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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
! e, K8 [& M! N
/ O+ T3 J9 o# A- # 队伍最大人数7 W0 f+ A3 i: g N1 A9 z( \
- MaxPartySize = 8
2 A9 N; b3 a, m- N. _ - ; Y6 A' h+ X$ w- p$ y
- # 出战人数
. K8 G/ f5 @: i - MaxBattlerSize = 1
& d+ I9 ~* T# i( V; p* B
' }$ r* k" F$ E% F- # 换人语句, T: o! X2 b4 K; d. A- V
- WordChangeBattler = "换人"
/ D: n1 b8 z H& i4 M& S; H g
. }' I7 d/ m' Q, |- # 换人时播放的动画
( L4 X+ [: ?' d - AnimationChangeBattler = 26% h9 S. x% g N4 u8 [7 Q, ?. n+ T5 Y
4 w# D* O& U# a% D' t9 h1 P- end
) w6 r0 W9 q" \ - / ?* f" r6 P! |6 e6 v5 l" Z s
- class Game_BattleAction
" x) t& k' O! r0 r, `% ] - attr_accessor :change_to_battler
: F8 ]6 ] z% F, C m" f9 s6 X - # 初始化
: W( Z) Y. j4 `' R4 k' Z - alias lbp_initialize initialize1 V7 X. R, c4 }8 B# w8 v3 |; ]
- def initialize
( s+ i! U( l' T. | - lbp_initialize
4 l8 C7 k( c8 Z( G - @change_to_battler = 0) I2 k1 `% l1 X" S/ |/ R' c
- end6 w$ ^+ q1 B3 S. h& j2 s) _
- # 欲更换角色编号 x6 X# M) Y2 j# ~8 ?
- def set_change_battler& L' i3 K$ |# x# ?4 L3 O. c. {
- @kind = 3
& J! O7 P, x3 ~; g* \ - end
; p) m* M: c" j2 B- q8 N* J/ } - # 判断行动是否为更换角色. r9 l( k. |, J
- def is_change_battler?- o, Q% c1 _ Z, b& f. M
- return (@kind == 3)% f$ d: n& R' \9 d1 Q
- end
# R5 m6 T0 d3 `$ p+ T9 i - end
1 ~- f3 i+ c% ]0 d0 C2 f
! j' f" L# b3 I: c% A& Z- class Game_Party
. m' S s; M0 k, [+ x - include LimBattlePlug
0 o* Q. o0 c4 Q/ ~$ T# M - attr_reader :actors2
' d" ?5 ?$ {. K% B - alias lpb_initialize initialize; P3 z b; L2 K1 J, h7 z! E/ `8 q
- def initialize
8 j$ O$ {7 O2 d; s; w - lpb_initialize) Z, B& `! o1 G: l
- @actors2 = []7 y, I/ l3 i% ?! m/ U
- end- E+ c- N/ e# h
- # 角色加入' v8 f7 X0 @& a ]( P* [& H5 C p
- def add_actor(actor_id)
, ^/ ?4 u: [8 \# D - actor = $game_actors[actor_id]
9 M' m& ~; T) G6 U - if @actors.size < MaxPartySize and not @actors.include?(actor)! y3 V+ B! d% c/ c$ J
- @actors.push(actor)
$ H& t3 f# Z1 i3 V' k) \& l - $game_player.refresh2 j7 Z: B, p* J( k- ?: t
- end
- B2 _9 v: W% ?' B! h - end
- d6 x& l2 o1 K; Z) b - # 设置战斗的角色
! e# { h/ ^7 P) w) s" F$ k - def set_actor_to_battle
& ~( x4 m6 g$ w! a - @actors2 = []
: f$ p7 A0 I/ b2 s6 S6 V- J" I - @actors.each do |actor|* S8 m4 z4 ]1 a+ k, M' @5 x
- @actors2.push(actor)
1 e: z4 \! j- [: X' q - end8 x; h" L- ~# }8 E( m
- @actors = []& Z& _, h5 \ p5 @' [# a
- @actors2.each do |actor|
) C' F6 D* T7 H7 E - @actors.push(actor)* n6 N+ |! f& P! f
- break if @actors.size == MaxBattlerSize
& Y( s: U' M$ P& y - end8 [" q: \- ?* Z
- end, q! Q+ z7 e5 t' w
- # 还原战斗的角色. f1 |2 ^4 \/ C
- def set_actor_to_normal, t3 l" ~) t& x' {3 q8 ?
- @actors = []
+ ]. M% }; ^3 S, \( G% G& E - @actors2.each do |actor|% p1 z8 ~0 x! _. k3 f7 A8 b/ P- X
- @actors.push(actor)4 o- ~/ R! o2 H7 g' s% k
- end
+ f2 X; H# _' Y1 | - end) G5 v2 s: j) ?5 O3 c4 j
- # 获取角色id数组
" x+ C/ @/ z W! o0 ]% a6 } - def get_actors_id
1 M& M( [+ d K5 {5 Q' e% k% u% r - id = []
! L$ |1 X' u" w l+ |4 }$ D' t9 n - @actors.each{|actor|id.push(actor.id)}
& ~2 o' g: u. L5 p - return id
R( j1 a. d; M/ S7 E: o - end
- H0 C1 Y3 r# b8 g - # 获取角色id数组4 N3 |6 a$ J3 p, a6 f5 o: {: N8 h2 ?
