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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, |# z2 E: g3 y6 r) V. L
- 2 ~3 E: A& @) v) D
- # 队伍最大人数
* i6 ^1 e0 }- f6 b0 T - MaxPartySize = 8 w9 c* D! p' E
% L7 `7 t8 M) O- # 出战人数
1 g& t# X! [+ Z: ?# i3 k- B7 n - MaxBattlerSize = 1# q1 n$ g9 J. S9 g2 R* z
- * k1 t' Y8 v4 B0 @
- # 换人语句* J" J; l! j. i* D! P
- WordChangeBattler = "换人"" w9 M c7 M' ~" a! M
* h0 F1 h7 y4 N) f( }- # 换人时播放的动画+ r0 q- L5 x- [/ G
- AnimationChangeBattler = 262 N8 u+ W2 _ ?; X" j" F
- % n8 k d* e4 m7 [8 K4 z# \+ E
- end% W. P! J) h# @% {$ n) I0 B
4 u3 e# P: A& X Y2 Q4 ~' V; j- class Game_BattleAction9 s9 C% h, Y+ L5 V2 z9 ?5 y+ B
- attr_accessor :change_to_battler/ d4 U# r; Y, [! l
- # 初始化* A2 d& _0 Q/ X/ [8 U: a5 Q1 Z
- alias lbp_initialize initialize1 e5 ~# K6 d- `
- def initialize& c8 Q" f1 U, P3 {) g
- lbp_initialize o/ ]8 ^: N& l, m" @* n
- @change_to_battler = 0
* \3 S. z# B4 ^9 N+ M- R3 W: Z; w - end
: G0 I" d, [. a! K1 p+ x# x# C3 a - # 欲更换角色编号
& A# ^) c( A* y8 M! Q% S - def set_change_battler. S! i `8 y# D7 g6 t
- @kind = 3
. M* r A) V9 n: D - end7 z- m8 K* o8 l( Q9 \
- # 判断行动是否为更换角色
, S7 N j& ~2 W% [# a3 E - def is_change_battler?5 N/ f, a+ U1 b. _6 ? _0 p
- return (@kind == 3)8 H/ {% ]( z+ i! y( A; Z
- end' N% x& F+ Z w, m1 ^- W+ K
- end( @: M W3 G5 q- S) Z5 C4 H3 m
- 4 _ T3 p/ I! L6 {) {5 e G
- class Game_Party% O/ s7 p* b' P T
- include LimBattlePlug
, w# h1 ~" ]" y - attr_reader :actors2
/ b4 w5 s( f: x! F5 a: [! e& c - alias lpb_initialize initialize( V2 H% Q) m) U; c! c/ p B3 B
- def initialize
- @; j* @! S2 w3 X+ y4 p5 V. w - lpb_initialize
# h, D1 p- }4 c - @actors2 = []3 Q- v0 A5 u& o/ A# X% q E& _+ |
- end! l9 I9 J" [1 w) M+ o- W8 A$ R# k9 k' l
- # 角色加入, o; p% O* H o. ^* T* S
- def add_actor(actor_id)
7 S4 s6 V1 S4 H) m$ | - actor = $game_actors[actor_id]
! i4 Z9 k! Y# v" K) Y - if @actors.size < MaxPartySize and not @actors.include?(actor)
: m/ K4 a' y! r% l5 ^: k f - @actors.push(actor)
" g U) L. _+ n+ Q0 `- \; {3 Q - $game_player.refresh/ V _0 j; j8 \% R2 k
- end
* k) N" k- V) y9 j - end
2 q4 x; F* i" i7 | - # 设置战斗的角色
! n9 N- o. I- ~# H - def set_actor_to_battle
( r( \3 L! I& _7 l$ ^* ?( F - @actors2 = []
5 b; j2 m2 g! |/ a$ V$ ~/ _: ^ - @actors.each do |actor|, k2 z5 N! i6 [7 e, J" y/ q
- @actors2.push(actor)
, N' o- E0 O$ N9 K; K - end' U2 P8 A* ^0 z
- @actors = []' d v; g& e- x2 e% \* f
- @actors2.each do |actor|
$ M/ E& b# [8 U1 h u3 D - @actors.push(actor)
6 r. ~) f8 a$ O( P0 o3 t - break if @actors.size == MaxBattlerSize9 E# P: O6 _! \) R+ O
- end
. V0 H8 K# Z- v - end
' y4 |* Q+ D( p - # 还原战斗的角色
$ J7 P0 Y" E3 u# @& d5 b - def set_actor_to_normal
* L: Z! ?8 Y! Q; Q7 B5 o - @actors = []0 I9 C/ E7 Z( P- V$ V9 V
- @actors2.each do |actor|
# r3 H& P" F) p1 l2 D- V) V4 | - @actors.push(actor)
% e! y6 W! L$ x1 c7 H - end: S2 T; ~, S$ k9 Y5 j& N' r8 y3 I
- end! C6 M6 [4 Y+ A3 Y5 f
- # 获取角色id数组
# _3 }" U$ E7 g j) u - def get_actors_id
1 Y6 \! Y$ V) K) y" H: ` T9 q9 | - id = []( i- K0 I+ o+ G% G1 M
- @actors.each{|actor|id.push(actor.id)}; K1 B: |5 ~4 ^/ ~" ~# E
- return id- @3 i0 b4 h- u
- end
