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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" Z/ e4 b8 i1 G+ o; }( k6 G
- 2 N' P9 C8 F/ ^; e: t
- # 队伍最大人数. @& e8 a3 `& D$ |$ B+ [# x# d
- MaxPartySize = 82 T0 {: g; b& W2 n0 J
4 [& W' L2 P8 K- P5 D8 b- # 出战人数4 b. X+ }- d4 C
- MaxBattlerSize = 1- t, J. f) a+ [$ g8 h
) x8 u# Z0 P* `* v- # 换人语句 q2 B' F. e/ q" h$ b" D( I
- WordChangeBattler = "换人"
% q- x' K3 ^2 K. Y* w! E0 H
9 p* u3 Y0 i5 g% H/ T- x- # 换人时播放的动画$ b3 b0 ~# m& i# `% L# |+ q' l
- AnimationChangeBattler = 26
v/ `$ G+ x- o# f$ S+ n: }
+ l! Y1 j6 q* {- end) e4 i. G; [% L' U8 J
- - A' v N0 ?5 j2 R
- class Game_BattleAction
& H. v5 Q2 G" x8 ?% D - attr_accessor :change_to_battler2 z+ A7 f5 f! u5 W8 n: v! _
- # 初始化
q7 @6 @2 w: z8 O7 r {+ o - alias lbp_initialize initialize7 j4 i% m! D" |9 N+ L& E4 R
- def initialize
& ~1 s* K2 W2 | - lbp_initialize
; O5 }$ Y T5 S - @change_to_battler = 0
6 }- I/ K' {, P% U! {! f* \# \ - end* ~% v" G! N, Y2 x% S8 Y. H2 y
- # 欲更换角色编号9 t3 ^/ b+ P7 f8 y. O! Y
- def set_change_battler3 y) R; c3 s( b7 N: Y
- @kind = 31 ?5 D* G" ~' u( B5 i* `+ y# S9 W
- end, B% G5 L3 Z0 U" w$ Z
- # 判断行动是否为更换角色& M0 k3 r% P7 N( y9 J u
- def is_change_battler?
P) w& m/ f; Y1 ]1 j; x - return (@kind == 3)
/ W! A# o- M; w; N; U- U - end
2 ]" Z1 i! g2 C) P! M3 r$ J7 b; H. z - end
* Z ` \3 _% r3 \( m
7 H7 D2 S- v/ v0 u* `! k8 v) b: N0 C- class Game_Party
# A8 o" p+ X* k$ t! L - include LimBattlePlug& h9 ]# Y) Q6 T
- attr_reader :actors2' V6 g+ D8 o- T2 _: \
- alias lpb_initialize initialize* _8 z' k0 B+ W. [
- def initialize
3 W9 n* j) w/ j- S- D - lpb_initialize
: y; k: F0 W9 ]3 b - @actors2 = []0 z2 |: e0 e$ k% f9 G1 q
- end( x) u0 o1 ~* L- n- U6 S4 Y" k+ e
- # 角色加入/ S* t* k, J6 I
- def add_actor(actor_id)# ?6 a* `3 I; `
- actor = $game_actors[actor_id]
0 c" C8 ^: Y8 A8 i: p* S. W - if @actors.size < MaxPartySize and not @actors.include?(actor)
0 a! _" Q2 m& Y0 K. ^4 u! G' N - @actors.push(actor) O$ S, R- M# `3 F. G2 L
- $game_player.refresh' W. Z4 K0 g5 W- d6 V
- end
5 s2 U9 i! ] I# E r - end3 d K, K c$ t( H$ g
- # 设置战斗的角色
7 B' y/ B' h/ l7 K9 n - def set_actor_to_battle
A5 [/ J r* @ k6 J; P - @actors2 = []
5 j2 q" q/ j7 ~ - @actors.each do |actor|! o" n" h; s! T. W7 x
- @actors2.push(actor)
! Y% @# r" \: m+ B3 r3 R* Z4 O - end" e8 M9 Y3 N& j' z0 ]
- @actors = []
. ]1 e7 J, x; i! J+ _, V - @actors2.each do |actor|
9 G2 z2 v" |( Q/ X) ^ - @actors.push(actor)
$ o& V# _, x: u! O/ a( ^4 y c3 O - break if @actors.size == MaxBattlerSize
9 W; x; z+ U. c- t" k5 O, F - end
: z* u/ o3 r2 C, ~1 M- A3 ^* i - end
* n. B8 ]7 o }* R' Y - # 还原战斗的角色" B) Y0 V4 r$ C8 {2 F
- def set_actor_to_normal
2 Q# |4 c' M- Z5 R) x" }2 B - @actors = []
4 M6 o# P% F# b4 Q1 K, c - @actors2.each do |actor|
! J0 e9 u* p3 r @# r+ k" a; p6 _ - @actors.push(actor)
/ @# q/ N( t8 s" C - end
/ o& I I5 R/ w) e - end8 ?, B( F2 [3 ?8 v5 Q* N
- # 获取角色id数组
8 c2 F9 P- E2 E" ^7 _; O5 D, ^6 z - def get_actors_id
# I& J% C; @- H; k, c; ? - id = []7 B. f) @3 h; j
- @actors.each{|actor|id.push(actor.id)}$ w7 H0 \* K$ r/ b
- return id
2 L4 V% _* B, q1 d - end
" D: L& F7 e* C4 o - # 获取角色id数组 `6 y0 {" S, t8 {0 ]2 g d! P
- def get_actors2_id1 R4 B2 f) b6 b& a
- id = []
; L5 m( z8 |3 U/ w - @actors2.each{|actor|id.push(actor.id)}# _4 h8 u, O; A8 X, K9 K D# J% i
- return id" H+ H0 E- I7 u/ p
- end
! |$ ?% j, L. a# p# b! c1 A - # 兑换角色
2 l, g3 R- R2 ?+ v - def change_actor(index,id)2 q' K# y! J% {" I1 J
- @actors[index] = $game_actors[id]
& c1 W. v& ]9 X& T# i6 U - end' V% G" E5 o7 q) C! I
- # 全灭判定
( I' }" o+ n+ N$ }# K. F9 } - def all_dead?$ n. E: W& i3 U& i/ o2 @
- # 同伴人数为 0 的情况下1 G. C/ G5 m1 w. z: ?
