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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
# @$ H0 y. e: O. ]$ A, h; e - i8 N3 d4 j& s; G
- # 队伍最大人数
2 G* K) U' {9 M/ P& M' m - MaxPartySize = 8
; g) {9 P) S; D5 l, ] - / `1 u$ O, Q9 I" D
- # 出战人数" D8 a @$ k; |; a. G
- MaxBattlerSize = 17 l5 l( m$ y& v) r0 C
- # \& T$ F/ |/ t3 q4 ~
- # 换人语句
3 l! Q3 x' n% r - WordChangeBattler = "换人"
0 c$ C3 w( w5 a; s - 0 q7 T4 j& q9 N; P+ O
- # 换人时播放的动画
4 L) {9 [4 Q/ u I1 f4 n - AnimationChangeBattler = 261 }( R, ~( G H; t! P
- / Y: S9 e9 m* V% Y! `& V$ n9 v
- end
; Y/ T* E3 E% E9 Y% e( [' P
7 m0 V5 K; B* J; W- class Game_BattleAction4 x& C; x$ u% F7 F. Y
- attr_accessor :change_to_battler
3 c" \% |4 a% h! k* k" D$ f; F8 w - # 初始化
" |! w9 D9 O4 k, ?8 g, {6 B( z - alias lbp_initialize initialize& |$ j- ^/ {+ g, T. X& M5 ^6 r- l
- def initialize K. {- l4 m" x% T0 s8 \
- lbp_initialize. u3 ^( q8 _, R( E, l
- @change_to_battler = 0
! F# n9 e* {7 o1 D - end6 E$ P% |; |- S& v* E$ W2 f& | `- c
- # 欲更换角色编号
6 R, ^1 S8 |- j! |0 G2 ?& v - def set_change_battler: C; D, f! W. V5 W# H
- @kind = 3
: N3 v8 r% t; G) x6 p - end0 W5 ]& s* Z' Z! l, ]
- # 判断行动是否为更换角色
, g- T, k$ T# _' \3 M! {& M - def is_change_battler?# i# w1 ~) q+ C- H" W+ `
- return (@kind == 3)7 u% F4 x% \" Q; K) W N$ E8 L# I
- end* r% P" p, @/ \) R: I* ~
- end
* S# l- X4 ^8 u2 N
5 {& @* ? q( n2 p# b: V- class Game_Party
. Y% H; J+ o# M' h j; U+ g - include LimBattlePlug
+ A6 J) R( b4 K6 F - attr_reader :actors2' a) ^- ^- E3 Z* U! B. h! a) }
- alias lpb_initialize initialize9 S4 l9 \4 E3 j N
- def initialize
: v- d! w# R9 \8 J* J4 t) X! V - lpb_initialize; D; |* v1 {* k% y% P
- @actors2 = []- ^7 J, K. y% Q
- end2 [" r" u$ b% b4 H9 D3 ]
- # 角色加入0 h j- u: W# E7 h/ N: w0 h* Y
- def add_actor(actor_id)
2 N3 s$ Z! V7 @ - actor = $game_actors[actor_id]
" m; j+ M; R! W0 @ - if @actors.size < MaxPartySize and not @actors.include?(actor)8 U% Y# k7 C# }5 G
- @actors.push(actor)
2 A% r: _3 r- X* n2 y - $game_player.refresh% }' {! h, V! X1 O/ B6 C4 V' k
- end# I/ Q, u3 ?6 M) P) Q) j. ~
- end
% Z# o9 }, {4 L* m$ F0 O5 Y: M - # 设置战斗的角色
7 C: e+ l' t o e0 @) } - def set_actor_to_battle2 `: j. e8 q8 Y$ N; X3 W
- @actors2 = []
- d$ H1 n4 k0 z9 O3 J/ W - @actors.each do |actor|
' V8 e# V- _3 S - @actors2.push(actor)) C: E6 Q( a1 X8 D1 T
- end