- W U( E2 n) A# w% E/ C - # 获取角色id数组5 B9 h8 D- i4 h4 \2 N8 `8 g5 S9 K
- def get_actors2_id
+ k* Q# N( S. |( i+ u, ]+ L6 O - id = []
9 e6 B* R( t, Q0 Q - @actors2.each{|actor|id.push(actor.id)}
. W' b5 r% C9 \ - return id0 D( F1 G7 f4 D
- end
) _: c" s# w" o* ]* R; E - # 兑换角色
" H/ i N/ v) n; x& w- y/ o - def change_actor(index,id)+ x- G6 m% P5 G7 ?6 k
- @actors[index] = $game_actors[id]
4 M! s) q4 d# n7 X) `0 m - end
" F+ Z7 @+ H5 O+ g - # 全灭判定
% |. u6 i5 a5 u8 k - def all_dead?% x7 l B: B, [ B6 K9 T
- # 同伴人数为 0 的情况下
7 U0 F) q& O* r' { o# E- t( i' W; f - if $game_party.actors.size == 03 \- p5 w- F& ?! a
- return false6 X% @/ t, C* L: {2 g7 n( T/ X
- end6 x. ?7 e' Q% F- @7 P z2 s) F
- # 同伴中无人 HP 在 0 以上
8 H( Q* h( Z ^ - for actor in @actors21 O5 P- k. `% {" Z' j2 c; R0 @
- if actor.hp > 0
; [8 C4 l+ m1 g - return false2 N' y' ^8 t( s; n* L: ^4 I
- end
* A" {; F+ I& K - end; F$ c8 X) ^& ]4 M# k& e
- for actor in @actors
$ L g1 v+ c& L" \7 | Y - if actor.hp > 0
( T8 U# S3 M) x: m - return false; @' p9 [" g) w: R6 `$ u7 q
- end" W- f3 @' ?! Y9 W8 F q
- end
t: k$ n s0 t- n* w1 ^ - # 全灭) K; h5 i2 T- c5 W) Y0 N: n
- return true
$ ^( D$ {; u3 i; R. D, n7 T - end
, z9 Z( z( B4 a1 c# V0 [* b9 u1 T% | - # 其他角色
$ L# Y4 A# m9 b. @7 r) g - def other_actors/ a; g) k# S2 o: m z
- actors = []7 U n% x9 T H- |9 N5 Q
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}* O$ g9 v1 _ p6 _; P3 q* O: U9 u
- return actors6 \4 {' Q5 y, h2 `: M- a6 G
- end- j* j* a( ~ i5 y0 P" N
- # 角色位置互换
4 C) C X6 t; u1 J - def change_actor_pos(id1,id2)2 F8 C* C9 T5 V. T( P* [
- actor_id = []7 `. v* N* n& e% o% C, W! L' N
- @actors.each do |actor|% _; x5 K# o" L% h
- actor_id.push(actor.id)
/ O- o# c r. M$ ?7 B - end* A( r2 |5 R+ X' `3 t+ p
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
, E. T2 ~% i, ?5 c* Z5 | - id1_index = id2_index = -1
* T, x& c, {" y0 Y5 S* Y$ E - (0...actor_id.size).each do |i|+ t, h, j" ]& v
- if actor_id[i] == id1' {7 T' t8 m4 B) V/ c7 |0 }. g
- id1_index = i
' |( w4 D: N. K/ T4 Q - elsif actor_id[i] == id2
$ O9 ?6 i7 d9 J+ {+ ]) l - id2_index = i) I9 W% U( U: @& s6 u7 V: p- \$ p
- end
4 t1 j# B1 Y# K+ b1 A f6 ~' G - end
, O8 v6 h- n# P! h! _# `9 [ - temp_actor = @actors[id1_index]7 ^3 a" r9 ~, b
- @actors[id1_index] = @actors[id2_index]
0 w* `% C$ G+ z+ {7 C# V$ k: q - @actors[id2_index] = temp_actor
) Q6 B* Z3 E* N# S5 A; @0 @+ r- u. O: R - end9 n' ~/ m- s) a7 W( W
- end
, l% T5 L a7 m( C- j8 g4 K - . Z- K& f3 j- F& o6 [; b+ ?$ B1 |
- class Window_Actor < Window_Selectable6 W0 G' G' i! F. q
- # 初始化( i0 ]1 r4 E {
- def initialize' o- o! K4 L1 |) C z) b1 ?$ O$ t
- super(0,64,640,256)
% D4 M+ q3 G/ u$ W - self.back_opacity = 160 d* I0 i4 U9 b* h- v O3 R/ s
- refresh, Y" c3 s& S- o m# c) N: v
- self.index = -18 O6 m _4 H) D# Q3 E1 J
- self.active = false7 z. L" U8 {5 M* T$ z
- end
8 ^# t$ }6 E' I) d3 z! D - # 刷新
5 B, |$ N. |/ ^ H - def refresh
; |5 K! b7 q# Q. K - @item_max = $game_party.actors2.size
E$ }# O) {. X - @data = []
$ [: s, N) Z/ I; G - $game_party.actors.each do |actor|
" h- w' S& }5 ^ - @data.push(actor) Y; M4 M y- Y; m' {, j! f R
- end
! s7 j5 J. H& n9 q; l5 D7 x. X - $game_party.actors2.each do |actor|