- def get_actors2_id
9 X* B6 X s X2 u6 f. E - id = []
% [( H6 U' a2 K. S% t) c9 M4 y - @actors2.each{|actor|id.push(actor.id)}" O# F3 B. g3 a, Q
- return id
' f" [7 n! J) E3 y G( E9 w - end
0 x5 V- q" E3 u/ t( ^7 X - # 兑换角色
7 i/ b7 o9 P3 B8 Z: |' e - def change_actor(index,id)' u$ X! D* N7 p) Z* m
- @actors[index] = $game_actors[id]
3 ~7 V( ]* s- W - end
& D& P. [2 w5 i7 E - # 全灭判定6 E- r7 S% Q/ @8 S7 a# ]/ x7 [
- def all_dead?4 P8 M% P" F$ n& P1 J
- # 同伴人数为 0 的情况下3 v$ S9 `' Z- \/ e# r
- if $game_party.actors.size == 0
& g* o D5 z5 {1 Y( z6 A - return false
3 z; ^- s5 S! B+ e1 v& K1 [ v" H0 C - end
$ X0 K6 F8 a L X1 K" ] - # 同伴中无人 HP 在 0 以上
& K E& \' A: z' d& y - for actor in @actors26 Q k4 [5 k, y2 E5 U
- if actor.hp > 0
8 d: D/ W e+ x, @3 Y7 u& x - return false/ `: t: l9 n7 y& C1 ?% s9 m& c
- end
/ U' }4 c5 S' r, h - end7 J, b" V0 K4 C, K- H/ `/ n: ]
- for actor in @actors
: v4 [" C$ x; p8 i v1 ^$ }3 ] - if actor.hp > 0
1 F7 c9 L, j |+ Q& k% ~ - return false& ^7 U; }/ c# s L3 D0 y
- end) N# r; f& ?* [# u( H, @
- end5 @$ F5 R& p9 H/ T# v% R6 Y
- # 全灭& Y8 j# u5 Z$ B& G, ^1 l
- return true
+ E( p+ \' Q/ Z, J( J; l - end; ]$ l2 ^ {7 g7 L( X5 M
- # 其他角色5 f7 q, [8 m8 C5 f
- def other_actors
4 M/ B' L: ^. z - actors = []
; q- W4 T+ w" O: S7 F - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}5 \4 U J+ M" ?, \9 T
- return actors0 g/ i N+ D4 k! H$ x
- end8 X0 j" A2 {/ K% ^
- # 角色位置互换6 G8 M4 ~" L6 N) P6 Y t4 R8 [
- def change_actor_pos(id1,id2)
" @6 \# n' C" N' i; ~- K- o - actor_id = []
0 W! ^! f1 D& z3 V( H$ n - @actors.each do |actor|8 G4 X2 `' C! z. f1 d* w
- actor_id.push(actor.id)) V* @4 s. q% p9 N; \6 x1 h
- end
; ]1 P0 s4 }8 o6 b4 ^) I" @ - return if !actor_id.include?(id1) and !actor_id.include?(id2)
2 w0 `( S8 E: q. p& P - id1_index = id2_index = -17 ? G2 v) H( t9 D7 z m+ w) J
- (0...actor_id.size).each do |i|) P( t/ j% X7 m9 K: l4 b5 ?+ V S, N
- if actor_id[i] == id1
& T% J |5 y8 F$ |* [; p% v - id1_index = i# C7 c% X( j3 X3 e
- elsif actor_id[i] == id2
Z4 d" N C4 R( |2 } - id2_index = i9 F* o2 v1 b! F' C/ f8 v
- end
8 |3 D A7 x$ L1 q" F$ U3 Y - end
, v, m/ K4 c) P9 E! y! T - temp_actor = @actors[id1_index]
2 e" y: z0 @& J& w4 [2 u# e - @actors[id1_index] = @actors[id2_index]: U# w% w6 a+ q' F+ O3 F- z) G
- @actors[id2_index] = temp_actor5 u, |0 I. M o9 ^. |
- end
; c6 I! p& g6 W5 l9 t - end& b! l; [! |* S5 ~4 a
- ) C+ j3 m( H' r, ^ q
- class Window_Actor < Window_Selectable
2 J# S6 ^7 E+ _! K/ |4 E6 \ - # 初始化
/ Q, d/ M5 d2 a5 l9 B# D0 K - def initialize9 j/ }! O6 w) f& @% _
- super(0,64,640,256)+ g; B! G: O% X( G( k
- self.back_opacity = 1606 g2 E6 R. E9 }4 n8 _
- refresh
% X# q" f4 I2 L# t2 a - self.index = -1" o2 T' a6 a9 n- g2 E3 `
- self.active = false
9 j6 Y/ h6 h5 _# \! j - end4 \, u {9 E9 n- a C
- # 刷新
/ M6 l9 I3 J$ r+ r& K8 M2 V7 j0 Y - def refresh. s) @( L3 r! x* Q- k" b
- @item_max = $game_party.actors2.size
* b$ ~5 {& y( r5 E+ t* w& E - @data = []+ f& ~, L& o+ E* W
- $game_party.actors.each do |actor|/ d, w$ h3 W/ m8 c. f2 ^" }4 k
- @data.push(actor)* r1 J' P4 j1 p* P$ d' P8 o
- end8 N8 u" {+ m8 o0 V( p* z
- $game_party.actors2.each do |actor|: I, A8 V- g: Y! G