- if $game_party.actors.size == 0
/ ^0 s6 T2 J4 _ - return false
* Y+ ], b0 c# t. Y6 x; f0 `% P - end
1 a" z9 O$ d, p, m- }2 @+ }) k8 e - # 同伴中无人 HP 在 0 以上
# c$ p. f5 h" L) N' ^ - for actor in @actors2; [% b& z% v) D- c% o7 |
- if actor.hp > 0
1 P: j. c) I* I$ b - return false$ k2 q# x( C9 U% s# [
- end
8 ~5 e" f( ^6 F( R" y - end
! G6 s; S% ?; X0 {2 M+ u - for actor in @actors; T2 }' E# L8 T
- if actor.hp > 04 T! J# k/ w) K x
- return false; y; b$ {7 q8 a8 ^9 k0 ?$ D) v
- end! o" A8 a4 m/ _6 F1 \' f
- end
, G2 q6 [ O. Q - # 全灭( F7 ~- V8 B1 v! Y5 u8 Q
- return true
/ I: P- x w: e9 F - end& ^8 Z" P* Y" i9 ]9 ]& r# N
- # 其他角色0 i4 c* Q& c g& ?( y
- def other_actors
7 l' k7 M4 p8 `* r: s5 R - actors = []
: _! z! E# m1 N+ \3 ] - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}1 b% h" _. Y2 J
- return actors& }( d8 m. T& ~* E- k) x: R
- end0 ~9 ~) H& D/ }/ M7 f
- # 角色位置互换
5 k* t* N6 W3 C/ x4 |3 k - def change_actor_pos(id1,id2)
- {- U2 i2 i$ g3 b - actor_id = []! Z: T6 a, l, V1 L3 B
- @actors.each do |actor|
; u0 _5 O. ^2 l - actor_id.push(actor.id)
2 f5 @6 F! a" H - end$ Q* x, X( d7 ~0 E+ H1 I+ k- c
- return if !actor_id.include?(id1) and !actor_id.include?(id2)3 I7 R. C" \) w i1 t5 d
- id1_index = id2_index = -1
" Q) E6 B/ u7 E8 c! T - (0...actor_id.size).each do |i|
% c( e2 t& h4 s/ U - if actor_id[i] == id1
1 y" m [% }9 I# h, `9 v/ [ - id1_index = i) ~" v0 u/ o3 K3 ^& d% Q
- elsif actor_id[i] == id2
) g- U+ a8 ^, Q* P1 V+ L2 ]# d3 b - id2_index = i
W' `& ^. o1 d5 D) X - end
7 A( t1 v! t# e7 u- V* m+ V2 i0 y - end) P9 e2 H* q* y8 f, L' r- |
- temp_actor = @actors[id1_index]
0 ]* q$ C9 g% x& k E: K8 r - @actors[id1_index] = @actors[id2_index]! _7 K) Q4 T/ j- c' t( [/ s
- @actors[id2_index] = temp_actor
! X0 u: l% c" ^ - end# F" B e& X. l( T8 Z. d
- end
5 J- ~# q d! y y
& X8 E. k) m+ Y& V& G- class Window_Actor < Window_Selectable2 D; j7 m. U9 P. Y! f- f- ]! s! v
- # 初始化
3 v2 l, e3 o7 ` - def initialize9 b, n! d* d8 g+ X6 i
- super(0,64,640,256)
$ n, i5 b- @* O0 U I - self.back_opacity = 160
: e8 @$ W1 `& O3 t- R - refresh
1 n/ x- r) Q5 t8 N - self.index = -11 w# O' h% g( o
- self.active = false
7 ~+ X9 y+ l2 y9 C4 p - end
! d9 |& f2 F. r g# [- E - # 刷新
) }( z4 Z1 [# X, _/ X - def refresh
# }6 A# h. b8 d; f0 _# z x$ b - @item_max = $game_party.actors2.size
9 G+ C. h+ T1 E) } - @data = []" W. |# J. ^9 O/ k0 {! F- M! D- Y2 z
- $game_party.actors.each do |actor|
3 y! |( ~' M2 x - @data.push(actor)4 P4 \* N& p: F& W# B4 f0 N
- end
6 t$ A0 S1 E; U! Q8 z$ D; ?' } - $game_party.actors2.each do |actor|
+ P: y' D9 e, K' ~- O - @data.push(actor) if [email protected]?(actor)
; M, d3 ^" `7 s1 E) j" ?4 J - end
6 E4 d8 p* b" U$ c - if self.contents != nil
5 d D7 ~: M4 } - self.contents.clear8 ?3 L0 ^! `0 l+ r- z
