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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) O# A, g7 P6 C! e) z
$ S) k- p% Q3 Q( f9 H8 @# | ?: B- # 队伍最大人数
5 L9 U: c/ V5 S1 H) q - MaxPartySize = 8
% O) P7 e8 k9 W2 k% U
' c$ h4 x7 ?5 u" ]( a: I# K- # 出战人数# T+ B5 R! H4 c X, O& T2 Y
- MaxBattlerSize = 1
- q& E, z" _" s1 G3 X0 ^ - * L$ \3 z- n- p0 N
- # 换人语句5 u: U0 v! k( m: D$ G
- WordChangeBattler = "换人"% l9 Z& S% G+ l7 u
- G( y- U! V* h& Q8 I- # 换人时播放的动画
" d8 g' c9 e! V V$ R - AnimationChangeBattler = 267 ?/ k! ]9 g2 C
- 8 X9 u/ z$ Y1 A6 b2 X2 N
- end# w- q- t' |) P
- : R( u: I, _ h
- class Game_BattleAction
e b; x% k( c* H* O( W' W0 x: O/ q - attr_accessor :change_to_battler; {. Q5 r2 c% }9 k
- # 初始化
6 z8 u0 c+ X6 N7 A$ C - alias lbp_initialize initialize9 H2 v4 G) k# _
- def initialize
1 A! u( z! b' J3 A. q - lbp_initialize
, _/ p$ i: O) d( S" ]4 K* g# Z - @change_to_battler = 0
/ m; U3 r. R! ^5 K8 Z% n0 j+ g - end
! N& V2 o# K. P. M - # 欲更换角色编号
7 p: S/ j! I6 B( o* [; z5 ` - def set_change_battler
, t8 `5 w) r; O7 e6 r7 R" u - @kind = 39 R$ B6 U" h7 v' X7 \5 O
- end9 [& A' l. i: t( t: O D
- # 判断行动是否为更换角色 D( t- W0 _: Z1 f. N5 A
- def is_change_battler?
- z0 f, Y( Z$ I/ ^2 y: M0 w - return (@kind == 3)
: n( X- m! D- ~6 g/ w' R" p7 C - end3 }- g ], W: ]2 S' w6 ~8 y
- end
& P P) R; ]7 j; z/ ^% ]0 t& l
% g( f7 X' c1 C* d3 N4 J! o- class Game_Party3 @5 N3 |# ]9 z5 l% Z9 F0 I
- include LimBattlePlug
+ R. b2 T4 o. T7 F( |" I2 I' o - attr_reader :actors2. c% H- N% k' _) F/ `5 E2 r
- alias lpb_initialize initialize" X& q( I, ^* g
- def initialize: T: l: k( D: p/ `& Q
- lpb_initialize( p8 W I9 A: J* e/ _7 ]
- @actors2 = []1 x* Y6 m* ]. N; `+ C0 G
- end' R5 C: f6 s) o4 Z8 m: S
- # 角色加入
/ k+ w8 V/ F* P6 U# U - def add_actor(actor_id)- R# m7 }$ z4 s$ a6 y+ g
- actor = $game_actors[actor_id]) \4 b. C- B5 k8 O% n5 k6 N
- if @actors.size < MaxPartySize and not @actors.include?(actor)
' N/ G7 V, E( u8 W+ u) w - @actors.push(actor)
0 t$ z( U+ d/ B - $game_player.refresh
1 f+ ?; g3 Y$ a6 h8 m - end
7 v8 `2 `, j, E8 V) ]7 Y) M* b - end5 ?, p9 b+ t4 Q2 z; ]
- # 设置战斗的角色: w. H; [+ U. A+ p
- def set_actor_to_battle
, C# U F6 J7 z) L" t - @actors2 = []
2 n0 Z7 r# T. j0 N - @actors.each do |actor|
) C6 _8 W0 A3 z5 w" g - @actors2.push(actor)
# C& x! Y T6 R' s - end
7 B9 ~: J) @# ^% I$ T - @actors = []5 G b( D1 b% f8 f* o
- @actors2.each do |actor|
" O% o0 K1 n# ^" J2 l+ ` - @actors.push(actor)+ ^( S, l$ x0 Q' ?) _2 b9 M6 X
- break if @actors.size == MaxBattlerSize
# P* s/ {/ \# ]2 d' a - end
& _& f8 X% d8 {2 O3 G# O - end
- }/ L" \/ @6 \ - # 还原战斗的角色8 \% q# R6 i3 T1 G
- def set_actor_to_normal$ m' K. z( z4 h7 F- E" X" D7 y- X
- @actors = []
) N- W2 c C. |% w- t - @actors2.each do |actor|
& h- q$ q. t) f; o5 z5 \ - @actors.push(actor) B9 ~" F5 ]8 U |9 K
- end p! k# K' a1 c7 b6 h
- end
7 E& M4 I$ Q9 }- Q! X7 ~ - # 获取角色id数组
/ K; V2 ?$ U* O6 b% x) G - def get_actors_id" e7 g$ U- {1 g7 D