6 E; U- u1 z6 r4 r1 l - @actors = []/ f* X J6 |$ V
- @actors2.each do |actor|
5 c3 Y' n6 r% u - @actors.push(actor)
" g; T6 y" D; S/ x2 c - break if @actors.size == MaxBattlerSize
0 i' B! r+ w) \7 v! h0 B$ N - end" t0 e _3 E" h9 L: i1 w
- end) d7 r" i4 P: x
- # 还原战斗的角色
- j8 j* e3 a& W3 w# J) @ - def set_actor_to_normal
8 H. L# V2 d# W& K - @actors = []
8 J: K4 @1 k& Y# |! G - @actors2.each do |actor|
{8 ~1 ~3 E# f" T2 g$ [) f: I - @actors.push(actor)8 j, F$ o$ @/ e% }. G$ O
- end
/ w) O# j: Y1 { e) n1 S, L: x - end: z9 E, z* |2 ]! n+ G7 `2 q
- # 获取角色id数组
+ i3 `* \ |5 |" r, G - def get_actors_id$ o% J! X1 m( I3 J3 f
- id = []
1 @& ^8 \! e& k, _ - @actors.each{|actor|id.push(actor.id)}7 v( E4 L7 t. b/ b
- return id' m6 j+ z- W3 h3 p* H" q
- end' l+ e; R6 D$ [1 v( [, y s
- # 获取角色id数组
8 K( j+ G' V s! M: T9 K; w) C0 X$ k - def get_actors2_id
1 q# W, g! R _! _3 ? G - id = []
, {: X: W" Z8 s0 B) f2 f0 D - @actors2.each{|actor|id.push(actor.id)}
- E7 Y: V- x' _7 r; w - return id
% S0 |; N' r7 J4 B - end7 z4 o- c6 E: N& y. P3 \
- # 兑换角色) a) m$ C* c% X" [7 A" X7 }
- def change_actor(index,id)- N& {! _4 V- ?' x. c7 M
- @actors[index] = $game_actors[id]5 K) p" A; P% K
- end6 m: e! k, @& F; ]; P( ]$ D7 [" Y
- # 全灭判定7 {% D& E( N+ G1 r
- def all_dead?* e" U) s4 O$ F4 J: x6 ]) X v
- # 同伴人数为 0 的情况下7 O+ P3 L: z b
- if $game_party.actors.size == 0
/ d* d2 w0 Z3 P - return false E! ?2 @. Z0 ~& Y) L L
- end- t2 K& _( m7 j
- # 同伴中无人 HP 在 0 以上
, [: }) t# R c( }$ a( \ - for actor in @actors2
. y! o- Z* ?9 U - if actor.hp > 0' }+ h, o' D6 D* {' m( u
- return false, L, v' ]& z/ b3 W$ ^
- end
9 r. V8 r' X$ c q- w- B( k9 M! U - end5 M( t d$ \( v' `# K$ b) q
- for actor in @actors w% p5 l2 j- [
- if actor.hp > 0
3 |" ^3 B3 J$ X# q: t- _ - return false
3 p6 j4 d. B" J* ]$ { - end
: b# C" D% G5 r/ o3 o' y, I: [9 K - end# d1 ?" g7 O; q
- # 全灭* V- R" H7 z/ c1 g: j
- return true+ R- R" A! B5 `
- end1 t, o' u: V i8 }9 w
- # 其他角色0 ~# z; C+ `! r0 D k8 @5 _
- def other_actors& e. K" r1 K4 K0 x1 {" d& v
- actors = []4 f3 r/ h7 T! y8 t+ u! w' c/ m
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}2 ?) X Z5 V# t: r' f
- return actors
2 \3 G( V/ Q8 v/ i# G+ s: B - end
* l3 L* N/ i* O( v. X7 j' ]# B) r - # 角色位置互换
~& \$ M+ V9 M - def change_actor_pos(id1,id2)
+ x7 }- y7 _' \, `# }9 C4 x - actor_id = []
4 Y. n! j4 ^! M# x6 P& n4 ] - @actors.each do |actor|