- self.contents = nil
" E5 C% B% n2 Q+ V- T - end
# H' {# E. I4 H( X - self.contents = Bitmap.new(608,@data.size*32)
5 X* X0 y+ H, `' @/ G. | - x = 41 B3 a- n8 v4 l" A0 K. U5 X+ T H
- y = 0
& G+ c: O3 z* u1 U( N - @data.each do |actor|
+ [( ~) ^1 b9 W9 x) M - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue): z0 o6 C" Q$ h2 o7 t5 C2 N! P
- rect = Rect.new(0,0,bitmap.width/4,31)/ q7 m9 b: B! l: ?$ L X, a
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
' a3 Z% J* [) z. K - draw_actor_name(actor,x+36,y)
3 a# `1 ]/ M& a9 q+ ?* ` - draw_actor_state(actor,156,y)" g$ m; [! `- f
- draw_actor_hp(actor,x+256,y,96)& k7 J. d; z$ }9 J8 ]
- draw_actor_sp(actor,x+376,y,96)" o+ J0 g- r. O, C; b
- if $game_party.actors.include?(actor)
\, d3 L0 u$ N& i - self.contents.font.color = text_color(6): Z* [- W2 b3 T! R& H
- cword = "出战"
$ t) q0 b1 v3 A - else
, u( [# p. f4 |7 o1 m9 d - self.contents.font.color = text_color(0)/ }" c0 M/ a4 L4 t3 r# U6 w
- cword = "待战"9 F4 n! w$ X7 V; H& O
- end
9 C+ B1 H- c. ]6 x9 }' ] - self.contents.draw_text(x+496,y,60,32,cword)
& w1 w* w7 T* M# {3 r - y += 32
% t& t+ M) [8 S9 k' s# @! J - end
2 K2 [5 P" \' ]# h - end6 C2 z' ~6 _/ h+ m
- # 获取当前角色编号
+ t \" ^/ Y& X7 U9 u1 t - def actor_id
) L& B1 ~; N; W9 d& ]0 p - return @data[self.index].id
0 I/ C6 j! @$ ?9 V5 G, ]7 [ - end4 v6 ~* Y- U Y
- # 刷新帮助9 c/ N$ z: |( f/ U8 {; s% E
- def update_help& A/ R7 W f. V4 v8 }
- @help_window.set_text(@data[self.index] == nil ?\( I! L+ [/ |7 {( L
- "" : @data[self.index].name)9 k, r7 }+ E3 Y9 {8 X
- end
" u M' C4 @4 S- |6 s$ j - end
( a) J# D, f& Z7 o+ S7 Y) R
- S1 _& J9 z9 a2 [/ b2 h* |2 F- class Scene_Battle
+ k% S& N1 f, o" l8 M0 y( n, S; d - include LimBattlePlug
2 j4 N, P9 O: S - # 初始化) G$ P" Q1 @. [, p+ F
- def initialize: `& |7 L/ F$ x; h
- $game_party.set_actor_to_battle# `, {3 n: B; @) J2 G7 c
- end
; W6 ^9 H) H4 R9 c - # 主处理
4 m+ m s2 @6 s9 c - def main
3 \2 @8 M: X( K% ~" P - # 初始化战斗用的各种暂时数据
, k' ^& l3 x- S - $game_temp.in_battle = true
$ ~* R: E# I! ]9 |2 D - $game_temp.battle_turn = 01 g# s. o; f5 N
- $game_temp.battle_event_flags.clear' |% D6 D) ]: k7 V# a6 R2 Y+ Z4 q
- $game_temp.battle_abort = false
1 T, M9 \& i- n* {3 V! i - $game_temp.battle_main_phase = false& s3 m- j- w; Q9 z# ~8 @3 e& I
- $game_temp.battleback_name = $game_map.battleback_name
1 L+ {. b0 y; E8 r - $game_temp.forcing_battler = nil* c8 u& H4 h4 C# R% \1 s5 Z
- # 初始化战斗用事件解释器
5 X( y6 b2 w' k! T2 ? N' C4 K; C - $game_system.battle_interpreter.setup(nil, 0)/ W$ U! W5 c4 ?" C1 ~! b% ^4 I
- # 准备队伍
( f5 ? t, F* g& x - @troop_id = $game_temp.battle_troop_id
1 v8 H- t/ T _' k- x8 t2 j - $game_troop.setup(@troop_id)
3 R' {* E! ^1 U j - # 生成角色命令窗口+ P) f- B4 s0 i0 {( z( B9 d
- s1 = $data_system.words.attack# l$ p3 j n% c# i5 e) Z! n