- id = []" a) F* c# S( n
- @actors.each{|actor|id.push(actor.id)}
" j( W) U: d4 d2 Z/ l - return id( z, p) ^' {2 X8 d
- end
9 m: W6 \" `* B1 l- Q3 S - # 获取角色id数组) i; c1 a6 j& F( }
- def get_actors2_id! X2 S/ c0 O: X: @7 a
- id = []: @4 I# A) Y" u% y6 Y
- @actors2.each{|actor|id.push(actor.id)}
5 O+ w! S- Z& h4 M b - return id# R g- E; o* Z* q
- end
& n; O$ ]2 O9 P, d7 n2 g - # 兑换角色- L+ K' u6 H3 Q# ~
- def change_actor(index,id)
# f0 N* a$ ?9 R* u W - @actors[index] = $game_actors[id]5 w, G) k: d+ k/ r
- end9 ^6 f7 `- R& Q
- # 全灭判定: r9 u1 V X3 Y- |/ _3 n' u
- def all_dead?) V$ o) U5 L- P) i! y7 [
- # 同伴人数为 0 的情况下
4 U0 f# h. W0 D* a& G( M - if $game_party.actors.size == 0( y) e' j! c7 ~; n% j; o
- return false
1 n- B" a( k& K7 U y+ v - end
% v3 h4 G4 ~3 H3 j! k5 J - # 同伴中无人 HP 在 0 以上% A3 ]' B8 q/ g- d( j' ], T& ]
- for actor in @actors2$ {% G( u0 o. r1 ^# h
- if actor.hp > 09 A. O3 `' F4 ^
- return false2 s9 j, U6 v, W* ]/ R- W6 K
- end$ N) h6 H/ }$ w6 G0 e) h$ q( ]3 {$ |
- end
( Q; W) ^- U7 b: ^4 i1 r0 U - for actor in @actors
* c$ C4 F7 _; M# A- k - if actor.hp > 0
' a d b: P4 c3 i5 w0 A5 I - return false, j, [3 j0 q, ]- C+ d
- end
* X S R6 N+ R - end
/ |- m q% [/ z. _! } - # 全灭: ?& M% X& T( J' w
- return true
3 C4 N1 \/ N+ I! w3 [; h- U8 C# ^ - end
! T5 ?' O# ]1 P& H4 e- v - # 其他角色2 W. U2 e2 E3 y$ m
- def other_actors6 L: e" W1 G$ W! q( g J, n
- actors = []
. i% @! h, B( ~# u9 {% g! e/ A7 } - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
7 S! |$ @ C5 S [; B9 i4 A. [ - return actors
' k) x1 Q- C: o& T% ~ - end# R2 C1 t; G* ^, J# n* N
- # 角色位置互换
. U. `) W3 |! o- m; T4 c - def change_actor_pos(id1,id2)- g/ e& U& f% b' a8 v# Z; a
- actor_id = []
+ k* e/ @ o/ P# @# Y. D o - @actors.each do |actor|
4 M L; z4 E' G - actor_id.push(actor.id)4 [% F! g. S Q+ I/ I" N& B. W
- end
6 Y, J5 O. O l/ U - return if !actor_id.include?(id1) and !actor_id.include?(id2), W6 i/ W" {- c* {8 V
- id1_index = id2_index = -12 G, ?$ L3 m3 F( I# j) D
- (0...actor_id.size).each do |i|2 l o @6 \0 K
- if actor_id[i] == id1
1 g% j2 h7 o, c. @ - id1_index = i; B4 b3 S2 g6 g
- elsif actor_id[i] == id2
# `2 Q, o4 A1 K3 h* i* q3 ` L - id2_index = i) p) d) f, q- y7 [1 M- t P$ q
- end
1 L B9 w( @7 c7 _3 k8 X - end
6 R& c6 `7 i3 g6 g6 ~2 U' k - temp_actor = @actors[id1_index]1 K j) f* ]* {2 X
- @actors[id1_index] = @actors[id2_index]6 }2 O! P& `7 |/ ]
- @actors[id2_index] = temp_actor
% H- S d; V/ _* Z# ?/ {: v9 ^ - end* U Y- y! G' m3 O/ A% p. o
- end3 P" e1 t# p+ v; Q; e
# R) N! `6 G: K3 l- class Window_Actor < Window_Selectable4 M, S3 m* M$ \" @; B- }. |/ W
- # 初始化
7 Z0 x) [+ N6 _. h: @8 M5 ?# r. w2 W - def initialize5 R6 X7 q& y: B- a% y
- super(0,64,640,256)* E7 i1 a4 W/ W9 F9 z
- self.back_opacity = 160; x, n: u, p9 x) I. R9 K6 U
- refresh6 |& A$ S. j/ g8 P: M
- self.index = -1. z" I: S9 X$ R- k% u! w
- self.active = false1 P8 I, [4 N6 v; V
- end
$ n# s R, t0 e8 X - # 刷新