& M5 n# r7 e# k& I% W - @data.push(actor) if [email protected]?(actor)" o+ h0 }9 C6 G z" x/ d) z9 t
- end2 `, V( Z- t; N1 K5 p) K9 d
- if self.contents != nil: Y0 h! W% h' I6 r9 X# v( {
- self.contents.clear
; Y( ]7 m) Q$ X - self.contents = nil! u' K& Q# H5 u
- end: R- Z4 D1 h: `% y: J/ w
- self.contents = Bitmap.new(608,@data.size*32)
1 t0 a9 L( V/ m( k! O% h - x = 4( }; X, W* b7 n
- y = 0
8 Q) @4 F0 ]8 N' S8 Y! u - @data.each do |actor|1 c& v( n; e6 ^5 C, ?' g6 {5 t( F
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)( k3 B$ E" G$ y
- rect = Rect.new(0,0,bitmap.width/4,31)9 g2 A" R2 M- U' k2 [9 E
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
1 w8 F, P" L) u0 v8 _+ S - draw_actor_name(actor,x+36,y)
$ H3 i7 G! Q0 h* e; g' Z# { - draw_actor_state(actor,156,y)
0 D/ T0 O$ h* j/ N$ _: W - draw_actor_hp(actor,x+256,y,96): U) q' |; U' n4 K' t4 q" r. {0 t
- draw_actor_sp(actor,x+376,y,96)
. b+ a3 x, Q& W& C* C - if $game_party.actors.include?(actor)
8 `) g) m% M2 F6 W - self.contents.font.color = text_color(6)
9 b* R0 `' C# a3 e3 K, x - cword = "出战"
8 u* f5 K' E2 M) B0 J0 q! k - else
; g9 J+ ?; F7 Y% X" W2 q0 D - self.contents.font.color = text_color(0)
: g8 g" K$ Y* q; `2 a ` - cword = "待战"' t0 ^: e5 B( {: i1 |
- end
- \! c+ S2 a: H - self.contents.draw_text(x+496,y,60,32,cword)3 x0 `, Y1 |) K) m# s7 P1 m9 w2 L
- y += 32
- \9 l2 c6 I# d+ u8 v" E - end, I* G- a1 w( w" B' `4 _
- end8 L, ?' h, k x2 C
- # 获取当前角色编号3 z1 ~9 n6 F! G2 p. y. C2 u
- def actor_id9 y% W' c; y; K3 N) p8 D( K
- return @data[self.index].id
" n7 P( E* p* T# k1 F& Z6 Q/ R - end8 D! W W% h+ b: I5 u1 Z
- # 刷新帮助
: i7 k6 Y/ L4 a5 Q+ i. a) k* L0 K: F/ B - def update_help
) Z( C$ P5 L: y2 g - @help_window.set_text(@data[self.index] == nil ?\
, \1 j9 v0 ?9 [ - "" : @data[self.index].name)
! x5 w- n) X( i% _! p - end
9 q) ~( a) |8 w - end" T! S% D' J" Q: V/ I
0 R% F# f( Y! E( C" k i- class Scene_Battle
( o9 t p& H, b: i - include LimBattlePlug
* Z. ]- g* H0 d+ w( e: D - # 初始化) @& I+ C4 s. n/ p- Y: u$ r2 E
- def initialize' ~! G% Z5 N0 [. ~; B5 b- v% X# \
- $game_party.set_actor_to_battle+ e, U( j7 L, @, @
- end
9 y; H0 U4 J) L# S - # 主处理
& s% k- p I8 B' M9 [4 C6 Y - def main
( r9 b/ T6 {8 P$ t - # 初始化战斗用的各种暂时数据
) [1 B0 d+ H4 H( m - $game_temp.in_battle = true
% L# W4 O* Y3 I- U# U - $game_temp.battle_turn = 0. G* o! K. N& C4 s5 w/ h. d, X
- $game_temp.battle_event_flags.clear
* T0 S; W) F- K) M! }( N - $game_temp.battle_abort = false
1 {) m/ d" e/ o& [( C! p - $game_temp.battle_main_phase = false
( }+ B3 S+ A, q: l: D - $game_temp.battleback_name = $game_map.battleback_name( i! k3 y# S& \
- $game_temp.forcing_battler = nil: J9 {5 z5 P8 Z. B" w
- # 初始化战斗用事件解释器
?' n5 v+ e* q( p- ` q - $game_system.battle_interpreter.setup(nil, 0)2 F3 e( @. m2 y& F; x K8 q5 X
- # 准备队伍$ i* t& w: L0 Q1 W! M7 M
- @troop_id = $game_temp.battle_troop_id
, t9 D. C: A8 W7 J& n - $game_troop.setup(@troop_id)
% l& @: _; |& {7 K* o2 j* Q5 e' i. W - # 生成角色命令窗口
& H' ^9 {3 n& i& V& K$ v! E - s1 = $data_system.words.attack
' M6 U0 q" ]$ B, I8 I - s2 = $data_system.words.skill
0 g: ] ]/ n* ?* n - s3 = $data_system.words.guard