- @data.push(actor) if [email protected]?(actor)
, [! o& `: x6 w- I, }% v - end
p5 s0 X$ g- x# G6 z - if self.contents != nil
2 J" o7 @' Q Y - self.contents.clear4 Y- g, s0 ^, ^
- self.contents = nil x: [' _' p; m, `! U1 c
- end% R7 c( y4 m' v
- self.contents = Bitmap.new(608,@data.size*32)* x! d0 Q+ b* N- f. M; b) l
- x = 4; y* ~3 n0 @) S+ F5 M7 p3 V
- y = 0
* F9 c. X) E. R- G; |3 z# | - @data.each do |actor|3 x/ e7 S' Y( J: \1 [
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)* C" C- p; H/ G* u) n$ r
- rect = Rect.new(0,0,bitmap.width/4,31)9 b# `5 S! b$ t( \
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
+ e$ J( g, l# Z3 ~ - draw_actor_name(actor,x+36,y)0 i8 R9 t4 x6 q" s) e
- draw_actor_state(actor,156,y)
6 k7 }) u3 Z8 I0 W2 a/ B( b/ [: ? - draw_actor_hp(actor,x+256,y,96)
: R2 W, Y3 Y; L! n. K) _! }8 f - draw_actor_sp(actor,x+376,y,96)
$ g4 H2 q! Z) e - if $game_party.actors.include?(actor)
( V' F2 P$ m- T, S - self.contents.font.color = text_color(6)
! y: T3 ?- f( d$ G( h - cword = "出战"
& _7 n5 T# a4 l8 [" o; A# Y - else b6 w: O$ ~* L& B# d8 \* f- \6 H: C
- self.contents.font.color = text_color(0), t4 i$ v( m' a0 Z
- cword = "待战". _% i. A8 p3 a- _5 u
- end
$ C. Z2 ^ C. b3 i. P, G - self.contents.draw_text(x+496,y,60,32,cword)$ _4 p2 j ?0 ]- l( i
- y += 327 U9 W& | l5 i; Y7 R3 l
- end/ k r+ u" C# |& s6 r
- end
( f/ z( N/ m" Y6 s - # 获取当前角色编号
5 h4 g- l- @$ P% I1 @7 ]0 F - def actor_id7 r! q6 ^& o# D% e( d m
- return @data[self.index].id
7 L! j+ W! B u - end
y9 y$ w! T$ W/ h5 ^2 _* A* k- H - # 刷新帮助
8 u1 y/ m' h. F9 ^, A: h! W) W0 n - def update_help7 [9 N. w$ o N- B. u9 p
- @help_window.set_text(@data[self.index] == nil ?\) ^# R2 _. i9 D+ \
- "" : @data[self.index].name)
9 Q. v* r5 Z' c9 D! N( h - end! c# N: i& |/ z) A* R3 q/ H
- end M j" p* f- ~7 \
0 H& o& w* j& v3 ]% n5 Y4 W- P- class Scene_Battle
- o0 t- u5 E) i3 R* k) \/ B - include LimBattlePlug) e' Q3 [1 x" G& K V8 C
- # 初始化
! }/ q- o/ k9 I! A* v - def initialize
% o& v C; t' a. V1 v4 J - $game_party.set_actor_to_battle2 Q1 V, K) d ]; D* @3 i
- end
6 x0 g2 M% Y2 C - # 主处理. @* f6 s4 x5 J3 P
- def main
9 t$ U1 c- a* D; G. I - # 初始化战斗用的各种暂时数据
6 h& Q$ Z% h- g, ?3 a - $game_temp.in_battle = true# J) z, Y( n# X; t5 e
- $game_temp.battle_turn = 0/ z5 o* q! }& U$ ]0 _5 m& w% h4 f
- $game_temp.battle_event_flags.clear6 P' a8 R& t' w
- $game_temp.battle_abort = false3 b5 Z+ ], K4 F
- $game_temp.battle_main_phase = false
7 c: ~% J2 q' I. R7 A, \1 s - $game_temp.battleback_name = $game_map.battleback_name
9 F, t6 ] Q5 d$ Q- T; ^ - $game_temp.forcing_battler = nil
1 V% S6 o, c- u' `! n' d- f/ P, V - # 初始化战斗用事件解释器# d; l# g N# H/ p9 h
- $game_system.battle_interpreter.setup(nil, 0)
( ]3 G4 H" Q: ?( v2 J - # 准备队伍9 Z+ A5 {$ R# B+ D) P) F% N( C, ^
- @troop_id = $game_temp.battle_troop_id
2 m& S7 ^0 Y5 {6 S* e* W$ E$ F - $game_troop.setup(@troop_id)
' y& [* n9 u. C& l - # 生成角色命令窗口' Y# ]5 S% \- k+ V. O. T0 W
- s1 = $data_system.words.attack
1 w [* Q/ y5 F - s2 = $data_system.words.skill
# w8 m# @+ L9 Y - s3 = $data_system.words.guard
5 f+ N2 A0 ]" T2 `6 d: C9 p8 e - s4 = $data_system.words.item
?" O9 ~# W$ h. R& E7 x4 g- {- [ - s5 = WordChangeBattler