5 o2 ]$ [/ {" h8 |& S - def refresh5 U& Q- b$ C; Q6 G0 B# T
- @item_max = $game_party.actors2.size* G) [+ S. l1 W+ \
- @data = []
* H. X K0 A3 y/ Z3 Q - $game_party.actors.each do |actor|9 l, X: R, r4 x" J% c! j
- @data.push(actor)) m" L1 L( f$ l$ ]7 K
- end _ c* U% {; ?/ x
- $game_party.actors2.each do |actor|
2 W% v- F' |" X5 U8 k7 z - @data.push(actor) if [email protected]?(actor)2 e- }6 r5 H: S( Z- B8 Z
- end% u! ?$ q, {% ^; p0 b5 `
- if self.contents != nil
7 m8 L8 S, E. m3 O1 k - self.contents.clear( ?* `5 r/ k* R- U9 D7 o5 \( w
- self.contents = nil+ O: w% T% {- z9 k5 O" s2 r( w) l0 u
- end' ~( l8 |2 W! l& E/ G, J
- self.contents = Bitmap.new(608,@data.size*32) K; I/ ?6 R1 r! L0 t/ u9 s1 W
- x = 4
5 n; T" p' H B A! M - y = 0
# o; P7 o# {" }; ^( L7 {& g8 f. T - @data.each do |actor|
3 d2 E2 D( V% p+ b% @- e" P - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)0 N# D/ q1 v9 O$ A3 Z: b) p2 [
- rect = Rect.new(0,0,bitmap.width/4,31)# V; N5 d) q& V& Z9 S' x
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
# w% J% L1 P3 [* A8 X/ O - draw_actor_name(actor,x+36,y)' Q* J; R' Y7 f6 P
- draw_actor_state(actor,156,y)
8 g2 H8 ]# `2 Z, W; N* s0 w - draw_actor_hp(actor,x+256,y,96), @" D9 D4 W+ m
- draw_actor_sp(actor,x+376,y,96)5 \$ v# J+ R, T
- if $game_party.actors.include?(actor)
5 ]% J' E) x4 M% I2 L - self.contents.font.color = text_color(6)
* q# X2 v/ ~7 P2 ^% j8 m6 y - cword = "出战"
: @8 B+ e4 U$ L1 I' C: l" V - else
) j# P+ S( x$ p5 e) H - self.contents.font.color = text_color(0)
0 i. Y. x$ \8 ` - cword = "待战"" y6 l9 P7 X& c) \; |
- end4 w) T5 Z. F5 u' V
- self.contents.draw_text(x+496,y,60,32,cword)+ R4 a+ R1 }# U# J) N9 r: c
- y += 325 \ E5 A/ |! t _, F; u$ \1 P
- end- p! `5 l8 n ~
- end' X. T: ]8 Y1 f6 t9 z$ ~$ i& s$ X+ I
- # 获取当前角色编号
. [1 p, z( Y+ t" t0 \ - def actor_id
1 I3 X- h4 V$ ]$ ~* u, K - return @data[self.index].id
/ f. b* W$ Z0 |7 a9 D; Z2 R: k - end$ z5 J6 ~; u& {. @- F
- # 刷新帮助4 o$ H, x+ H) ~: A
- def update_help' m% X) i$ p$ ^( s7 G2 B% L
- @help_window.set_text(@data[self.index] == nil ?\# C% v+ r1 u* \
- "" : @data[self.index].name)- w, o% s# {2 S6 S* o9 w
- end' |( N2 z7 j c3 n" e; ^
- end9 o+ W) m$ Y. V) t
- + [+ U0 M3 F1 Z3 Q
- class Scene_Battle9 O1 }$ p& H: g" v! B
- include LimBattlePlug( k/ j8 v# e/ f! ~) O
- # 初始化9 e+ [" n- x" W v) _
- def initialize
; _# p% V( D- ]9 A' @1 Z7 I - $game_party.set_actor_to_battle
7 k2 F- u' U& [9 o6 a1 v, [ - end
- A& I8 S7 L$ E' \% p - # 主处理! y# T, J j& ?; k/ u0 [
- def main
: S/ r, e) o- _; C - # 初始化战斗用的各种暂时数据
0 K9 q3 A: G: p+ H - $game_temp.in_battle = true
% ~) ^$ \( h# D3 N! f# t - $game_temp.battle_turn = 0
: F: L7 Z, a2 o - $game_temp.battle_event_flags.clear
$ M$ M% M% v3 o; b2 ]7 j6 Q2 u9 y - $game_temp.battle_abort = false% w7 S2 W* b1 h3 P+ A& u
- $game_temp.battle_main_phase = false
5 J9 t; B8 C! P. J& c5 E - $game_temp.battleback_name = $game_map.battleback_name, M C. K& x0 k9 n