; X6 o, d+ F' c* V4 E* M - s4 = $data_system.words.item
: e* ?- ]* S5 {& d% `2 ? - s5 = WordChangeBattler
2 J% N4 G7 X6 t4 b - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
6 S; [9 [( U s - @actor_command_window.y = 128
1 p4 V; S& Q1 A) w+ J) M: E) R - @actor_command_window.back_opacity = 160' q5 U0 R& C# b, ?9 T! j" s) |8 ^) Q
- @actor_command_window.active = false
3 G9 C9 d$ ~* m4 S ^ - @actor_command_window.visible = false( M. c* e- P% P* I1 C2 e
- # 生成其它窗口
' j$ h- N* g& B; ~% k2 H: h - @party_command_window = Window_PartyCommand.new6 F1 j$ F0 s( I3 ~
- @help_window = Window_Help.new8 m r* q% U8 t- b
- @help_window.back_opacity = 160
2 _1 ? ?- x$ O! C# A - @help_window.visible = false8 v& f. c4 k5 i0 i- J
- @status_window = Window_BattleStatus.new
7 R1 D" L3 G o% u: k - @message_window = Window_Message.new5 w2 k4 ?2 ?( O# \! F: s: R- O
- # 生成活动块) f3 ]. d; \1 w. @: @; h; J
- @spriteset = Spriteset_Battle.new* M# T1 T/ K: J( V0 [" K
- # 初始化等待计数# P7 X. D+ S! X1 s9 a
- @wait_count = 0$ ^. }# k. Y0 B8 i
- # 执行过渡4 x* O& G4 w7 [
- if $data_system.battle_transition == ""
$ u) T4 T. M5 R% |, d) r5 F, f( y - Graphics.transition(20)9 a$ [' D/ u" t7 @
- else
5 x; R1 N; {9 N0 N - Graphics.transition(40, "Graphics/Transitions/" +- |! [% K( W( \
- $data_system.battle_transition), o' @5 P8 G3 P G/ y7 n
- end- |. u( p2 V5 N) K
- # 开始自由战斗回合
6 r" i; K: V: b3 Z! {- k1 d6 Z1 i! k* g - start_phase1
' N# ~0 A# t# o) b5 D+ n - # 主循环
' Z, o N8 r% w. @ - loop do
8 O Q q6 M3 N7 e - # 刷新游戏画面
, R+ u* B8 q3 Z' E' m1 i - Graphics.update
4 C1 R+ J8 M1 O! N1 L0 I+ M - # 刷新输入信息: |3 l2 _1 J) f% a3 ^! m' h; b
- Input.update$ U$ J1 m( ~( S9 u
- # 刷新画面
5 l: c1 T5 |! t7 E+ | - update
" V5 l) ]6 b6 w J - # 如果画面切换的话就中断循环
2 |$ M- G0 t0 t6 h+ y - if $scene != self2 }0 D0 W* t! J8 d- p& c/ X; c- D
- break9 c/ P0 R% i" j
- end
/ H8 `- L- m* x0 |* [1 L' { - end
0 y% W# I+ z" c% B& m4 B% ^ - # 刷新地图8 A* _% e+ ]8 b0 ~3 G
- $game_map.refresh1 k9 \ p2 y S7 l) r8 O q/ x
- # 准备过渡
) K7 N7 o P# K4 z1 G& d- w( d& ] - Graphics.freeze
( G" l9 ~9 C# X6 R: d. H - # 释放窗口
/ X- d; `, u+ \) i; R: m - @actor_command_window.dispose2 ~0 G' a, _5 n2 j
- @party_command_window.dispose
, A, e( \' R' j6 S- M" k+ a: K - @help_window.dispose7 _* e/ L% D2 C
- @status_window.dispose3 u0 o+ Y6 z$ t
- @message_window.dispose. [- e, N. `; m: G
- if @skill_window != nil4 u- Q: Z7 s/ [. c9 P
- @skill_window.dispose
, V1 E h! b" G* _+ T6 [ - end
$ X" h* j% w6 s& F - if @item_window != nil4 K5 I& [: d0 \6 o B# h1 }
- @item_window.dispose
! d/ D# X7 p7 F! j5 w - end
( A6 n- \0 L9 T' Z- y! e - if @actor_window != nil
2 Z0 C/ |* I. g - @actor_window.dispose
5 j- s2 G+ F+ K$ d, Y. T - end
% U7 d5 d) e4 X" x% U - if @result_window != nil& i6 ~, y- D4 m( b v+ v, N8 |8 \
- @result_window.dispose
) w( g5 z |7 `9 N - end
7 D& W! q2 m) z* a - # 释放活动块" l* d+ v& J/ ?/ D* I
- @spriteset.dispose/ Q+ n r+ {2 v" f7 R' D
- # 标题画面切换中的情况2 J3 j( Q; Q2 E7 y& R+ k
- if $scene.is_a?(Scene_Title)
+ _) y3 R& X! a$ X7 l4 z; E - # 淡入淡出画面
1 z# i! \* h$ z# J - Graphics.transition# L! \( w; T- p4 t" u5 O5 p8 ~
- Graphics.freeze/ v5 t8 W, ]% n& L* h8 C3 X
- end$ O+ U4 c0 u; c' J# | I8 u