4 N3 u9 b" J; `+ i1 R; g - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])3 N# h- D# f8 d' _, O
- @actor_command_window.y = 1289 ~1 k& K* Y& i( h/ ?" B' V# o: i1 u
- @actor_command_window.back_opacity = 160
! ~5 S. `+ n5 Z9 U" X m' V$ q - @actor_command_window.active = false
/ Z, A( {& p& Y O - @actor_command_window.visible = false
x& b! Y2 S1 ]. U - # 生成其它窗口
, K+ v1 p) C6 F& s1 R - @party_command_window = Window_PartyCommand.new
( `2 c3 R$ V* O - @help_window = Window_Help.new
) Q1 l( L& v! p; i. J - @help_window.back_opacity = 1606 ~2 b4 ]( ~+ E5 F8 a
- @help_window.visible = false; V& s; B5 T: M0 a3 S. f6 X7 W
- @status_window = Window_BattleStatus.new# b7 x; z" g: j8 f. b: v( S
- @message_window = Window_Message.new
( E7 L( D' \1 u0 h - # 生成活动块3 L' ~' g& [" W1 O% L, K" q
- @spriteset = Spriteset_Battle.new
5 ]- K. b" w0 ?: D' i7 | - # 初始化等待计数! ^0 E x' Y3 R2 M
- @wait_count = 0- C$ ~, N% G2 m$ ]$ R Y' `
- # 执行过渡
/ `" w5 I. G* I! L - if $data_system.battle_transition == ""/ @0 Q* r1 V4 J6 N0 H) B% T2 o8 B# `
- Graphics.transition(20)$ d* _; J' `6 i* Y4 T( y/ L
- else
$ M ]" p' H: }8 q8 |% G - Graphics.transition(40, "Graphics/Transitions/" ++ H1 F* P! H, s
- $data_system.battle_transition)
7 [) S) _4 O3 f9 r4 U) ~( s - end4 r! V0 }* Y; S% Y/ K
- # 开始自由战斗回合) E1 U. r" r: r
- start_phase1
8 W" n1 Z3 k1 i0 z$ p - # 主循环; z" z" P% U* L" W( J
- loop do
. ]' }, o8 ~( K% u* }% A: u: U% d - # 刷新游戏画面
7 i5 B9 ^& p! X8 c' o4 f - Graphics.update1 L" k) @2 G! _) A1 p" X* N
- # 刷新输入信息
7 ^' Z* Z" t8 i: b- @* N - Input.update
3 }/ n- X5 b/ R- T9 f - # 刷新画面: |. r0 D" o+ H: N
- update
$ L1 e3 @' E! h! B2 \7 j( Q5 `5 r - # 如果画面切换的话就中断循环" z7 X4 M' c6 E: `! V5 S, U
- if $scene != self5 y. A1 l8 t3 z- x7 z3 N n9 b$ U' m
- break
* R' |/ K1 r2 z A/ m+ \ - end ~; d. {$ u7 {$ Z2 y& q. l
- end
$ e5 W8 X2 W8 G6 {! L: s; J$ ?8 M E - # 刷新地图/ i6 O, K8 M0 M: e
- $game_map.refresh
" V9 p8 c% S2 S2 Z5 O i% Q; | - # 准备过渡
% R9 f8 ?$ q3 j8 U& E - Graphics.freeze. k4 I2 m0 P* [7 K
- # 释放窗口" @2 I! s, B" T$ P9 Q6 a% K; A
- @actor_command_window.dispose. s3 L& @1 b$ h. {7 s5 e
- @party_command_window.dispose e1 z. x0 I: Y- H9 M- T0 Z
- @help_window.dispose5 g* p0 l; K/ U0 V
- @status_window.dispose7 h$ W" _+ J4 Q* E0 x/ s# R: h1 U
- @message_window.dispose
! x& B$ b% ?" v- G" W, ] - if @skill_window != nil- f( q. m1 n7 ]4 E) @- U/ }
- @skill_window.dispose
' @& s8 n! ~6 B; t, Y - end. @ j( \/ o" J
- if @item_window != nil( l8 p8 ]- ?/ h, |, ?8 l
- @item_window.dispose( Y' j( Z8 \# K8 b0 k* J+ u. \& W
- end
% g/ P* V; Q3 U4 o2 Y8 `. r - if @actor_window != nil& A* b- [7 }; s1 Y5 L7 f, B
- @actor_window.dispose
4 z* q1 K; G% c8 r3 ?0 u4 ] - end
4 F% C( e0 b: n - if @result_window != nil
' h: }% b8 m) @' t( {9 @1 L - @result_window.dispose; r) _9 j: R# S2 [( q
- end/ f. d: R F: p, @& t+ _1 p+ p
- # 释放活动块" ? C/ z# ]3 X$ Y2 `1 E" U
- @spriteset.dispose
: _( N2 ^, }9 Y, c - # 标题画面切换中的情况
$ f0 s1 t, P* z: w( Z' M8 o - if $scene.is_a?(Scene_Title)
: ^, F1 E! c$ q) s8 @& ~' r D - # 淡入淡出画面
: O) @! i5 V7 W$ w - Graphics.transition0 i3 ]5 l* X J9 w6 @( I) K
- Graphics.freeze
0 r7 a0 F# p) `( i0 I' R - end
0 C# G) Y2 e$ [ - # 战斗测试或者游戏结束以外的画面切换中的情况