- s2 = $data_system.words.skill
& g+ M$ _ U9 \) n! ^# J - s3 = $data_system.words.guard
' c! H) t, N: @' z - s4 = $data_system.words.item, W0 o2 L6 x( e2 y8 ~
- s5 = WordChangeBattler }$ B- N `+ _# h6 L
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
" F2 @. G+ p# ~$ S - @actor_command_window.y = 128
0 ~. ~, @: K* t; t' R/ _& W - @actor_command_window.back_opacity = 160: ?, {3 ` ]* E* l
- @actor_command_window.active = false2 ~$ x7 N! m J
- @actor_command_window.visible = false5 A* V8 [5 |6 D( T9 n
- # 生成其它窗口
: N* W9 I; |7 m! e% Z - @party_command_window = Window_PartyCommand.new
& U W* s7 P. y) p - @help_window = Window_Help.new
9 H- b) c9 m% Z/ {, q7 N" ^ - @help_window.back_opacity = 160) r+ T# I8 p* n* h0 B j9 F* y
- @help_window.visible = false9 l, x% \$ s: x* O
- @status_window = Window_BattleStatus.new
& ]& ]6 I# {: W6 `) }) F - @message_window = Window_Message.new
1 Y C8 c- Z. o) y3 {8 t, j - # 生成活动块8 Q [3 [" M& x, Y* P. l; N
- @spriteset = Spriteset_Battle.new9 C2 m+ o; n, u* m& W) b
- # 初始化等待计数
+ q# V7 L$ L% \! S) p, S1 \ - @wait_count = 0
8 V+ }& R; |+ d& m7 K) a - # 执行过渡0 Z) W& n% L% u1 _0 O, m. d
- if $data_system.battle_transition == ""
: b7 _/ \, ~& X6 ?; v - Graphics.transition(20)* W4 w+ F' H2 b) a
- else
- l5 p' V6 N! V1 ]2 |, g8 O" N - Graphics.transition(40, "Graphics/Transitions/" +/ X: Y/ v9 Y% N) f
- $data_system.battle_transition)$ @* v+ ?8 Q: H Y, U
- end
3 \0 C5 A+ K8 Y0 j, V7 r - # 开始自由战斗回合
3 M% q, O& |8 x2 ?" y% d: o' z7 B - start_phase1! b4 i" _ R4 r. Q, b
- # 主循环
4 Z: _% r: S- F% q4 } - loop do: o+ J% C/ T* Y, i" i
- # 刷新游戏画面! V/ H( K. o' F) b$ c! [8 N. T
- Graphics.update8 f3 S, f) C" E2 z) \! s
- # 刷新输入信息
4 R" l) x% O) _6 }8 O/ f - Input.update& {) V9 V2 q5 f+ |9 D1 @
- # 刷新画面
- B9 n. c+ m7 u5 l# e9 y - update- R9 q3 f- Z. p$ f
- # 如果画面切换的话就中断循环
. I) p9 V* z" f6 F! D! V7 u+ K - if $scene != self& k( N9 G0 }; M6 M' h
- break
; H) W( S$ p# m# J7 ^7 } - end9 ]+ K# Y! X# I% s2 R
- end
: M. [9 ^. S1 n8 l& ? - # 刷新地图 q* |- S% Q% d4 |/ D3 B' G) [
- $game_map.refresh2 ~( c' V, L# i' N5 d- o
- # 准备过渡
9 v- U8 a0 F) V' A - Graphics.freeze
3 ^8 t$ \& G) V- g6 l4 |; j - # 释放窗口
; G# w! U$ j- B% @2 ?2 H - @actor_command_window.dispose' n2 m3 M# i7 j% Z5 C
- @party_command_window.dispose
9 W: s; N2 C( ^' A - @help_window.dispose
0 ?3 m8 K& Q$ r6 d( E2 Q( w - @status_window.dispose
9 A2 Y6 W ^- @" Y9 J% i - @message_window.dispose
. A0 n% W) O. _- _ ~ - if @skill_window != nil
9 o$ u( _1 m0 w k w! W - @skill_window.dispose2 f+ L# W! M# p' `8 h6 H
- end6 j* z f) W* W
- if @item_window != nil0 P! }8 \& ?% F5 A3 O! I, J
- @item_window.dispose* ]+ e1 r, a1 \4 ^6 Y( F
- end
& R" z9 J; d1 P' F - if @actor_window != nil& [9 j2 [6 |, w. m
- @actor_window.dispose7 f' G; `, D2 Y2 v# g! f5 O5 u' ?