- # 战斗测试或者游戏结束以外的画面切换中的情况! `% p2 D4 a! [0 }/ |
- if $BTEST and not $scene.is_a?(Scene_Gameover)+ ^- G( g+ e+ w& N
- $scene = nil
; r! T7 d4 Q4 m6 u1 L$ G1 u - end* w- T' O: h* N% Z) `
- end( [! Y8 r5 l4 r: a9 i, {
- # 战斗结束
5 e. v$ V; e( I* @" w' X - alias lpb_battle_end battle_end
2 i- X/ j5 |1 {# X - def battle_end(n)
$ ~3 Z1 b9 N9 p' S2 g U - lpb_battle_end(n)* J |! a1 Y0 l) ?
- $game_party.set_actor_to_normal5 p S. V( g% c+ ?
- end1 H$ k8 B4 @: H- I/ q5 }- K! F
- # 开始回合33 Y2 X# a" [; w4 h1 L
- alias lbp_start_phase3 start_phase3
: k7 |% V* [ S1 N5 U - def start_phase3
& H n! Q& U/ n1 B* E! {# Z( \ - @changed_battler_id = []* F% R+ H3 d9 e( l
- lbp_start_phase38 V+ h# s# b+ c$ `$ L
- end% Q( P4 b' q& `) n, U9 a/ ^
- # 刷新角色命令回合画面" L7 T+ e. q% P* O) A
- def update_phase3
& r" `) z0 D _+ A, C& C - # 敌人光标有效的情况下
; B% Q- P+ c! I# `1 C - if @enemy_arrow != nil
% C' w8 V2 u0 k$ o) Y; u' W$ ^ - update_phase3_enemy_select
4 f/ g% g+ t M$ s/ u) m* \ - # 角色光标有效的情况下
" g R7 Z7 K, `) ?' z O0 W - elsif @actor_arrow != nil
# s/ l* m4 D( K8 n1 X0 h - update_phase3_actor_select3 U' M: `5 n* d8 n
- # 特技窗口有效的情况下4 e$ _, E; u O. i g/ M" r
- elsif @skill_window != nil8 x( M% \) o: p. p5 t
- update_phase3_skill_select9 S, h9 P6 I( a9 @: M$ s
- # 物品窗口有效的情况下) s: v3 f( c& K( b: V) ?, T" l
- elsif @item_window != nil
- t1 L9 r' ]/ J) k - update_phase3_item_select1 A) f6 }0 B; |. D
- elsif @actor_window != nil& c4 e0 m& o" L; J4 }/ P) d: j* y( E
- update_phase3_battler_select5 \% c \4 g0 w8 A/ ]
- # 角色指令窗口有效的情况下
4 x% _& |' F$ a6 k9 W - elsif @actor_command_window.active
( q" h) f3 S" T, k( H - update_phase3_basic_command
- p: n& g- e+ ~+ w: R - end
0 R) b& N, G6 p3 \5 j1 _ - end
: f' j, h6 r8 V9 U - # 角色基本命令" S U0 K' Q- L4 V3 s( l" f2 {( h' t
- def update_phase3_basic_command
6 }. g$ {6 m1 c' i - # 按下 B 键的情况下
/ h6 Q" p# t- A- Z+ K) m* X - if Input.trigger?(Input::B)8 f6 f" V+ `& {8 E% m0 k% _
- # 演奏取消 SE8 U0 I, j$ q, |
- $game_system.se_play($data_system.cancel_se)$ y# l# v2 w4 ^3 M- v- V" w1 ~
- # 转向前一个角色的指令输入
( r% p5 X6 M8 `6 N$ M5 M5 M - phase3_prior_actor' v* @1 T) x+ E% M4 N$ ?( }2 f
- return- b8 t$ D# J+ O* h/ a+ @
- end! O& M t8 x2 n% g0 k
- # 按下 C 键的情况下+ ]7 R: D2 W: f
- if Input.trigger?(Input::C)/ Y* @, S/ {% @' u
- # 角色指令窗口光标位置分之
! ~3 t* ]' {$ ?! [ - case @actor_command_window.index
- ~) L* e# ^* k- k) ? - when 0 # 攻击# d) H6 f2 j0 X
- # 演奏确定 SE0 p8 l; A+ l* f+ T! Y7 Y/ s
- $game_system.se_play($data_system.decision_se)5 g8 h6 |/ K, {/ N) l: a) ~
- # 设置行动
8 P5 v o% w9 b - @active_battler.current_action.kind = 0
0 {* i% a- N2 x: F - @active_battler.current_action.basic = 0
7 k* O3 [9 k- o9 d - # 开始选择敌人
; Z8 w' T5 f6 ~2 ]3 [, G. z8 y. f$ J - start_enemy_select
/ D$ T0 c% k' T, e* ] - when 1 # 特技& j7 R7 H: ^4 {7 |" k
- # 演奏确定 SE, o. |9 s! {/ u) N$ p
- $game_system.se_play($data_system.decision_se)
* | ~2 C, A- c- y1 U) s - # 设置行动
& l1 C- ~$ b9 }1 {: @ - @active_battler.current_action.kind = 1
b; X+ J g2 p; C4 y2 l - # 开始选择特技
" u# l+ j9 g7 G7 ^. g* l - start_skill_select {$ G9 e! \6 V( L
- when 2 # 防御# F8 M8 M5 N/ a
- # 演奏确定 SE
7 w. ]* o- {& m - $game_system.se_play($data_system.decision_se)) v, t r5 T' c1 }9 G8 Z+ F" J" b8 }