- $game_temp.forcing_battler = nil9 z' A0 Y5 a* V" n0 k& q; Y
- # 初始化战斗用事件解释器
9 h* l+ W! U' @9 m) W; X - $game_system.battle_interpreter.setup(nil, 0)
1 J# \! @5 b" c, J$ K) F7 o# f - # 准备队伍; l B& v e8 x( u5 d6 o
- @troop_id = $game_temp.battle_troop_id
5 K, N' U; X1 S q* d- M - $game_troop.setup(@troop_id)/ ]0 f, o. K3 q P
- # 生成角色命令窗口7 ]+ T5 N8 I% g5 v% S' x: J) o" S
- s1 = $data_system.words.attack
5 S2 I0 Y- S; f( u. S, Y- ` - s2 = $data_system.words.skill
1 i' S* ]) n+ a9 _ - s3 = $data_system.words.guard/ u" n# b! u# e: ~' i$ y h! a
- s4 = $data_system.words.item! Y/ f ^% ^2 {( J8 c m
- s5 = WordChangeBattler) g6 |% V4 c& I
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])! Q8 s7 |5 T) G* L* U- X
- @actor_command_window.y = 128
5 Z4 Z: W" n8 b& S2 ] - @actor_command_window.back_opacity = 160
3 d0 Q8 U" J; s7 M7 t% x3 ` - @actor_command_window.active = false
6 i/ w0 G' B& y0 g - @actor_command_window.visible = false
( d2 o t: {7 u# o( z2 {4 I6 x g - # 生成其它窗口
% K2 p7 f7 z* q/ X - @party_command_window = Window_PartyCommand.new. g+ T# m+ S0 K* e. s5 o8 d, e) h
- @help_window = Window_Help.new
4 v1 y5 K/ R5 H9 | - @help_window.back_opacity = 160! d' T2 \! r, Z9 q" P. P
- @help_window.visible = false
. A% ~6 A, X0 S9 h( l - @status_window = Window_BattleStatus.new4 F5 r- e ?, B( |- y/ k$ g
- @message_window = Window_Message.new/ T/ p2 Y9 Y2 p* [
- # 生成活动块
I5 E; ^2 Y/ S' H3 \ - @spriteset = Spriteset_Battle.new6 X a8 j1 k- e: e M0 h
- # 初始化等待计数
" a) x& y+ c8 j7 H - @wait_count = 0
! F/ y, T m0 D: t) @3 k1 G - # 执行过渡
$ n3 j6 |( v) ` - if $data_system.battle_transition == ""
. e* Y! ~. k9 w - Graphics.transition(20)
' X. }* A! r# [- j% }6 M" r - else
1 |" j+ h, b/ ^- h8 @ - Graphics.transition(40, "Graphics/Transitions/" +
( p" `6 K" Z, I3 f$ c; B, p - $data_system.battle_transition)8 ]" g2 }8 b4 e
- end/ O- g8 @' ]6 z
- # 开始自由战斗回合
_2 Q- ^5 Y- ]& D - start_phase1
- `. R8 L( T' ?& ?: D - # 主循环5 J. b. v6 v, f4 m2 X8 i5 V4 A K
- loop do- r0 V# j4 k( {
- # 刷新游戏画面! k# c* A3 G* ^1 Y% y. C' @
- Graphics.update! w k7 B2 w, g0 a3 R$ u- N
- # 刷新输入信息
9 u* J$ t6 a/ }6 ~. e7 R - Input.update
% g1 q( L2 Q: o, W' C; D) _ - # 刷新画面6 X6 y8 M/ t5 Z4 C" R+ e
- update: l) [0 ~$ {" `+ y5 s* C
- # 如果画面切换的话就中断循环6 ]1 m6 |9 a- c: W2 m. o
- if $scene != self! Q; L4 M1 k- _# H
- break
2 j Z* Y; G' N5 k - end, b+ K6 e( z% S" I8 T2 R) x
- end
/ Z& a0 ~' h- l - # 刷新地图 _. E! ~' ?3 T ~
- $game_map.refresh7 U1 m- v4 J7 X4 s4 ]0 [
- # 准备过渡
: j) y( N; q1 w& ~- i$ o- n6 B: V8 \ - Graphics.freeze+ D4 a9 H$ [% J) F7 e4 y
- # 释放窗口' d( P# |- [; ]1 W' L5 _, n
- @actor_command_window.dispose
' G4 z( E+ z: ]' s - @party_command_window.dispose9 x+ K5 Y7 W q# c2 h. {+ {; ]6 T, S
- @help_window.dispose
+ y" {) x' S. O$ S$ b6 E - @status_window.dispose
- |9 e n: E. y - @message_window.dispose# [/ k; g# c( ?7 _+ g+ P
- if @skill_window != nil2 v0 T( l( E, a. k
- @skill_window.dispose
& d0 ~; Y* o% _/ z6 c2 }9 P' Z4 }4 y6 d - end. W+ G# m9 v/ { ^: q
