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本帖最后由 wxygejia 于 2013-3-5 23:21 编辑
我下载了2刀流脚本和战斗换人脚本,但两个脚本不兼容,于是我把二刀流脚本冲突部分的复制到了战斗换人脚本里替换了战斗换人的原部分语句后发现原来报错是没有了,但是队友死亡后不会自动换人了,明明我只修改了动画部分为什么会出现这种问题呢?求各位大神帮忙…………如何解决这个问题%
我修改的是战斗公共事件上边那一部分。
module LimBattlePlug
# 队伍最大人数
MaxPartySize = 9
# 出战人数
MaxBattlerSize = 4
# 换人语句
WordChangeBattler = "换人"
# 换人时播放的动画
AnimationChangeBattler = 26
end
class Game_BattleAction
attr_accessor :change_to_battler
# 初始化
alias lbp_initialize initialize
def initialize
lbp_initialize
@change_to_battler = 0
end
# 欲更换角色编号
def set_change_battler
@kind = 3
end
# 判断行动是否为更换角色
def is_change_battler?
return (@kind == 3)
end
end
class Game_Party
include LimBattlePlug
attr_reader :actors2
alias lpb_initialize initialize
def initialize
lpb_initialize
@actors2 = []
end
# 角色加入
def add_actor(actor_id)
actor = $game_actors[actor_id]
if @actors.size < MaxPartySize and not @actors.include?(actor)
@actors.push(actor)
$game_player.refresh
end
end
# 设置战斗的角色
def set_actor_to_battle
@actors2 = []
@actors.each do |actor|
@actors2.push(actor)
end
@actors = []
dead_actor = []
@actors2.each do |actor|
if !actor.dead?
@actors.push(actor)
else
dead_actor.push(actor)
end
break if @actors.size == MaxBattlerSize
end
if @actors.size < MaxBattlerSize
for actor in dead_actor
@actors.push(actor)
break if @actors.size == MaxBattlerSize
end
end
end
# 还原战斗的角色
def set_actor_to_normal
@actors = []
@actors2.each do |actor|
@actors.push(actor)
end
end
# 获取角色id数组
def get_actors_id
id = []
@actors.each{|actor|id.push(actor.id)}
return id
end
# 获取角色id数组
def get_actors2_id
id = []
@actors2.each{|actor|id.push(actor.id)}
return id
end
# 兑换角色
def change_actor(index,id)
@actors[index] = $game_actors[id]
end
# 全灭判定
def all_dead?
# 同伴人数为 0 的情况下
if $game_party.actors.size == 0
return false
end
# 同伴中无人 HP 在 0 以上
for actor in @actors2
if actor.hp > 0
return false
end
end
for actor in @actors
if actor.hp > 0
return false
end
end
# 全灭
return true
end
# 其他角色
def other_actors
actors = []
@actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
return actors
end
# 角色位置互换
def change_actor_pos(id1,id2)
actor_id = []
@actors.each do |actor|
actor_id.push(actor.id)
end
return if !actor_id.include?(id1) and !actor_id.include?(id2)
id1_index = id2_index = -1
(0...actor_id.size).each do |i|
if actor_id == id1
id1_index = i
elsif actor_id == id2
id2_index = i
end
end
temp_actor = @actors[id1_index]
@actors[id1_index] = @actors[id2_index]
@actors[id2_index] = temp_actor
end
end
class Window_Actor < Window_Selectable
# 初始化
def initialize
super(0,64,640,256)
self.back_opacity = 160
refresh
self.index = -1
self.active = false
end
# 刷新
def refresh
@item_max = $game_party.actors2.size
@data = []
$game_party.actors.each do |actor|
@data.push(actor)
end
$game_party.actors2.each do |actor|
@data.push(actor) if [email protected]?(actor)
end
if self.contents != nil
self.contents.clear
self.contents = nil
end
self.contents = Bitmap.new(608,@data.size*32)
x = 4
y = 0
@data.each do |actor|
bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
rect = Rect.new(0,0,bitmap.width/4,31)
self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
draw_actor_name(actor,x+36,y)
draw_actor_state(actor,156,y)
draw_actor_hp(actor,x+256,y,96)
draw_actor_sp(actor,x+376,y,96)
if $game_party.actors.include?(actor)
self.contents.font.color = text_color(6)
cword = "出战"
else
self.contents.font.color = text_color(0)
cword = "待战"
end
self.contents.draw_text(x+496,y,60,32,cword)
y += 32
end
end
# 获取当前角色编号
def actor_id
return @data[self.index].id
end
# 刷新帮助
def update_help
@help_window.set_text(@data[self.index] == nil ?\
"" : @data[self.index].name)
end
end
class Scene_Battle
include LimBattlePlug
# 初始化
def initialize
$game_party.set_actor_to_battle
end
# 主处理
def main
# 初始化战斗用的各种暂时数据
$game_temp.in_battle = true
$game_temp.battle_turn = 0
$game_temp.battle_event_flags.clear
$game_temp.battle_abort = false
$game_temp.battle_main_phase = false
$game_temp.battleback_name = $game_map.battleback_name
$game_temp.forcing_battler = nil
# 初始化战斗用事件解释器
$game_system.battle_interpreter.setup(nil, 0)
# 准备队伍
@troop_id = $game_temp.battle_troop_id