- # 设置行动8 }: ]/ F! O9 C; s; I8 k
- @active_battler.current_action.kind = 09 {7 ]0 f6 k9 |2 ?
- @active_battler.current_action.basic = 1
% g/ g) O' H1 ^& G - # 转向下一位角色的指令输入/ R8 s' B6 N6 Q
- phase3_next_actor F7 z8 C: P) M) O8 d
- when 3 # 物品
! L, ?9 u$ ]8 u - # 演奏确定 SE' Y$ G. i; Y# k9 U% ~
- $game_system.se_play($data_system.decision_se)1 M/ P5 d# ^) w/ g
- # 设置行动
0 K9 Y: |7 N6 w- H - @active_battler.current_action.kind = 27 \: d& R# {* k4 X
- # 开始选择物品1 g) Q7 C2 a2 t2 L) l9 {9 n2 \% |6 J/ ]
- start_item_select. u* Q# k$ b& y. y$ E
- when 4 # 换人! A7 E E u7 F' k
- $game_system.se_play($data_system.decision_se)7 [: f! X$ p% H( a+ ]1 b
- @active_battler.current_action.set_change_battler/ T3 U" G6 J E& \
- start_battler_select, r; L" F, D9 ?! E3 F" x: L2 T/ C* Y
- end" u! S' D& e) _# `+ c
- return: J, Z. J% t- y; h; G8 j! M2 a+ l
- end0 `4 q ]6 w1 |2 p
- end( W, ^! B" \. I+ Y) M
- # 开始角色选择
9 c* i, n0 H9 h - def start_battler_select
5 w# c% j+ U8 |* N: L$ Z I$ E) ^+ _0 w - @actor_window = Window_Actor.new
& C( [# o4 l1 o& V& W - @actor_window.active = true) v7 m) b1 i% ^
- @actor_window.index = 0( f) w' x$ e. e! Y( F3 K! H7 ]
- @actor_window.help_window = @help_window
* a7 h* E, P2 m5 l, k) W - @actor_command_window.active = false
3 \; p, {* C! `$ [4 Z3 P& L - @actor_command_window.visible = false
6 m$ B, h4 U* k8 H1 @ - end0 y# ^, o% F1 I0 |
- # 结束角色选择8 l/ P) j8 k) J( r6 V$ @9 O6 `
- def end_battler_select
5 L) h9 _+ Y- ~ - @actor_window.dispose
# ]$ S1 i) P8 a/ R6 @0 }, {- R - @actor_window = nil
* n" d& L S1 q - @help_window.visible = false
, ?) c7 C) ~, x2 J6 b- r+ Y - @actor_command_window.active = true4 k6 E) n( k T: f, g1 G
- @actor_command_window.visible = true
x- M, D1 r) k4 A+ H% ^ ~ - end
7 k; a0 O( D1 q- M) Q& b; f- X. H - # 刷新角色选择
5 b1 C8 q! t5 ^6 w, S0 W - def update_phase3_battler_select
( L& k, L: M/ G8 m7 s4 i - @actor_window.visible = true, x; L* K( ]- @9 W
- @actor_window.update
: u1 N* w( U% B* @% e/ k - if Input.trigger?(Input::B)
6 J5 V6 r% z9 H2 d8 ~9 U: o/ T- x - $game_system.se_play($data_system.cancel_se). `! p8 B# H/ v4 O; `7 o
- end_battler_select
" x8 `7 d9 M2 y/ \ - return
. G) K$ ~; H9 `3 v F6 f# c - end, Z8 L) A1 K8 y8 Y: C, {$ w
- if Input.trigger?(Input::C)4 F9 c5 J9 V, N) `
- actor_id = @actor_window.actor_id
/ d* k9 r8 r: ^8 ?3 [2 W - if $game_party.get_actors_id.include?(actor_id) or
" i+ N1 {: e. d9 U - $game_actors[actor_id].dead? or
' ^: L o( I1 i% E - @changed_battler_id.include?(actor_id)
7 h4 v7 d. y3 \" Y - $game_system.se_play($data_system.buzzer_se)
7 d: U* A- c* }3 N; e - return
6 X' U% F! l [, p* ~/ q - end. x4 I$ n9 t1 Q, Z t
- $game_system.se_play($data_system.decision_se)
4 W! h6 F% x5 E$ u$ m - @active_battler.current_action.change_to_battler = actor_id- K# Y2 c& D8 d: v: Y. F
- @changed_battler_id.push(actor_id)9 n3 s5 }* r) b% P
- end_battler_select) F) D- j. i) [# @% j
- phase3_next_actor
5 J* q- J7 O% ]. K/ h1 @% q - return
: }% m' k# g' j4 O* Y- P - end0 ?0 x s) N/ T) k! I
- end) e% E2 O' ?5 Y( n. t- Q9 \7 h* Q" F
- # 行动方动画7 n9 O! L* q% w- w
- def update_phase4_step39 I. k4 c7 [, g7 ?3 x* G& c( ?