- if @item_window != nil0 y. u6 I# v- \ t9 f
- @item_window.dispose4 X# r: Y+ T8 I: e) ^8 m: y
- end6 h2 `. p- _# I! B0 J' X
- if @actor_window != nil( b( O' i0 }; N4 Q: Z7 r; T
- @actor_window.dispose# U+ F3 [5 c2 \$ ~5 Q; [: r
- end% p2 @% y! z5 F% ^" G7 \3 y
- if @result_window != nil
, K7 l3 d# W$ e8 [* j& x/ F3 I - @result_window.dispose4 N! b9 ]- ^4 C. }$ P
- end
! |; I: a0 l+ |5 o8 r" m5 d - # 释放活动块
; O# P y5 i; P6 i - @spriteset.dispose
( y8 r- \! _1 u; d, { - # 标题画面切换中的情况
& p/ n, e( ?5 l ^9 r6 b - if $scene.is_a?(Scene_Title)
& U; W( b1 Y" Z4 G9 Z8 _ - # 淡入淡出画面
/ c: \- I7 A& L9 B' T4 e" \ - Graphics.transition6 i5 f( ~2 o* q, h- m v
- Graphics.freeze
9 z! g1 m7 G& v9 d1 Q - end M. M* `( g! ` K$ u9 O& D! k3 h$ R
- # 战斗测试或者游戏结束以外的画面切换中的情况; Y7 E n/ ]1 J% r
- if $BTEST and not $scene.is_a?(Scene_Gameover)
: X6 b1 }- W) }6 _; Q) Q% ~ - $scene = nil
( H0 {' J! x% @: {7 R5 N+ k# A9 W( b( _ - end5 P4 E5 }+ u7 S
- end
& B% c, t. O0 z - # 战斗结束6 f6 h: E E2 ]5 g e1 q2 M- a) U
- alias lpb_battle_end battle_end
$ `7 E5 l& x) a5 _8 g- B' y - def battle_end(n)
! {8 d0 e6 ~3 u' E - lpb_battle_end(n)
4 t7 `! L# u, | - $game_party.set_actor_to_normal
( S1 v( m9 p z - end
$ b2 y+ o! j9 q) F* ?, `" h - # 开始回合38 ~$ d+ b$ x7 s8 z' @. Q
- alias lbp_start_phase3 start_phase3
# A7 e7 D n) r3 ^: O - def start_phase3
3 ~( {% \ ~: O( {) j - @changed_battler_id = []$ u7 L( V8 t" Q9 g3 S( q+ B
- lbp_start_phase3
/ d9 G/ q5 y: H# j4 f# { - end
8 Z8 i6 _$ \4 J l% ] - # 刷新角色命令回合画面2 ^1 `3 c4 y6 V7 C' n7 z
- def update_phase3
9 i7 z8 z4 R; u/ Q - # 敌人光标有效的情况下, ]' A7 a( K9 y& Q% c4 P
- if @enemy_arrow != nil4 e9 j, w8 K5 Z& f4 v2 G) K7 G
- update_phase3_enemy_select( z$ H5 B3 j: n& j
- # 角色光标有效的情况下
( L& ?2 \; a8 C3 [3 Y( D u+ L - elsif @actor_arrow != nil+ a; g5 k: _, b3 e( R
- update_phase3_actor_select
9 o' L; ^. O1 ?6 |9 l+ G - # 特技窗口有效的情况下
8 o, X. S! m3 p6 z" K; |5 \ - elsif @skill_window != nil
* q" M+ ~% O5 u1 _8 _5 J/ ]$ Z - update_phase3_skill_select2 T/ X7 }# \( m& N; T
- # 物品窗口有效的情况下
- Z+ W: @: T( X* y5 {1 ^- b6 f - elsif @item_window != nil; _) Q! S( d' @; c9 G/ ^" o
- update_phase3_item_select
5 V/ n: E7 ~: M2 R - elsif @actor_window != nil3 w' E, U, e( b1 j7 J& {
- update_phase3_battler_select$ e+ J( |. ~* f# {' z" R9 f* `& t
- # 角色指令窗口有效的情况下
) ?: Q- d) ]5 A. T+ S - elsif @actor_command_window.active
$ `7 J' r' P) k2 o0 X0 w/ A. \ - update_phase3_basic_command
; s& L4 J6 c- N! p+ K - end
+ Q' d: \1 m: M" ]( @/ \7 l* F - end w y1 J' t8 L8 w) Q! F* L0 z
- # 角色基本命令7 s2 L/ W9 R7 x, U* ^
- def update_phase3_basic_command
* r: }/ T) ?3 j2 \5 O8 |6 C4 I - # 按下 B 键的情况下+ M- }/ s+ p. R$ T
- if Input.trigger?(Input::B)
/ ^3 C6 u) x) O, Z5 i8 |1 m - # 演奏取消 SE- [/ r- g+ I% s- l: y7 h
- $game_system.se_play($data_system.cancel_se)- N5 ^: n- d6 p
- # 转向前一个角色的指令输入
7 Z0 O V$ Q) u# h8 [% A% C - phase3_prior_actor( |" |. n7 c! E3 ? E N" A
- return2 v Y3 E0 I* e
- end6 K+ u& s& R" s- O- t, y1 ?