$game_troop.setup(@troop_id)
# 生成角色命令窗口
s1 = $data_system.words.attack
s2 = $data_system.words.skill
s3 = $data_system.words.guard
s4 = $data_system.words.item
s5 = WordChangeBattler
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
@actor_command_window.y = 128
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
# 生成其它窗口
@party_command_window = Window_PartyCommand.new
@help_window = Window_Help.new
@help_window.back_opacity = 160
@help_window.visible = false
@status_window = Window_BattleStatus.new
@message_window = Window_Message.new
# 生成活动块
@spriteset = Spriteset_Battle.new
# 初始化等待计数
@wait_count = 0
# 执行过渡
if $data_system.battle_transition == ""
Graphics.transition(20)
else
Graphics.transition(40, "Graphics/Transitions/" +
$data_system.battle_transition)
end
# 开始自由战斗回合
start_phase1
# 主循环
loop do
# 刷新游戏画面
Graphics.update
# 刷新输入信息
Input.update
# 刷新画面
update
# 如果画面切换的话就中断循环
if $scene != self
break
end
end
# 刷新地图
$game_map.refresh
# 准备过渡
Graphics.freeze
# 释放窗口
@actor_command_window.dispose
@party_command_window.dispose
@help_window.dispose
@status_window.dispose
@message_window.dispose
if @skill_window != nil
@skill_window.dispose
end
if @item_window != nil
@item_window.dispose
end
if @actor_window != nil
@actor_window.dispose
end
if @result_window != nil
@result_window.dispose
end
# 释放活动块
@spriteset.dispose
# 标题画面切换中的情况
if $scene.is_a?(Scene_Title)
# 淡入淡出画面
Graphics.transition
Graphics.freeze
end
# 战斗测试或者游戏结束以外的画面切换中的情况
if $BTEST and not $scene.is_a?(Scene_Gameover)
$scene = nil
end
end
# 战斗结束
alias lpb_battle_end battle_end
def battle_end(n)
lpb_battle_end(n)
$game_party.set_actor_to_normal
# 解除战斗用状态(中途换下的队员)
for actor in $game_party.actors2
actor.remove_states_battle
end
end
# 开始回合3
alias lbp_start_phase3 start_phase3
def start_phase3
@changed_battler_id = []
lbp_start_phase3
end
# 刷新角色命令回合画面
def update_phase3
# 敌人光标有效的情况下
if @enemy_arrow != nil
update_phase3_enemy_select
# 角色光标有效的情况下
elsif @actor_arrow != nil
update_phase3_actor_select
# 特技窗口有效的情况下
elsif @skill_window != nil
update_phase3_skill_select
# 物品窗口有效的情况下
elsif @item_window != nil
update_phase3_item_select
elsif @actor_window != nil
update_phase3_battler_select
# 角色指令窗口有效的情况下
elsif @actor_command_window.active
update_phase3_basic_command
end
end
# 角色基本命令
def update_phase3_basic_command
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 转向前一个角色的指令输入
phase3_prior_actor
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 角色指令窗口光标位置分之
case @actor_command_window.index
when 0 # 攻击
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
# 开始选择敌人
start_enemy_select
when 1 # 特技
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_battler.current_action.kind = 1
# 开始选择特技
start_skill_select
when 2 # 防御
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 1
# 转向下一位角色的指令输入
phase3_next_actor
when 3 # 物品
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_battler.current_action.kind = 2
# 开始选择物品
start_item_select
when 4 # 换人
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.set_change_battler
start_battler_select
end
return
end
end
# 开始角色选择
def start_battler_select
@actor_window = Window_Actor.new
@actor_window.active = true
@actor_window.index = 0
@actor_window.help_window = @help_window
@actor_command_window.active = false
@actor_command_window.visible = false
end
# 结束角色选择
def end_battler_select
@actor_window.dispose
@actor_window = nil
@help_window.visible = false
@actor_command_window.active = true
@actor_command_window.visible = true
end
# 刷新角色选择
def update_phase3_battler_select
@actor_window.visible = true
@actor_window.update
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
end_battler_select
return
end
if Input.trigger?(Input::C)
actor_id = @actor_window.actor_id
if $game_party.get_actors_id.include?(actor_id) or
$game_actors[actor_id].dead? or
@changed_battler_id.include?(actor_id)
$game_system.se_play($data_system.buzzer_se)
return
end
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.change_to_battler = actor_id
@changed_battler_id.push(actor_id)
end_battler_select
phase3_next_actor
return
end
end
# 行动方动画
def update_phase4_step3
if @active_battler.current_action.is_change_battler?