- if @active_battler.current_action.is_change_battler?
r4 ]4 U/ A' b9 f5 p - @animation1_id = AnimationChangeBattler
, z/ v6 G9 j! Q" @" N9 L; B, v7 p - @target_battlers = []
/ z/ o: k& ^1 m7 P N+ c/ P - end- N6 C8 Q4 x; N* S
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)1 i; {2 \4 d1 @5 Z
- if @animation1_id == 0
& z( v9 ?% | e8 K- w, K. \ P$ b - @active_battler.white_flash = true, Z- e$ _ c0 F5 z) D; `- N
- else# P0 z! L; ], x0 s
- @active_battler.animation_id = @animation1_id
+ K! L* x) _( e& m0 G3 A0 r) s - @active_battler.animation_hit = true
4 ?1 m5 R! I" d' _& x1 U, ~ - end- F* ]' w1 T) N& j5 V
- # 移至步骤 4
( r7 t$ w6 M' r x, Q - @phase4_step = 4
I7 b8 I! I1 j% W Y/ [( f! W - end* r y* [ ]; J9 P
- # 对象方动画9 @8 s+ M& G3 R( W
- def update_phase4_step4
! [) ]/ N8 h2 D \: m1 c$ Z - if @active_battler.current_action.is_change_battler?7 | r' b; A I0 s2 E
- actor1_id = @active_battler.current_action.change_to_battler
/ b7 d3 l0 _" B4 |& B$ J. S - actor2_id = @active_battler.id2 T" G, U5 p& E$ M/ c. B: W3 m6 a- y
- (0...$game_party.actors.size).each do |i|
/ q6 @' e& y; C( S( m8 x, y - if $game_party.actors[i].id == actor2_id
9 p- S3 m. i1 h; ~% E& U - $game_party.change_actor(i,actor1_id)
7 x% C) a+ @' o$ x - @active_battler = $game_actors[actor1_id]( C6 i a; F7 i7 Q' i% L5 {
- @status_window.refresh
! f+ o, N ?" H" n; m% { - end& P" W4 q8 P+ \) C0 Z
- end! Z* G) b/ ?7 A& b9 _3 O. J* N
- end
: H$ B$ s3 M( K& [3 j8 D - # 对像方动画" w8 A; f& @1 v6 Q
- for target in @target_battlers6 o0 \1 D! ^: `' d: ]) z
- target.animation_id = @animation2_id' ?. E7 r( O: q/ O2 b1 h
- target.animation_hit = (target.damage != "Miss")
7 L( G/ R$ x# `* E7 h - end& `' F4 P; [" W R2 C b4 O
- # 限制动画长度、最低 8 帧9 M" z( S- ?/ u( W. O+ m
- @wait_count = 8, e2 D7 Q# r& Z
- # 移至步骤 5
i+ j& m: t# N9 y! I3 Q - @phase4_step = 5
$ E; D2 S, ~# B+ [ - end
3 Z' M+ Z/ b3 W0 I9 N& U - # 公共事件
6 A+ S. b! e1 Q6 ] z j - def update_phase4_step6: ]8 k1 W# x m
- @target_battlers.each do |target|" Z7 Q4 O4 I8 J6 W" J
- if target.is_a?(Game_Actor) and target.dead? and
7 H7 g9 [+ G7 }7 Z7 q0 V/ U7 w - !$game_party.other_actors.all?{|actor|actor.dead?}
7 I7 j9 I, ]; }$ H8 V. p& {3 m - @actor_window = Window_Actor.new
: b8 J! t# H0 z% Y - @actor_window.index = 0
+ W4 K7 v4 B7 V0 U' n - @actor_window.active = true
) x: O. m: u2 ]' k, F5 a M - @actor_window.help_window = @help_window
' b! u; U# o- R( L0 B - actor_id = -1
! P4 g$ t7 i7 T- {% R - loop do# A6 _9 Y' L( O8 q
- Graphics.update
+ S. Q9 i2 Q" b8 } - Input.update: ^" v3 D! N+ Y2 S& z4 A) d& D) Y
- @actor_window.update
- R- W' v( v4 N3 c, d7 L - if Input.trigger?(Input::C)
d F! N: [3 v$ J: L9 ] - actor = $game_actors[@actor_window.actor_id]
0 `: U( z3 S7 H& {* z' { - if actor.dead? or