- # 按下 C 键的情况下 ]4 I3 J. z- U0 s
- if Input.trigger?(Input::C)
( ~6 V' u: c6 y9 ~: N+ R' A - # 角色指令窗口光标位置分之6 K/ S+ ]; ~" ~, x) L3 A, V
- case @actor_command_window.index* X: x+ h# ^/ P/ I- u& z! R
- when 0 # 攻击
/ P6 i0 a# T; I# `5 _ - # 演奏确定 SE# d- z% L4 k U2 M, y! E
- $game_system.se_play($data_system.decision_se)
" c6 {. q8 X1 `, h8 ], r+ b - # 设置行动, N8 _; O$ h3 a/ B7 s
- @active_battler.current_action.kind = 0
9 ~2 Y0 B. K5 K. x- D! Q" X" r; ~ - @active_battler.current_action.basic = 0
: C3 [& u" V X4 L! B! @8 v. U$ s - # 开始选择敌人 C6 y; e: Q7 ]8 w( t! | |0 r
- start_enemy_select
$ o- o4 o6 |; s8 [. ?5 c5 {4 e6 l+ B/ w - when 1 # 特技
; T0 D) X9 ^+ M) G9 W- K - # 演奏确定 SE. a$ x% [& |( \1 M
- $game_system.se_play($data_system.decision_se)
( z" T" ?& i( `0 _ - # 设置行动& k T0 t1 R3 p. t+ ~# v
- @active_battler.current_action.kind = 1
6 r5 y1 M$ Z( _2 _) g7 v - # 开始选择特技
' o& d; _+ g' J4 P" H$ C r- Z7 ` - start_skill_select
# P O. W, x( D. Y - when 2 # 防御, G$ h. p7 V# r
- # 演奏确定 SE0 x5 L( T$ s0 T- z4 @7 O
- $game_system.se_play($data_system.decision_se)
! ~* V. K+ `' n' ~# I m9 N, |+ J - # 设置行动
& ?1 ~$ S1 C4 k7 Y( z4 U - @active_battler.current_action.kind = 0
' v+ U! [/ p0 ?2 l% S, M# _: H - @active_battler.current_action.basic = 1
) A7 N6 X5 T+ B$ M9 C1 ~ - # 转向下一位角色的指令输入
. O$ k: f% j3 ~" l | - phase3_next_actor
+ }8 s7 M3 \7 {4 E* @) P - when 3 # 物品# ~# `+ ~, {# U: u
- # 演奏确定 SE4 h, Q* f e" A* x( {( u
- $game_system.se_play($data_system.decision_se)# A& |) z* _, b3 f+ a* U. m# C
- # 设置行动
2 E! S+ v6 b" f- ~1 `. S; m& o - @active_battler.current_action.kind = 2
% ]5 T, ]& w, m& X7 Y% W - # 开始选择物品
! ` N, O! Y$ Q H# t! `, g - start_item_select2 x, f; L7 i. j/ E4 q
- when 4 # 换人
* e* u/ C9 Y' b3 V - $game_system.se_play($data_system.decision_se)6 e4 R1 Z" m" U0 A( _# B. b& [
- @active_battler.current_action.set_change_battler# W d2 U0 V {5 f; r
- start_battler_select
- I, V, A! |* P$ B; l - end
1 q7 x; B6 c+ q" }" N8 ? - return
2 ?. d; O/ @2 E - end
; y% H6 {, D+ ^: q - end \ _ y( w$ J; p8 | _: \7 L
- # 开始角色选择
/ M5 g$ x) e2 w. y - def start_battler_select
! w3 }; d. G- J4 f4 w - @actor_window = Window_Actor.new
; H6 `4 }: l5 W, G7 q9 o - @actor_window.active = true
4 R+ y4 U# V+ r8 Q$ A0 B( c - @actor_window.index = 0
* K$ k# N/ U7 [5 I! H8 \1 R3 U: c ^ - @actor_window.help_window = @help_window
4 }! E% l$ u% K: e0 m/ d7 [; V - @actor_command_window.active = false5 |- F8 |- E3 y7 V7 z5 j
- @actor_command_window.visible = false$ Q& M% O/ F8 [5 G
- end
/ @4 a( p1 U3 X - # 结束角色选择5 k" _6 m" v, R& `
- def end_battler_select* J& J5 R6 ^0 L, T1 |. Q7 q
- @actor_window.dispose
1 L2 F9 [! k0 d9 Q% f5 q2 ]; r - @actor_window = nil+ D' ]/ v8 F: e1 K5 l B9 g* Y
- @help_window.visible = false
' ?* x i* B2 ~- r - @actor_command_window.active = true8 Y7 _$ m; L) L P$ z8 c8 W
- @actor_command_window.visible = true/ @, e) P& L# _! _5 y/ ]0 `
- end9 T$ P8 Q1 U. Y& D0 D: ]
- # 刷新角色选择1 {3 l- Z: `( a9 t
- def update_phase3_battler_select$ z& V! V7 A$ a$ M
- @actor_window.visible = true- N4 c; G2 |$ l4 T0 G- [
- @actor_window.update# f: i( F6 Z4 f
- if Input.trigger?(Input::B)* q/ c: @5 B: J8 d" y* x
- $game_system.se_play($data_system.cancel_se)
) H& M5 {& w, \- n7 \# t- q - end_battler_select8 F5 I& j- Z2 ~
- return
; l9 l( P g. @2 | - end
, Z7 `0 N. b. o+ S7 w, x - if Input.trigger?(Input::C)- x4 w2 f& G: N* u
- actor_id = @actor_window.actor_id
: Y& R7 q. O0 q+ l - if $game_party.get_actors_id.include?(actor_id) or: Z( }$ }8 X2 G4 q& Z: B: e' A
- $game_actors[actor_id].dead? or
* Q; z0 m, G0 G6 `+ X: f. z( } - @changed_battler_id.include?(actor_id)1 s# d! m5 T2 W* y: G
- $game_system.se_play($data_system.buzzer_se)
a# g" w: H' M: g$ O* y - return" p6 Y* q6 V% c9 @; d1 k! _
- end1 X" w7 I/ L" u# A6 l( L# X" T
- $game_system.se_play($data_system.decision_se)
, o6 s; \& L1 ^: {& Q! Y( f* H* v - @active_battler.current_action.change_to_battler = actor_id
6 w& a' @, E3 [2 P - @changed_battler_id.push(actor_id)
' h- I$ W# e8 I - end_battler_select1 C; B- n+ T: N* g! y9 h% s. H7 j
- phase3_next_actor! `8 Y. I. ? {$ L; d8 Q7 T" x
- return
+ `% j N/ j4 w1 o" e( e1 p4 G - end" k V) M6 u9 U2 P. k$ z( E$ g/ S
- end
% R* W5 a+ S0 q - # 行动方动画
8 y# Q$ @7 Q, x- i } - def update_phase4_step33 n% I A% Z) O: S/ |
- if @active_battler.current_action.is_change_battler?
