_select
9 p! e" R# A/ P# y% o' A4 _5 h/ { - @actor_window.visible = true
' Y' V2 `! r: s8 y4 J* z - @actor_window.update$ N) a+ K2 F, N
- if Input.trigger?(Input::B)) x" ^" k% x: g- G- t# W6 _* E8 H
- $game_system.se_play($data_system.cancel_se)
" w8 X- W# K5 u* j' ~ - end_battler_select
% ~; e' a! h, h% F; Y - return
( U- g) ~; J3 W - end, H/ u2 g& g; [
- if Input.trigger?(Input::C)
v) o( D- \6 v; q: V+ `7 d - actor_id = @actor_window.actor_id [& l" `/ g* N- }
- if $game_party.get_actors_id.include?(actor_id) or7 @$ M& Z8 v0 c& p& r/ [
- $game_actors[actor_id].dead? or 8 i" d8 V w! I3 U# X: {
- @changed_battler_id.include?(actor_id)
9 \# v; X" i: j - $game_system.se_play($data_system.buzzer_se)1 Y( @) [5 v1 J# p+ u- K* }
- return
; [+ U/ I$ V- @# U' U, L- ~ - end. i/ v; G2 x' I7 q/ l% j% {, F- y9 i
- $game_system.se_play($data_system.decision_se)7 }. ]/ M# S6 n* f O
- @active_battler.current_action.change_to_battler = actor_id( H: {8 N# X) j
- @changed_battler_id.push(actor_id)
9 ?1 t, y$ ?* S$ K - end_battler_select* @8 h. t! ~9 }
- phase3_next_actor
$ U7 Z& U; v# W6 Q. X) Y - return
, y$ Q' m9 s7 o8 d$ i - end
0 v: f% E X) Y) o - end( M- U9 ?8 K( p6 u5 g0 J8 u4 Z
- # 行动方动画! |: r: z; k6 l+ N2 Z0 R
- def update_phase4_step3
. K; l7 |9 j. s' `* g8 j0 \ - if @active_battler.current_action.is_change_battler?- n7 S# k- H3 h" m9 o8 s
- @animation1_id = AnimationChangeBattler7 k- E, X* S& Z) v. {
- @target_battlers = []
7 S- _5 N& @* N6 Q- c/ [ - end
3 \' t2 J: m" j# V% N+ _8 t. o - # 行动方动画 (ID 为 0 的情况下是白色闪烁)& g7 K3 k: `; `4 j
- if @animation1_id == 0$ Q& }& Z% g1 s% Z7 O+ ?, d# y
- @active_battler.white_flash = true
* x7 g+ L0 E* ~ - else# O) _6 s% X' W, S* f3 H
- @active_battler.animation_id = @animation1_id& U9 K- s5 L" W4 }/ u( v
- @active_battler.animation_hit = true+ M6 N, w% A5 L0 P+ N, V
- end
) f" V c1 w% v: F8 H0 D* S' v - # 移至步骤 4; u; A1 x+ Y1 R7 b+ l+ J
- @phase4_step = 43 l8 Q% h6 d" |4 _
- end
$ T" m; r( W' D0 z4 h; R8 E$ Z9 y - # 对象方动画
, Y0 z. Y& |) D - def update_phase4_step4) j0 r9 \0 w9 j% b1 Q7 b6 U/ g& l
- if @active_battler.current_action.is_change_battler?
9 N, W3 T0 H; q% \ - actor1_id = @active_battler.current_action.change_to_battler" L+ V. b S1 N/ f: J% V, w, K9 Q- X9 B
- actor2_id = @active_battler.id$ M6 f5 e/ a. x- T; e2 S
- (0...$game_party.actors.size).each do |i|# D$ o! L2 g7 ^, G' h1 @+ U
- if $game_party.actors[i].id == actor2_id
: l0 _0 p7 ?: {) f" F: b) l - $game_party.change_actor(i,actor1_id)% K: E6 Z/ a- _: e$ Y
- @active_battler = $game_actors[actor1_id] a& F0 p7 @. a/ x2 x1 `$ J5 T
- @status_window.refresh
1 ^6 w/ g# l: k5 X9 @ - end, h9 V* A6 W7 u* n+ L# e% L5 I
- end
. W. N* r( L- f0 y5 H9 D4 X8 g1 @ - end) L- N/ w% O% I- V. ^
- # 对像方动画" w1 P+ d5 e) U4 j" u7 E
- for target in @target_battlers L5 b# D& Q# ^# J5 ?3 T: v( @
- target.animation_id = @animation2_id# C7 @+ h( \! k8 R- ~
- target.animation_hit = (target.damage != "Miss")
( v% D& u ]7 }3 ?# k# f6 g - end
- n. `/ H3 j+ F& p& |( w5 B& X7 S - # 限制动画长度、最低 8 帧
! X! D2 M4 ^4 f3 p0 v. B - @wait_count = 8
# o5 ~) g2 Y: ^0 ?: { - # 移至步骤 5; t4 ^2 ^6 Y; q' x# d
- @phase4_step = 5
# G: ~4 x1 X& F - end8 K6 L: `5 w( _9 Y7 j, e, z
- # 公共事件0 d, G$ ^) o5 G4 r7 O
- def update_phase4_step6. t- y, @, u5 d3 N( j7 E8 Y9 O
- @target_battlers.each do |target|
/ p3 [$ ^. S: `5 c0 Y - if target.is_a?(Game_Actor) and target.dead? and2 E/ g4 z/ v a ]" j7 }! o, [