! h8 i' \% k5 J' y4 \" D0 G - if $BTEST and not $scene.is_a?(Scene_Gameover)
7 n1 l+ L0 _. K$ G0 G - $scene = nil
0 W- O' q2 x0 d$ z- L - end5 m; Q* W! v$ y9 `; @8 s
- end7 G" B: k* E. b& T: a3 Q
- # 战斗结束
' v6 Y. q H' F7 D - alias lpb_battle_end battle_end8 f+ z6 g$ U3 J& ^ n: ~% m% P
- def battle_end(n)
2 `9 k) r3 q; o9 B* f - lpb_battle_end(n)' y# P+ x1 T O4 p( I9 B- Q, B
- $game_party.set_actor_to_normal
$ v K, b* M. ]/ I - end
% d& [4 t2 N4 P, q( _& o - # 开始回合3
! g0 J1 q* t1 v/ s - alias lbp_start_phase3 start_phase36 ?2 J3 a2 {+ p8 x2 C" `. U
- def start_phase3 h! U) w4 U7 L- y4 P
- @changed_battler_id = []$ A2 @% }* Q# Q% ]
- lbp_start_phase3
. X' O0 B7 t* N6 X6 G - end1 T; q- t- x& C/ H3 \/ e" \2 i
- # 刷新角色命令回合画面
' J- d) T( L: j4 \- p2 Y/ w& D - def update_phase3
9 m' Q) l+ S5 P+ L1 ~5 |' S/ i ^- s! S - # 敌人光标有效的情况下
" b' N7 h$ Y8 T/ |9 }& } - if @enemy_arrow != nil2 L y" [ \& u1 k1 o; ^/ ]# `( r& A
- update_phase3_enemy_select' S' \8 p) D5 a/ L& c! P
- # 角色光标有效的情况下
9 |% W& e8 _: G$ A. p. [ - elsif @actor_arrow != nil7 B+ b9 ?( g* o& h
- update_phase3_actor_select
: _; V4 K" q& z" \; h2 ^! l - # 特技窗口有效的情况下' n! }/ E% _ v* ]! D) h8 k8 L: j
- elsif @skill_window != nil
+ A& m- e- S, @2 R5 J) j0 X - update_phase3_skill_select$ u5 o7 a9 b4 J0 f) E
- # 物品窗口有效的情况下) J, r: \& d; y0 O! m% ^6 C
- elsif @item_window != nil: X# f( V0 W* v7 B
- update_phase3_item_select3 |4 E$ W: U" I) I% D' d3 Y
- elsif @actor_window != nil
( v6 h2 h" E9 R( a8 m7 X - update_phase3_battler_select) _5 ]- r$ q+ k" q
- # 角色指令窗口有效的情况下1 o3 g( n6 g; d
- elsif @actor_command_window.active( N( F9 {3 Q$ ?7 Q) ^% [" L/ V
- update_phase3_basic_command6 R1 G) ?; S. R$ t4 f) l* L
- end
5 x+ d, n7 ^0 \% d1 m - end
, R* Q$ e' j' z2 `$ d - # 角色基本命令
; j) ]' e; _1 q/ ` - def update_phase3_basic_command
5 j" j3 n! a# B' J- u! t D8 ?$ J - # 按下 B 键的情况下 c7 G7 _7 W" _5 J3 @! G
- if Input.trigger?(Input::B)# V, j9 B1 D9 `. | F S) G
- # 演奏取消 SE
5 ^9 x* w! F2 S% j5 Q* ~* e5 w - $game_system.se_play($data_system.cancel_se)
7 M& t6 t# i4 ], U) ~! _ - # 转向前一个角色的指令输入
s; d! U, w; b - phase3_prior_actor( D+ j1 {4 H S6 C4 B( ]5 B
- return
' i1 u# w1 a, ?8 @0 [ J" _9 } - end
+ [. P( F- a0 l! h - # 按下 C 键的情况下
/ I# @: Q0 E- H1 C# _+ J. b; _ - if Input.trigger?(Input::C)
- |! d# s+ s9 e$ \+ X - # 角色指令窗口光标位置分之
) V1 ~! |% D! _6 E, j: H - case @actor_command_window.index
" c; |. |& V6 \/ E0 v$ C& P# W - when 0 # 攻击% b; I; s/ G8 H% @( u8 P' S
- # 演奏确定 SE. j3 F% m$ J7 r3 s( i' T# p
- $game_system.se_play($data_system.decision_se)
9 [2 r! t- R$ n - # 设置行动5 c! s4 Z3 [5 N
- @active_battler.current_action.kind = 0
/ B, T- n" Z9 k' F+ a8 ? - @active_battler.current_action.basic = 0
! i$ F% u( h7 F/ v - # 开始选择敌人& F' c% m/ h* i# C! [
- start_enemy_select) _* v c' o# F9 K. F3 U) D# v
- when 1 # 特技
" j9 v$ N; d% p$ p1 q - # 演奏确定 SE
7 q1 |7 r- v0 o% B - $game_system.se_play($data_system.decision_se)
2 K G! ~2 ?! Y6 N5 q# ?& Q - # 设置行动7 n9 W0 V7 F+ c8 |0 ]5 E# B
- @active_battler.current_action.kind = 1
B/ l2 d9 J- Q9 G - # 开始选择特技
; M& t) s8 \4 Z" w8 Y - start_skill_select
1 S5 p0 t9 O3 m; X. t - when 2 # 防御, L, w3 e% K% s
- # 演奏确定 SE# S2 `6 ~# \: E2 ?1 Y4 _
- $game_system.se_play($data_system.decision_se)