- end
) Q& e& j+ E$ R: D# C - if @result_window != nil
; ?/ u/ {0 Z! k4 v9 A8 X4 ^ - @result_window.dispose. D% A& s% D, \1 Q( e; q8 T
- end8 R, v* \6 q3 l- o
- # 释放活动块1 ? V" p9 f) d" g) `! A" a6 o$ h% g
- @spriteset.dispose
# _3 O9 h9 H0 K( z5 a. B - # 标题画面切换中的情况; F3 a, E. Z! y7 i4 e: m
- if $scene.is_a?(Scene_Title)
# q$ R7 R' N. b' R, ?. O - # 淡入淡出画面' s* ]/ a9 b3 A
- Graphics.transition) j1 g( ?6 ?& z8 E
- Graphics.freeze
5 M( g1 F; j7 ?* m - end
5 g$ q' y0 h' r) J" K5 I5 @ - # 战斗测试或者游戏结束以外的画面切换中的情况4 @! h5 }# Q2 @2 @+ e2 \7 R5 _
- if $BTEST and not $scene.is_a?(Scene_Gameover)
& I7 R# {! n& \; g - $scene = nil) Z/ P; N1 Y! u7 h( t/ [ r
- end: C1 P9 n( i5 x, T& W: ^4 c3 }* T4 _
- end
w; }& }3 \+ E9 o) G3 X3 S- m7 e$ @ - # 战斗结束
8 A$ h8 V: e: k$ R4 n! A& X - alias lpb_battle_end battle_end
: }' h/ ` f2 w, Y, E; Y - def battle_end(n)( ?, R: S6 {; n0 A* M8 q8 V
- lpb_battle_end(n)! T7 j3 H$ f8 Z) i. s7 W0 b
- $game_party.set_actor_to_normal
% l2 y; e! b- P$ S - end4 G( @9 v! u4 U! {) J5 _
- # 开始回合3
- _, X; E2 P' I - alias lbp_start_phase3 start_phase3) g) p7 Z( a6 Y" [5 q
- def start_phase33 u& X( g- h4 N' X4 ^. `
- @changed_battler_id = []7 T! E) f. M5 l2 n
- lbp_start_phase3
# ]# G, J4 K0 O$ ]/ I+ Q" X- T1 |5 ~ - end
k" x8 K+ v$ o; D4 ` - # 刷新角色命令回合画面
$ h) R; U: o1 x2 x+ m. @, ^: o - def update_phase3
& V: }, E$ ?' c) s - # 敌人光标有效的情况下
, y1 u; u2 v ]# t0 J; T2 V C - if @enemy_arrow != nil
: Z8 R, A! Q' z" S - update_phase3_enemy_select
) _# V) g# A! X2 v/ F& I - # 角色光标有效的情况下
% }) b9 V8 `& {2 y% k0 N; o - elsif @actor_arrow != nil
" Z: ], e& p1 W4 Q. q" A - update_phase3_actor_select% E4 j h* \6 L% f7 F, A
- # 特技窗口有效的情况下
) B3 |6 `, ^: J; Z - elsif @skill_window != nil
- Z; p: w! X6 J3 E! `( s4 s# r - update_phase3_skill_select& B3 L/ l7 G! D z8 f, J
- # 物品窗口有效的情况下
9 M6 ^9 @$ M2 s - elsif @item_window != nil
8 \3 C. `& E+ \2 o( a - update_phase3_item_select4 u2 X' l- H' h; d! `+ W$ |
- elsif @actor_window != nil
1 x) q9 R* T0 k6 ? - update_phase3_battler_select
; X% F! v: r/ J) I - # 角色指令窗口有效的情况下
3 q0 N1 L- I" H; |' S8 \9 `" v - elsif @actor_command_window.active" t& b2 N8 y9 k2 {* H( b
- update_phase3_basic_command
% R" ]+ |, i6 F6 N/ L+ b - end
7 R* E; C7 L4 v J8 f2 c - end
* b0 ^ V t# X8 S - # 角色基本命令
( u6 q: A( ^* p- Z; a0 z8 O - def update_phase3_basic_command
5 _ [9 T6 t& s" W" f2 G - # 按下 B 键的情况下
# B' B7 `8 X7 e% @: @% p - if Input.trigger?(Input::B)$ T& x. S% N! f% p9 _
- # 演奏取消 SE
0 B& P% a5 I* V- x( L7 X - $game_system.se_play($data_system.cancel_se)
! x7 `1 @3 F' f& J - # 转向前一个角色的指令输入9 B: s7 U: z! D) _2 h6 [4 l) R( @
- phase3_prior_actor
4 `) ` n( G F- Q* X0 B# O - return/ l9 x; V- |3 Y3 ^5 N# {8 g
- end# ~: k, P3 ~' A4 B% C
- # 按下 C 键的情况下
2 b$ N$ i9 T1 P; f4 N - if Input.trigger?(Input::C)
/ d( U/ h" V9 R4 @- [. n - # 角色指令窗口光标位置分之
2 r, s) w8 T. u" t( k& M - case @actor_command_window.index
4 z. R; k. s* o8 H - when 0 # 攻击
5 ]% h# }8 @1 v+ H3 M - # 演奏确定 SE
! Y1 I: Q0 v2 @! C$ z' A - $game_system.se_play($data_system.decision_se)
V+ r) I8 H$ z9 z* W - # 设置行动1 l/ j2 T* t$ X& q- f0 d& U
- @active_battler.current_action.kind = 0* V" g1 ^' l' J, T0 X
- @active_battler.current_action.basic = 0& M2 `- [) j- o, e3 m. L8 a9 a
- # 开始选择敌人1 e2 P. x w1 N s5 ^
- start_enemy_select
* J$ P& W, D9 F- Q# I - when 1 # 特技# D! D9 l1 z1 I
- # 演奏确定 SE
3 b2 S, v3 X; y' y5 q3 ` - $game_system.se_play($data_system.decision_se)9 B X: b1 ]+ S+ P2 Q q/ b
- # 设置行动: Y4 ]+ b2 ?2 Y; u* C
- @active_battler.current_action.kind = 1