- !$game_party.other_actors.all?{|actor|actor.dead?}
$ C# Q. c* s. I | - @actor_window = Window_Actor.new
( o5 J$ v% k1 o# Y4 z5 I2 z/ V - @actor_window.index = 0
2 M7 y% m; x) B - @actor_window.active = true
+ [( L1 r% m# s0 g, y3 p# [1 d - @actor_window.help_window = @help_window
! _4 N4 k& v& m1 q3 k. r0 E+ ]( \ - actor_id = -1
a2 Z2 o' G* D: [) p) r, K - loop do3 Z+ v$ W4 q6 y: Z$ O, o% ~$ H
- Graphics.update
k) e- L2 d7 P2 F) M. Y" _4 K - Input.update
& B0 \8 U$ v( E - @actor_window.update8 {5 {2 ^$ `; G9 G4 c1 H9 w0 ^" W0 ]
- if Input.trigger?(Input::C)
1 u$ u. x: D/ }" Z q; g: S: G4 y - actor = $game_actors[@actor_window.actor_id]
8 [# [' z1 [' ?/ T - if actor.dead? or1 Q3 ^ X# w d6 ?7 t# K: R
- (@changed_battler_id.include?(actor.id) and + J* m1 ]6 Q8 E2 e4 ~ z Z
- target.current_action.change_to_battler != actor.id) or @7 \, H% S, t, K
- $game_party.actors.include?(actor)
6 P2 l* Z8 ^% c7 |/ z% C - $game_system.se_play($data_system.buzzer_se)
$ @% g- K' b- T7 D - else+ f u1 }& q- j9 W7 A
- actor_id = actor.id
0 C3 @/ @/ m) d. b* |: u. i - end1 O, z; \; |, L& z+ m% `- l
- end
2 p& G0 Q1 D, E - break if actor_id >= 0, M. C: s L4 j6 }
- end. H8 F; b/ S. }; m1 o R$ o6 ]
- @actor_window.visible = false- U2 g9 V" Y' I
- @actor_window.dispose
: N3 t* d7 h: {5 P6 L! }- P - @actor_window = nil' W" Z& i* q4 \3 h& x1 q- j/ j
- @help_window.visible = false
: Z u3 p8 k; U5 p$ N - (0...$game_party.actors.size).each do |i|9 g* B$ i6 p! h# I, Q4 r& {
- if $game_party.actors[i].id == target.id6 k( r2 m, k& {+ ?1 B4 m n W0 ?0 {
- $game_party.change_actor(i,actor_id)( r( s1 T7 P$ y7 |
- @status_window.refresh
2 e4 ]3 H" ` w - end S5 d* ?4 x5 G7 p. a4 H1 f1 t% n
- end6 c) ? n7 T+ k
- end
, n0 E3 X: U& _4 y, Y, A - end
1 g# S5 ?7 m+ A5 w0 I8 ] - # 清除强制行动对像的战斗者
, r' ^7 X$ M/ C - $game_temp.forcing_battler = nil
! \, y1 @' ]- V8 {# Y# L+ u - # 公共事件 ID 有效的情况下: o7 J3 Z- Z6 I7 K' }6 @
- if @common_event_id > 08 r$ n% Z. f M$ _; R
- # 设置事件+ _2 h% u! i: b$ O( u
- common_event = $data_common_events[@common_event_id]4 L u' B& k. q# R6 T
- $game_system.battle_interpreter.setup(common_event.list, 0)
3 a0 l0 s* ~4 o: t# Q - end
" l) X) U9 y7 A7 E - # 移至步骤 1
# u/ m$ h& |' T5 R0 ` - @phase4_step = 1! k1 l' M3 n! a- z: o' y, ?
- end5 O+ J$ s/ }. _& E8 j
- end7 x+ a8 t1 x$ k. T: x
- , h) H5 [/ J9 ^& y/ d n5 T
- class Window_MenuStatus, y ]/ z% L3 s# @1 Y0 r
- def refresh
( V4 O/ d! @# ?) ` - self.contents.clear8 x2 h1 U5 D6 t
- @item_max = $game_party.actors.size3 v* O& W5 I/ l
- for i in 0...$game_party.actors.size( p/ r: }) T5 e' S
- x = 4
" C: Y) P) e; f1 f - y = i * 321 u/ m+ k1 h3 l" Z0 Z0 b: |2 m
- actor = $game_party.actors[i]
8 j. H2 C. Y) M6 D/ y2 | - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
. Q( T, j+ [" E+ P' Q) I - rect = Rect.new(0,0,bitmap.width/4,31)' Q, W9 M2 E; @9 ?8 k# Z% p
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)$ m3 o4 G' t2 b6 z
- draw_actor_name(actor, x+36, y)
0 L2 E( w% e, @# r - draw_actor_state(actor, x + 136,y)
. R6 x% M& V6 ?# g' R! g3 t - draw_actor_hp(actor, x + 236, y,96), i' F/ I3 x: u- e: l
- draw_actor_sp(actor, x + 336, y,96)
: y: n5 S6 o! D" i1 { - end+ i3 k8 L& d6 s) w/ Q
- end8 C. U; G4 P# M" U8 Q
- def update_cursor_rect x2 r( W: X x6 I \
- super
8 l# c: k( ?5 _0 W - end
( n0 ^! R7 ^% I9 m - 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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