1 H) t" v5 y/ H. w+ G1 J: W- l - # 设置行动' `* j x7 F2 @2 P1 g `
- @active_battler.current_action.kind = 0
9 s$ ~+ N: O* K# U - @active_battler.current_action.basic = 1/ T0 k5 D L( s; N) @1 l5 W$ b3 N( Q
- # 转向下一位角色的指令输入
0 N2 i& A9 ?# y+ Y6 l4 s - phase3_next_actor( w. t+ u; M) o/ u7 B9 Y9 F
- when 3 # 物品9 j f& Z8 s# _( u7 _8 B( m
- # 演奏确定 SE
6 y5 U/ S/ F% e$ } - $game_system.se_play($data_system.decision_se)
" X! O+ p# a5 h- I - # 设置行动
7 h S0 v# t, d- e! ` - @active_battler.current_action.kind = 2- b P8 A, E. Z7 e3 ]1 x# Q
- # 开始选择物品: u" X! M' y7 H& K. T6 ?4 s2 @
- start_item_select4 q" l G. T' t5 l7 C% S4 w$ c" O
- when 4 # 换人 E* O4 J% k( u. d' ?- M' a8 F
- $game_system.se_play($data_system.decision_se)
4 _- L2 z: B% I6 o- f - @active_battler.current_action.set_change_battler
! M8 W1 o" Z5 D. r9 h - start_battler_select
, r: }) o @; p2 N( J+ q2 c$ a; p - end! \+ l$ P5 n- T' E& K6 w( r; L4 m7 l
- return
" u; Q: k" \, |" r& J! y - end
2 y1 e8 A+ k b6 u - end
8 \2 X3 k4 F$ R' d' W% R/ D; J; H0 A - # 开始角色选择3 e& D+ C0 j* ?
- def start_battler_select* b5 K' r/ K6 Q/ z) b# J- s* v" I
- @actor_window = Window_Actor.new
; n9 r0 G4 ^. K/ N" u6 c - @actor_window.active = true
. d- Q1 m) A2 e# O& ^( P" I8 b - @actor_window.index = 0& d" r! M2 J" O& D8 o6 x
- @actor_window.help_window = @help_window, o2 P7 i2 B# u' `' [
- @actor_command_window.active = false3 \0 v; ?) P3 }: z# A
- @actor_command_window.visible = false
4 G6 j0 G9 _% P, W# }: c( y; ^ - end# e( o) g; Q/ h; w
- # 结束角色选择
- x ?1 s8 W$ j! m1 x# } - def end_battler_select, I" m# N! l$ j7 W# K! L
- @actor_window.dispose
+ J% f, C6 x* Q/ a; u( |$ |. D3 p$ J - @actor_window = nil
/ H! y% ~8 J1 C- C - @help_window.visible = false9 B' ^! ]# B; O) I& h% n6 Z1 E! n
- @actor_command_window.active = true
: v- r D4 ~/ ?) P0 k - @actor_command_window.visible = true
R/ }5 I8 H' y& l5 g8 M# H - end
" U0 _: H3 ]; `' D! D$ k9 f) U - # 刷新角色选择, U+ {6 o) U+ ^/ g' W
- def update_phase3_battler_select
, o, @: X G: c - @actor_window.visible = true3 d- p- P/ N+ N2 L0 K
- @actor_window.update
! ]+ X' ^ g0 C, d$ ~! b Z - if Input.trigger?(Input::B)0 z: o7 Q6 s3 E3 R7 C: s
- $game_system.se_play($data_system.cancel_se)0 X5 ~ W3 `9 L. Z1 `2 X! l
- end_battler_select2 D9 |6 l9 Y! O1 p" A `
- return( h; w6 [6 c) b3 y4 K5 ~
- end. y0 d6 X$ e5 x5 U* J2 v
- if Input.trigger?(Input::C)
; h9 `- N1 _+ B/ Z; f - actor_id = @actor_window.actor_id
0 W2 y1 ?$ @! S' p, Z - if $game_party.get_actors_id.include?(actor_id) or
% o1 ?% Z2 Y7 p% t" Y# R. V3 d - $game_actors[actor_id].dead? or
( a5 E+ v$ L& ]3 J! J: @ - @changed_battler_id.include?(actor_id)
0 F& ^ Z6 Z, ~( J9 V5 x - $game_system.se_play($data_system.buzzer_se)
3 ]4 h8 V. g, `5 ^ - return
2 P9 Q7 P/ L5 J7 u; d3 G1 o - end) U3 z. W6 _# ~7 A
- $game_system.se_play($data_system.decision_se)- K+ Q; s, b6 W2 o
- @active_battler.current_action.change_to_battler = actor_id& x9 Y1 Q( u. C& M: [3 P' Z
- @changed_battler_id.push(actor_id)) @5 `& ?7 n) f( O
- end_battler_select' q) t. }( x5 S( [& E9 u
- phase3_next_actor
: l* r! Y p7 J' s* @9 V$ e& [ - return
) N4 `6 h& A/ g" X - end
7 [# O( G; g8 I Q; F - end, q- A e- o, `5 R4 ^, k2 o7 ?