% `& |& c" H7 O3 H8 Z* G - @animation1_id = AnimationChangeBattler5 h# V; y9 W u1 U8 ^ c
- @target_battlers = []
! \% I- Q2 p8 w! c - end/ c+ m- Q% L5 o' i
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
& F% U( t: A2 S% u - if @animation1_id == 0$ b" I# ^, }2 O
- @active_battler.white_flash = true2 h: \/ B# X1 V$ v
- else
, `' |' D- M4 R6 Y# N) e# {5 G - @active_battler.animation_id = @animation1_id
. k+ B/ z9 @* y* w - @active_battler.animation_hit = true
" g, K, l& ^7 I+ N9 Q5 {/ w# {; m - end* F, _" v' k, U' Y6 m% _( D
- # 移至步骤 4
- I) \- K o8 P" y% d9 O3 | - @phase4_step = 4
/ t) p0 h! B- M+ ` - end3 J$ @. n* A( Q3 L0 D
- # 对象方动画1 A8 Q; V! E+ m" k! i0 [/ ^, C
- def update_phase4_step4
* J$ a% M6 i3 B$ w) h1 y - if @active_battler.current_action.is_change_battler?
2 N8 R2 b u; I5 @ S - actor1_id = @active_battler.current_action.change_to_battler
" G- J* a: \7 a( x - actor2_id = @active_battler.id( S) A Y9 t6 y, [) k j: s
- (0...$game_party.actors.size).each do |i|, w2 g# z7 Y: ~& U
- if $game_party.actors[i].id == actor2_id$ d) c3 r+ c6 n2 s. D" d) V
- $game_party.change_actor(i,actor1_id)
, Z! q% i% O9 m; _$ k - @active_battler = $game_actors[actor1_id]6 @! E0 B# `' E0 |0 \% }! A
- @status_window.refresh
' @6 c# o* ?$ Z1 d2 |+ {" ^& q - end/ R" b# [! Q( O( A3 @
- end; I1 ~# ]* x: B& C7 I9 w
- end! O% K# q; k" ~; a9 B& O
- # 对像方动画
$ v4 u0 Z) E1 `, F N9 H - for target in @target_battlers
1 E) c; v8 c3 O' [: M6 M3 X `& Z, L - target.animation_id = @animation2_id h' W2 ^. v- ^& T
- target.animation_hit = (target.damage != "Miss")
. `1 T0 Z A; P+ l& w; }9 p2 h - end' }" m0 c) I1 \; e- y. M- [
- # 限制动画长度、最低 8 帧
5 z& t( A4 {/ y7 W2 s9 u, R& [( y2 R - @wait_count = 8
( l9 Z2 X# r8 Z. H" E - # 移至步骤 5
' w3 G5 w9 y$ ]9 N1 c - @phase4_step = 54 P9 \% \9 B" t: J- q g1 ?' L
- end- M! Q1 i7 c3 k# U5 ^% i, y+ Q0 D
- # 公共事件 g! ~/ P5 a. S; P( c9 F* O r Y2 l
- def update_phase4_step6
: e% M6 l/ k1 F/ A/ W m5 | - @target_battlers.each do |target|
/ Y" A6 Z$ T* O. r$ H; X" f - if target.is_a?(Game_Actor) and target.dead? and
4 A2 l$ V% r* s9 R! p - !$game_party.other_actors.all?{|actor|actor.dead?} r o* T6 |0 M, K3 |
- @actor_window = Window_Actor.new
/ \. \- h3 _/ z. W8 }7 v" G - @actor_window.index = 0" l/ ~# E; {2 x* |: K
- @actor_window.active = true; J" x3 K4 U. T$ t
- @actor_window.help_window = @help_window0 X& p7 J# |$ J4 j7 j4 P1 @% |
- actor_id = -1
& `1 l& A" u3 C2 f( N+ S2 p1 o - loop do
! Z* Z% o6 _- Y5 i5 i* F+ k. g - Graphics.update
3 W: `) O/ |0 J( t - Input.update# d, k" h v! k9 y a* I3 C: U
- @actor_window.update
2 P# n. s0 E! o ^- v& E* _% l& ~ - if Input.trigger?(Input::C)3 y' u% q% C4 m" |+ Q
- actor = $game_actors[@actor_window.actor_id], S6 c# M" e9 Z) z9 M: N& m
- if actor.dead? or