9 o# H8 A9 k& G; Y - # 开始选择特技
. I$ a$ H1 W' v) ?5 U! E3 n - start_skill_select# L% d+ S' V1 g* q: f
- when 2 # 防御
2 G( l! A" \! A. Y1 Z% E - # 演奏确定 SE
# e6 x" z2 C4 t8 Y - $game_system.se_play($data_system.decision_se)& Z/ C7 {6 a4 E7 O% P# s
- # 设置行动5 L+ d$ K) a: ^' P& Z5 S
- @active_battler.current_action.kind = 0) P) }0 `4 L& o' J. L
- @active_battler.current_action.basic = 1
5 p- T. _0 l" ^6 d5 Z - # 转向下一位角色的指令输入 t- t7 z' C: H- h
- phase3_next_actor$ m4 z# ?; Q' o" U& Y
- when 3 # 物品0 g9 t5 T6 E9 w# t; A$ Y
- # 演奏确定 SE
* ~. O [% u/ K# n" j - $game_system.se_play($data_system.decision_se)" ^2 L$ P- o3 x- |5 U& `5 y9 v
- # 设置行动2 H5 l5 X7 w4 ~! {. l9 \) k$ e4 Q
- @active_battler.current_action.kind = 20 t3 b* y# `# t* I7 P
- # 开始选择物品
: j% t5 E' \3 D4 G" a0 b; P1 R# S - start_item_select
. v. u- \0 O; x J" e - when 4 # 换人
2 P. r! P7 f$ e" D3 I2 j - $game_system.se_play($data_system.decision_se)
+ T0 M7 F: `/ b z- ] - @active_battler.current_action.set_change_battler/ s" B* W l. C
- start_battler_select2 p, w: ]8 G* b N% s
- end
+ U- y* b" h% v2 W6 Q6 `; k - return% L1 A0 x3 A2 E' R- ?
- end
- K$ R& |! A9 o( s; d' E - end# T; v Z) r8 z* K5 [2 @: Q! f
- # 开始角色选择
Q# }& p* k1 S8 C% \& N - def start_battler_select; \/ h! ?! B& }. T% L' G
- @actor_window = Window_Actor.new, U/ r' h5 h0 _# E5 J; V6 B
- @actor_window.active = true
- G' q3 l w* h. ^3 n - @actor_window.index = 0$ P( X" j' V5 K6 I
- @actor_window.help_window = @help_window. p( I- A2 B$ d% ?
- @actor_command_window.active = false! Z, n: w& q. Q3 d% ]$ v5 E
- @actor_command_window.visible = false
* X& f2 W0 k ^& S# G6 m; d! W% l - end8 n) M2 F- s1 q6 ~+ F- @" h3 X
- # 结束角色选择, ?! o* c; O0 e: d: T0 D; r7 }
- def end_battler_select
( x5 C6 J3 e* p/ q( A; a6 Z - @actor_window.dispose
5 A( s0 M; t8 Q3 S - @actor_window = nil
4 C& @3 L# m: e) u' ~& [ - @help_window.visible = false
9 S' i# X# H) a# i - @actor_command_window.active = true
6 @# a( s' ~4 u. G. _% O' m$ s) W x$ c - @actor_command_window.visible = true1 F* n% l) h1 n3 l) V
- end1 x1 C. C. t6 C! {6 W
- # 刷新角色选择+ x0 v" `' J1 d3 s4 H0 F
- def update_phase3_battler_select
7 H, ~/ Z4 a# F `# z - @actor_window.visible = true
( ?6 a8 O8 ^; p3 a - @actor_window.update" H5 y6 p8 [' R# m. q- j; u
- if Input.trigger?(Input::B)
) X% v& `% k+ x X8 C" i# m3 y - $game_system.se_play($data_system.cancel_se)
, r7 V8 E/ ^' ~# s# G% U. O - end_battler_select' F0 V8 Y3 S9 \# A2 e1 T. L
- return
# t' M: |# B8 y- {7 k - end
" E' H0 b# N0 D' i' R7 o' v' b( ^ - if Input.trigger?(Input::C). K7 V: Q6 S; @" J% s3 O
- actor_id = @actor_window.actor_id0 |! B. c' h1 D8 f
- if $game_party.get_actors_id.include?(actor_id) or6 d6 E9 k0 V3 B; {" ^3 J
- $game_actors[actor_id].dead? or 4 q. m# e( T; P: u
- @changed_battler_id.include?(actor_id)( L- a: X0 K8 P+ M
- $game_system.se_play($data_system.buzzer_se)
3 f) h: s2 }. @# x7 R2 y6 J - return
( k, l: ~5 L$ h6 A& E4 v1 C - end, q% l( k. U* m0 k
- $game_system.se_play($data_system.decision_se); a! g' c1 {) v7 I5 w$ ?1 I4 w
- @active_battler.current_action.change_to_battler = actor_id
' f8 Q4 d4 Y& }1 F - @changed_battler_id.push(actor_id)2 x! ^# M8 c* d2 r* v( j- O
- end_battler_select
& m0 J2 }( A1 ]4 w* R# t: j4 y5 b) P - phase3_next_actor
+ D2 W1 @9 B% p6 w1 M" B8 H - return
2 H5 N ~$ a9 x |/ a' Q - end
2 P, [1 ?! q( v1 t0 V7 ^2 K# q* ` X - end% h, \: K7 P9 D0 E) P
- # 行动方动画' ^( c$ O" s7 J6 V
- def update_phase4_step3- h/ l- \ M; ]' `; z: r" ~& _0 {
- if @active_battler.current_action.is_change_battler?