- # 行动方动画
: t* `4 V- s, `" h2 X - def update_phase4_step3
8 |$ o4 ]: r% D8 N) m$ b/ t6 ^ - if @active_battler.current_action.is_change_battler?
R& Z! I* @. S3 v' D6 p - @animation1_id = AnimationChangeBattler
" G9 L: I: v, S' A8 g - @target_battlers = []
: ?) [ v' A; V+ F5 r0 q1 y" I - end
( r6 H( O) t; G4 M+ P2 t - # 行动方动画 (ID 为 0 的情况下是白色闪烁)% {5 U6 ~$ n2 d
- if @animation1_id == 09 \" j& Q0 c- G5 z5 q1 Q
- @active_battler.white_flash = true
" z" s0 X/ x8 S4 b- H- T - else- T# k& U+ {/ N$ ]/ q' j4 z
- @active_battler.animation_id = @animation1_id
# f% {2 b( G: d) {9 D+ e - @active_battler.animation_hit = true7 p z+ \% z, N& S- Z c; D$ D/ b
- end0 p5 H) |; G5 e' ~# M+ ^
- # 移至步骤 4
! ?; d8 g" y8 z1 s6 i - @phase4_step = 4
) n4 v# F9 a% g - end
! e; u9 A. d/ p5 T$ f - # 对象方动画2 V' U3 P* d* K8 b' r' S9 \0 [+ E9 |
- def update_phase4_step46 q' O0 w" Q" z6 z w
- if @active_battler.current_action.is_change_battler?6 {- A I: H; Y: p- P' z$ K; W
- actor1_id = @active_battler.current_action.change_to_battler
, ~0 H0 O- }& i1 b# @ - actor2_id = @active_battler.id3 [$ l8 h8 N0 W0 K
- (0...$game_party.actors.size).each do |i|
3 k; ]9 J9 j& ~- d, I - if $game_party.actors[i].id == actor2_id
6 t* G u1 Y% F" f/ g8 w; T - $game_party.change_actor(i,actor1_id)
$ ~! x% x* g! x1 n1 v M3 S - @active_battler = $game_actors[actor1_id]- `+ [/ M: {/ s4 y0 d
- @status_window.refresh& b* e, V# s9 A) O5 h
- end( h) c! M! w! q7 b' w
- end5 y% o& A- N; h! A( o
- end
0 }$ L& g* ~# S. e0 C3 [% d8 _ - # 对像方动画
1 g1 o; A8 G+ e/ g - for target in @target_battlers- x* C' ^9 k+ ~5 L* ^+ h
- target.animation_id = @animation2_id
/ _) s7 n5 U7 Z" ~% y. u. n - target.animation_hit = (target.damage != "Miss"), O+ D) z: W- C! [- S# L
- end
+ A$ M" ~2 Z) x" r - # 限制动画长度、最低 8 帧
% Y' V: ]: p1 N! _7 r4 y - @wait_count = 8
/ y* ] @% f: A* O4 H) v4 ] - # 移至步骤 5" x5 z1 d3 t5 i9 q5 P& f
- @phase4_step = 5
' g b+ n9 @" Y6 ~/ X - end
" q4 A+ U. z( m: u( ^( h - # 公共事件7 m; z$ o* {5 E, c
- def update_phase4_step6
3 a$ v" q5 W* f" _1 _ - @target_battlers.each do |target|$ F9 g- u2 m/ t# y
- if target.is_a?(Game_Actor) and target.dead? and
" f! t1 C5 M& Y f - !$game_party.other_actors.all?{|actor|actor.dead?}
- ~7 z3 |8 q9 x& N3 h - @actor_window = Window_Actor.new
- I( p3 k% F! p - @actor_window.index = 0
' I4 S& Z# F6 q7 E - @actor_window.active = true0 L8 y2 {8 n! L+ o" c
- @actor_window.help_window = @help_window5 S; A( c$ O! H; `, a+ O- l
- actor_id = -1' w! h0 e( Q& M$ r
- loop do2 G# G3 Y3 O2 r- Z
- Graphics.update
B/ e) j- R- B6 K/ ~! j8 r - Input.update8 {/ ?3 `* K' J* V1 w
- @actor_window.update
$ k' t o* x9 X( ]3 ~ - if Input.trigger?(Input::C)6 L) A' a2 |7 x* n
- actor = $game_actors[@actor_window.actor_id]
' g8 i6 j' V( U# v7 i - if actor.dead? or$ b3 S* c# W0 e, f( ]