2 ~) t5 @& F, O! l o" n% ]3 Q0 N0 l- m - (@changed_battler_id.include?(actor.id) and ' S) |( i: ?. I
- target.current_action.change_to_battler != actor.id) or
) Z _) A) b; p. \- N3 k/ ~7 [ - $game_party.actors.include?(actor)
n! \$ T; }( ~0 Y2 p5 r- ~3 O! F - $game_system.se_play($data_system.buzzer_se)/ Z( ?1 u. \- e) O
- else
9 d5 y, A1 I9 W; H - actor_id = actor.id: o' o3 R# s! V I8 X. R
- end
7 E( q7 c# A- H6 `- m. \3 @ - end
% h5 e4 |0 r% E/ s1 o/ ?8 M - break if actor_id >= 0; k" `# L* l. \, a3 @, v' X4 A
- end. Q& ^" A. g$ V: B. [" T+ w' q
- @actor_window.visible = false, p4 z# l" |$ ^. `
- @actor_window.dispose: U2 X1 e; P$ M$ |8 q/ u
- @actor_window = nil6 |! |- L$ c7 @3 e. i
- @help_window.visible = false; [. b# [* z5 V8 @
- (0...$game_party.actors.size).each do |i|7 K+ }) x' [$ Y
- if $game_party.actors[i].id == target.id
; ?+ ?9 {, J; \& r6 f: p. _ - $game_party.change_actor(i,actor_id)" v2 I: {1 t2 D
- @status_window.refresh
8 l0 ]' M0 L/ B& i0 { - end# ?4 O2 S8 m4 Y! G0 Z3 g, J" D
- end
" R3 D' G0 Z- U3 F. K/ Q - end
& j2 e% g8 h) B# F( l - end& z+ q {* w2 J) b, I
- # 清除强制行动对像的战斗者' R& j9 e3 q O) v2 m
- $game_temp.forcing_battler = nil" Y: N4 c% V& B4 d; d
- # 公共事件 ID 有效的情况下* d2 y, ~ z" A1 \) k, q8 x3 S
- if @common_event_id > 0
5 [, h8 ]9 f' I1 u - # 设置事件" u# P( Y2 V8 X, J6 ~
- common_event = $data_common_events[@common_event_id]" B* S* B! U5 |) Y2 H5 Q/ {4 ~ ~& i
- $game_system.battle_interpreter.setup(common_event.list, 0)
; u+ _1 Z# {: K0 R! F5 \ - end
/ N( V" c2 o+ R+ N& y - # 移至步骤 13 ^" _0 h3 V5 U' V/ s& a
- @phase4_step = 1
5 N, m, Z* @0 [; A' p! ? - end
; s, V& d, I6 e4 Z6 |# r( K - end/ Z) Z2 P# g( _- V) v) X! g3 w
- : @. C. n) l1 @+ ]6 d# z
- class Window_MenuStatus
4 C# ~0 \6 T3 J' i( d - def refresh; g$ i- x9 i, a0 C
- self.contents.clear& n) t) f+ X) v+ u$ l
- @item_max = $game_party.actors.size
: @, Q$ d! H) O, a& X$ G - for i in 0...$game_party.actors.size4 H/ H% ~. s2 G# e
- x = 4; D+ A& d" V, R- f) G. W$ e
- y = i * 325 |5 [% F! F$ m2 O
- actor = $game_party.actors[i]
/ D \3 Y: y/ y, E! v) H. B5 E - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
1 S: W* A0 E1 v - rect = Rect.new(0,0,bitmap.width/4,31)
2 p! W! G" i( A- B0 r( ]2 p$ {, ~ - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)" Y+ t, U7 B: z- z# y! _
- draw_actor_name(actor, x+36, y)
) O+ d% e& l$ A8 j - draw_actor_state(actor, x + 136,y)# o, c" v. n& J; E9 j
- draw_actor_hp(actor, x + 236, y,96)
, E0 S- y% e9 J+ y1 m% e8 L& e - draw_actor_sp(actor, x + 336, y,96)
! R \& C9 h, E* ?' o3 ]0 S M; r - end: l) l1 }6 }% k7 T9 V
- end. R6 @, J+ Y0 Y$ [1 M( c6 ^4 Q
- def update_cursor_rect. K) d5 a" Y! t% _5 L$ B: z
- super
! h( R3 t7 b+ e - end4 m U6 u0 l, |3 r; @9 ^2 r
- 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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