; Q) u9 Z: `) v - @animation1_id = AnimationChangeBattler
9 t) E( N3 W6 _2 H5 m& p9 l, ~, } - @target_battlers = []
5 I2 J0 B( @/ D. K% o% H. v - end
; h: e: u) H* r* o: Z7 U - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
# N- v! Q# b1 b( k) o - if @animation1_id == 0
3 E7 L V, A* s5 M - @active_battler.white_flash = true
( N5 a# B+ Y6 n7 X2 I4 q, f - else
+ c; h, `# K ?+ y: D. I& z - @active_battler.animation_id = @animation1_id7 s! y4 d/ n& @' W7 y2 ^
- @active_battler.animation_hit = true
, Z w( ?5 ]% ?, N) Z" x, m - end
9 y2 c) w0 a( m* c; s1 f - # 移至步骤 4
2 H5 M& W* ~: x j - @phase4_step = 47 n6 F3 R5 a" K0 j' K) x- D( b/ R
- end8 N% B/ ]$ g, F I8 I/ i+ a* T
- # 对象方动画
- x' @) p, [3 F# T& c5 x) ` - def update_phase4_step4
1 t: P2 f+ s0 p' q( K6 K$ U - if @active_battler.current_action.is_change_battler?) k) g3 c: G0 i& x. }
- actor1_id = @active_battler.current_action.change_to_battler( w; Z) M2 M: \. r( a: ` Y" g
- actor2_id = @active_battler.id1 `* y7 J: w6 ?4 }0 k& D
- (0...$game_party.actors.size).each do |i|
. x. W0 Y% @% d9 ? s9 h - if $game_party.actors[i].id == actor2_id' d! L! b" W2 ~9 w: @2 k8 f
- $game_party.change_actor(i,actor1_id)9 T' m& p0 } j/ }+ t [. s* F$ O9 h0 U
- @active_battler = $game_actors[actor1_id]
/ V. H. Y1 c% n# D4 |; C - @status_window.refresh
: J$ `! h+ j& K. T% a - end
' V0 m Q2 H) ?# z- x - end
' p8 D R% T3 \ O1 T6 W, H$ I - end
$ A( L& ~ A9 M' A, ^4 @ - # 对像方动画! } X% g3 O1 O; f7 \+ T7 b# a
- for target in @target_battlers* r6 i( ?2 E( t6 T3 r! H4 U
- target.animation_id = @animation2_id( C( Z# s, w3 F6 w
- target.animation_hit = (target.damage != "Miss")+ Q- t/ t% x6 ^4 z% M6 K
- end3 c V6 A5 Q8 |0 L& W, r
- # 限制动画长度、最低 8 帧
! O: Y3 Q! @3 L3 c4 X - @wait_count = 8$ [5 n- H8 Z2 L, E, v
- # 移至步骤 5- r6 }8 c$ K9 y" B: H: k
- @phase4_step = 5
$ Q9 c& M! Y$ H5 W: U - end, ]* ?. x n+ {1 ]* Z4 L
- # 公共事件
2 N6 V$ Y- m$ p! w8 S8 b - def update_phase4_step6
+ ^$ T" q/ a' [1 X2 n3 `" Z& H) _ - @target_battlers.each do |target|
1 j, P3 C0 W8 M5 S5 p8 R - if target.is_a?(Game_Actor) and target.dead? and
8 e: G/ `1 |9 W& c" a# z) k1 d# ? - !$game_party.other_actors.all?{|actor|actor.dead?}
. s' Z: `+ ^9 e! c( Q/ f: U, A - @actor_window = Window_Actor.new- H% }) x; f, C/ v" O& K% D7 l
- @actor_window.index = 0$ P- W9 d9 p" ?! Y& |& `$ o
- @actor_window.active = true6 {% A+ j5 `! z( E! v
- @actor_window.help_window = @help_window h: E' `, m0 m5 r( C
- actor_id = -1
7 H) \0 a6 q6 U! k- o) Z - loop do1 M- u8 ~5 S3 c6 v6 k `
- Graphics.update1 W' X! v# F5 P, P1 c
- Input.update. [; u7 H1 d6 q" [1 B6 m4 b
- @actor_window.update$ A+ e/ @: \+ w
- if Input.trigger?(Input::C)
- {/ ~. V" U9 b: ^% J - actor = $game_actors[@actor_window.actor_id]6 ]. @. V4 G) {& C8 U$ ?