- (@changed_battler_id.include?(actor.id) and : H$ ?2 u; \3 l. Y6 s( |
- target.current_action.change_to_battler != actor.id) or
8 W# `0 F) R9 L ?+ \7 L! C6 e( Z - $game_party.actors.include?(actor)
" x1 k& ?8 w' G1 k - $game_system.se_play($data_system.buzzer_se)
, t! h2 j/ e5 U% p - else3 ]2 v& i- W( ~( f$ P) F
- actor_id = actor.id
4 ]- O0 E+ N" @4 _' @ - end
) q: q) z2 q% l$ u. T7 L9 z$ t) E8 O - end
/ r3 j' U% L- E5 G) U - break if actor_id >= 0% V0 a b! i6 m) B3 ?- n/ p
- end6 V) S. E: ]( U$ f
- @actor_window.visible = false" s; w3 t$ z; {$ p# o- \
- @actor_window.dispose& R1 S. {% K* q- N* F9 |( C5 q$ i
- @actor_window = nil
9 B1 `2 M0 ^9 W7 o* J7 u - @help_window.visible = false' S0 R5 G. l6 [/ B1 Y5 \3 t5 U
- (0...$game_party.actors.size).each do |i|0 `7 ^3 R6 T' X. N
- if $game_party.actors[i].id == target.id
9 j, e0 M; r2 M+ F - $game_party.change_actor(i,actor_id)4 G. S5 G' J; y+ A: L: e% h1 n* t! [
- @status_window.refresh! N6 T! \" h& X/ f/ U
- end1 T! u, l, r* Y8 S
- end, n( x* P( x+ X, v1 R
- end
4 Z6 [. B2 o9 C) I- f! C5 H4 {- ^6 i - end( F0 N! n* h# e( Q0 p
- # 清除强制行动对像的战斗者* W9 C$ R7 m6 v W& A7 s
- $game_temp.forcing_battler = nil. u5 x% H) h; K: x, c
- # 公共事件 ID 有效的情况下
1 N3 R: o) I! y% g8 d- p6 E - if @common_event_id > 0& X; E# O7 {9 B2 V
- # 设置事件1 a9 x# A. I$ z0 B3 ?
- common_event = $data_common_events[@common_event_id]: ]( |4 j6 }; c* D8 S, y
- $game_system.battle_interpreter.setup(common_event.list, 0)1 v6 t4 q( y0 z5 Y7 J4 {
- end) l( N8 }( L& d' c; N
- # 移至步骤 1
2 X8 m F% S1 f( P3 T" v e - @phase4_step = 1% s6 ?1 P) T+ g1 [2 J* N
- end
8 t" p' ]7 D5 _; w1 n [ - end5 b* U& U n$ U& J- e) T
- 1 t& z$ ^/ T. K5 a1 ?, j
- class Window_MenuStatus
# G" e. H9 O ~" ~4 m - def refresh/ d+ V/ W& a, Y! _3 T, e
- self.contents.clear
) b+ I, v: R- [5 U1 q9 ~ - @item_max = $game_party.actors.size
' K* t( H5 Z9 ~ - for i in 0...$game_party.actors.size
3 d }% E9 z- D5 J/ f - x = 48 g+ x6 X" W z- U3 x9 [
- y = i * 32+ c9 f/ G+ b8 J, m8 H/ ]
- actor = $game_party.actors[i]
; S) H; _1 i7 }% \8 P; w - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)7 T# L- t( T5 q0 _7 ?
- rect = Rect.new(0,0,bitmap.width/4,31)
4 j6 I) t7 [+ r7 ? - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
5 k- R3 x7 h: A+ |: i% e4 {/ ? - draw_actor_name(actor, x+36, y)1 s7 {& N: E9 \; Z( S, i
- draw_actor_state(actor, x + 136,y)
" X! w7 v" C) [; T3 R - draw_actor_hp(actor, x + 236, y,96)
; j7 t1 n. y0 r; F, h/ x0 V$ d8 P% i - draw_actor_sp(actor, x + 336, y,96)( Z( W {% H( ]) S7 N) U9 a
- end
8 a2 X2 d* _2 r - end" l n& V4 ?! L! n1 @
- def update_cursor_rect
1 N/ L0 ~3 |# z7 k - super- F4 N9 d5 J) K! C1 X7 q) |
- end! ~$ R% g/ }7 t0 T8 \
- 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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