# V$ U2 Q }( |6 t ` - (@changed_battler_id.include?(actor.id) and - w$ k$ A( N. n
- target.current_action.change_to_battler != actor.id) or: a$ K' s! G6 s5 ]$ {
- $game_party.actors.include?(actor)
, x! @/ Y# ]% F/ d$ Y - $game_system.se_play($data_system.buzzer_se)
, n7 w3 {& r) a: }: l# [ - else" C7 N- t" o5 R# N9 P
- actor_id = actor.id% z5 [8 j1 k- k0 b9 p% [
- end9 R- a& h) ]& g
- end
! d: W/ ~- D: J* Y: ^' g - break if actor_id >= 0) t! u. }8 |% T# d9 e, o9 L
- end
& b$ O( I6 a. H7 G/ n/ c0 `' r - @actor_window.visible = false
9 ~; G# K% E+ n2 _$ d) I - @actor_window.dispose2 P: D- y3 @$ e% g# o6 n
- @actor_window = nil0 Q9 v3 q0 m+ ~4 U; D
- @help_window.visible = false
4 h1 A7 t, [* n6 u - (0...$game_party.actors.size).each do |i|
8 t. G4 y. |+ e8 U b - if $game_party.actors[i].id == target.id
5 ~6 s# L! [5 G - $game_party.change_actor(i,actor_id)* @9 |/ T. ^) M1 k6 ^
- @status_window.refresh
) x: p: u# p( Y9 G* X- S - end2 H* Y( j; N8 i$ x
- end8 P/ g0 W, d) S* G3 L
- end0 V; [% n3 s! L. |3 L: j
- end
/ P# o) s+ U- `, s$ s5 C3 z - # 清除强制行动对像的战斗者
" S |. s& z: I d/ t+ a% a - $game_temp.forcing_battler = nil3 ?% O/ L' O- F$ p3 @# @) a
- # 公共事件 ID 有效的情况下. T1 E3 W- Z7 w- y9 a6 i& s# M7 u/ k& h
- if @common_event_id > 0% _9 N F5 |% [0 }8 P
- # 设置事件
( m, e6 a( e8 D- ]; F2 ^4 J - common_event = $data_common_events[@common_event_id]0 }; K! Z( _' a0 D$ f
- $game_system.battle_interpreter.setup(common_event.list, 0): v, S+ q1 ] P0 N; Y" V* B
- end0 B* C f' L3 N4 q& f
- # 移至步骤 1
- t4 i" ?% `( c* ?* k( I - @phase4_step = 10 n$ W7 ]- P, i' L
- end
) \- C4 m# |# J$ d; h7 E - end+ S4 d9 l2 [2 U+ X Y
- ; ?# g1 J5 s u9 N8 s% U
- class Window_MenuStatus
e3 x( q% m: n% G) ~1 [- e8 A - def refresh1 F0 A) ~: V2 C/ M2 m
- self.contents.clear0 t; G- O( ~* H1 u' I" V
- @item_max = $game_party.actors.size6 c7 l! a/ t( S+ l( z0 k4 _
- for i in 0...$game_party.actors.size0 l8 }1 y, ^5 i5 F/ M
- x = 4
& I2 p: i4 a5 R( A - y = i * 32
4 o3 {7 t# r* G @. T! K" I - actor = $game_party.actors[i]( L# a( Y( \) f) {" ^, b+ z
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
6 v7 t4 }; M1 j% i' v( {; S( Z - rect = Rect.new(0,0,bitmap.width/4,31)
6 f7 I4 [: E6 k8 n6 l! ~ - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)* L- t9 t K) B6 \( ^4 m5 Z
- draw_actor_name(actor, x+36, y)) C4 Y# M9 O" J, g X$ f
- draw_actor_state(actor, x + 136,y)! b& V# p+ O O, ]4 Z, `; j* m
- draw_actor_hp(actor, x + 236, y,96)! @3 U( P, Y7 K
- draw_actor_sp(actor, x + 336, y,96)
' D0 `) Z7 r& x* j - end# w, Z; n# X% k4 `, ~- Y
- end4 v9 C) v. ^+ c$ R
- def update_cursor_rect
+ z9 n- E3 E4 ^" U+ x2 O4 o - super
0 z7 t: o& C0 Y& c; a - end
1 H" n* U- [/ L# z; R5 f - end
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