@animation1_id = AnimationChangeBattler
@target_battlers = []
end
# 行动方动画 (ID 为 0 的情况下是白色闪烁)
if @animation1_id == 0
@active_battler.white_flash = true
else
@active_battler.animation_id = @animation1_id
@active_battler.animation_hit = true
end
# 移至步骤 4
@phase4_step = 4
end
def update_phase4_step4
if @active_battler.current_action.is_change_battler?
actor1_id = @active_battler.current_action.change_to_battler
actor2_id = @active_battler.id
(0...$game_party.actors.size).each do |i|
if $game_party.actors.id == actor2_id
$game_party.change_actor(i,actor1_id)
@active_battler = $game_actors[actor1_id]
@status_window.refresh
end
end
end
# --- ここから変更部分 ---
# アニメーションの配列の先頭を取り出す
if @animation2_id.is_a?(Integer)
@animation2_id = [@animation2_id]
end
animation = @animation2_id.shift
# 対象側アニメーション
for target in @target_battlers
# target.animation_id = @animation2_id
target.animation_id = animation
target.animation_hit = (target.damage != "Miss")
end
# アニメーションの長さにかかわらず、最低 8 フレーム待つ
@wait_count = 8
# アニメーションがなくなったらステップ 5 に移行
@phase4_step = 5 if @animation2_id.empty?
# --- 変更部分終わり ---
end
# 限制动画长度、最低 8 帧
@wait_count = 8
# 移至步骤 5
@phase4_step = 5
end
# 公共事件
def update_phase4_step6
(0...$game_party.actors.size).each do |i|
if $game_party.actors.hp <= 0 and !$game_party.other_actors.all?{|actor|actor.dead?}
death = $game_party.actors.id
@actor_window = Window_Actor.new
@actor_window.index = 0
@actor_window.active = true
@actor_window.help_window = @help_window
actor_id = -1
loop do
Graphics.update
Input.update
@actor_window.update
if Input.trigger?(Input::C)
actor = $game_actors[@actor_window.actor_id]
if actor.dead? or actor.hp <= 0 or
(@changed_battler_id.include?(actor.id) and
$game.actors[death].current_action.change_to_battler != actor.id) or
$game_party.actors.include?(actor)
$game_system.se_play($data_system.buzzer_se)
else
actor_id = actor.id
end
end
break if actor_id >= 0
end
@actor_window.visible = false
@actor_window.dispose
@actor_window = nil
@help_window.visible = false
(0...$game_party.actors.size).each do |i|
if $game_party.actors.id == $game_actors[death].id
$game_party.change_actor(i,actor_id)
@status_window.refresh
end
end
end
end
# 清除强制行动对像的战斗者
$game_temp.forcing_battler = nil
# 公共事件 ID 有效的情况下
if @common_event_id > 0
# 设置事件
common_event = $data_common_events[@common_event_id]
$game_system.battle_interpreter.setup(common_event.list, 0)
end
# 移至步骤 1
@phase4_step = 1
end
class Window_MenuStatus
def refresh
self.contents.clear
@item_max = $game_party.actors.size
for i in 0...$game_party.actors.size
x = 4
y = i * 32
actor = $game_party.actors
bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
rect = Rect.new(0,0,bitmap.width/4,31)
self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
draw_actor_name(actor, x+36, y)
draw_actor_state(actor, x + 136,y)
draw_actor_hp(actor, x + 236, y,96)
draw_actor_sp(actor, x + 336, y,96)
end
end
def update_cursor_rect
super
end
end
已上传了2刀流和战斗换人的原始脚本,这两个脚本不兼容,不是取消了换人功能就是二刀流角色无法攻击敌人,我修改后解决了以上问题,但死亡角色不替换了…… |
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