- if actor.dead? or0 h3 t( X' p9 I
- (@changed_battler_id.include?(actor.id) and " P' W( P/ d5 l( W; V- [
- target.current_action.change_to_battler != actor.id) or
8 Z+ r. x# k1 m$ w% ?' U5 o - $game_party.actors.include?(actor)
/ v/ w7 D, ?5 S/ p: ?5 m - $game_system.se_play($data_system.buzzer_se)/ L$ L0 n! D; p0 F3 I* t; t
- else
8 @6 z* l3 H Q* F3 l ]( n# K - actor_id = actor.id
, U% Y* U( Q" Z- k! S9 ^( S - end
2 l) ^. e: ]. Z - end) q% s( U, u. u6 x4 M% F* D5 U
- break if actor_id >= 08 ]! W" I2 i% E. G/ u! N0 V' D
- end
( t% e! a6 W) T1 y% d8 O - @actor_window.visible = false6 U$ ^2 u. e) K# u
- @actor_window.dispose
* G6 t: B. b6 G0 B& z ~/ J - @actor_window = nil
$ y6 ~$ j* D# ~$ z/ D6 w, [: G - @help_window.visible = false
! H5 }: |8 a0 ~ P9 U - (0...$game_party.actors.size).each do |i|3 Q2 E; s1 d& n9 y! N" }
- if $game_party.actors[i].id == target.id* f3 X* c$ h" p q3 g) k
- $game_party.change_actor(i,actor_id)! k4 K; \2 r' d4 b
- @status_window.refresh
: A' V: x7 Y+ k: p/ b - end
4 A+ `; W8 i4 p - end
9 A; m- V h0 o& Z' x6 ?5 b( e - end
1 t7 @4 F2 j1 @* x' K0 E - end
* _, L4 U3 n9 x% U. f; H H! l6 t - # 清除强制行动对像的战斗者# I {- j r! h1 F: K' Y4 B
- $game_temp.forcing_battler = nil3 B* A& D$ @: W# z. b# c1 D
- # 公共事件 ID 有效的情况下' ]9 g, R5 Z/ F* b) B+ _" d$ x
- if @common_event_id > 04 o6 H! D, ?( R- Q. n5 ~+ o( _ B
- # 设置事件: m# v& Q0 N0 E
- common_event = $data_common_events[@common_event_id]
' e; U9 t1 ~6 P: N2 C - $game_system.battle_interpreter.setup(common_event.list, 0)8 y! s* T; O4 v: ?+ L" y6 j& M
- end
& j! }/ T6 h/ k3 X, H t8 E) o - # 移至步骤 18 C, p& E0 i8 _
- @phase4_step = 1
8 |8 s: k+ M) r3 Z3 t% \ - end
9 A) U% C4 ]: Z# ~ - end& D! a0 P. _2 Y2 O5 g
- 4 k4 x c# N+ D% x' s# F' z) Y
- class Window_MenuStatus3 u! D* A/ W* J$ o* c
- def refresh
. f1 s: e) W5 Y- K' H4 z - self.contents.clear) \$ J9 C. D4 g$ J7 |1 @. w" h5 s! l
- @item_max = $game_party.actors.size
# R, _4 m4 V7 J+ h - for i in 0...$game_party.actors.size
- o6 b, W7 Y3 V; T# o' ~3 h. v; l - x = 4* K: N) U) @1 B) m/ ~7 a# n7 d
- y = i * 324 [( D# z8 p7 U, {4 u
- actor = $game_party.actors[i]: p- ]- _& d2 H; R/ x
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
+ V& N( j6 g% a0 d0 @ - rect = Rect.new(0,0,bitmap.width/4,31)3 y" J* W% E: D+ L: _; P( F
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect). Y3 \: |6 K, c
- draw_actor_name(actor, x+36, y)
1 b4 O0 P- O1 w1 X$ }4 l - draw_actor_state(actor, x + 136,y)' ^/ k& ]3 W- [" {. Q8 G! q
- draw_actor_hp(actor, x + 236, y,96)* V7 C8 ~* o7 k) V: s% g
- draw_actor_sp(actor, x + 336, y,96)
C0 K9 q* K+ M - end9 H% a% S- r6 M% G' A
- end
1 j/ C2 e4 x: S* t3 T3 h8 { - def update_cursor_rect G- L. q2 M0 D+ B- M- G0 B
- super. l! I0 h% C& L1 l |. q
- end
* j& l0 `: d( Y2 @' `6 X - 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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