" y* G) R+ u* n" Z ? - actor_id.push(actor.id)( b9 v% O7 a. p4 t/ o
- end2 i8 I6 z- m7 }9 T! I- w9 \$ b
- return if !actor_id.include?(id1) and !actor_id.include?(id2)* r+ ]5 @; p( R/ M: y+ j0 k9 O
- id1_index = id2_index = -1
& I2 ~& w- K/ Q7 B0 y* ^2 d2 f - (0...actor_id.size).each do |i|4 x$ |, r2 _7 Z
- if actor_id[i] == id1* q! M) [$ D. z1 B
- id1_index = i
# g8 u3 A4 J3 }) P/ O& X* r7 v! | - elsif actor_id[i] == id2
7 ^( b+ ?( k( y* H - id2_index = i. ~- [6 w$ N Y: L6 H- T; a
- end% S9 {. h( Q! B" Y s' G
- end/ R4 M! g/ c ?# `7 E# R( J
- temp_actor = @actors[id1_index]/ [% }3 L1 v4 H/ g: ~' @
- @actors[id1_index] = @actors[id2_index]2 a9 e. c) t) i/ }
- @actors[id2_index] = temp_actor/ b, U5 e7 b9 x% q. I' @
- end
) D* Y6 g, o* O" h! i - end
/ l I% h' v( V3 K5 u0 k5 B - - f. c+ h: @# d
- class Window_Actor < Window_Selectable: Q0 u' S8 j3 J% k, h
- # 初始化6 l2 w! Z y4 o7 x: }/ |
- def initialize
) n/ r5 O2 n* M - super(0,64,640,256)
1 U) J( a! x, P4 I \( ?6 B - self.back_opacity = 160) |1 J. X2 m% B$ ?/ x% y% |
- refresh
6 V7 u! i. l1 _5 m' }& D' h - self.index = -19 W. I: n" L/ u
- self.active = false
* R& H" V! }4 V3 }! q+ }6 x - end, b: _9 c3 w# S
- # 刷新0 m+ |) W8 f% k5 y) }4 h. x& [ j9 E. g
- def refresh
( n3 z. O# W# K/ G8 P s7 {9 ~1 ] - @item_max = $game_party.actors2.size/ M6 A' O; Z( A5 D# s
- @data = []1 k5 J0 f9 D4 q) }3 n4 y
- $game_party.actors.each do |actor|* f& l3 u* N: e0 }1 V
- @data.push(actor)* Y8 j0 l6 A6 \9 U; u) a) f4 q
- end8 t$ ?; x+ o- g
- $game_party.actors2.each do |actor|
b" C0 x3 i W - @data.push(actor) if [email protected]?(actor) T* B* P+ J. Z; q- L' q
- end8 @& g f/ f- D6 ]' c/ B- k
- if self.contents != nil9 ` v% t, ~3 [# \5 B
- self.contents.clear7 s5 H- h% i' K* b
- self.contents = nil
( q9 T( C6 Z; O5 r3 m - end) }' u+ P {* z# e$ r
- self.contents = Bitmap.new(608,@data.size*32)
) D: [6 |& e/ i" S1 A$ N* X( w - x = 4
8 q( Z1 p3 e" @7 g) z7 d+ B& d - y = 0
# z" J$ S, Z/ ^1 v - @data.each do |actor|0 m. h1 _1 T* n+ ?
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
9 a* U4 N& q' o: ]" |" X - rect = Rect.new(0,0,bitmap.width/4,31) v7 u" B8 S$ k9 v* E+ ?* a
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
$ P J# n4 M) v6 E! Q - draw_actor_name(actor,x+36,y)
% ?9 ?; l& B% c' O- F E' _4 A - draw_actor_state(actor,156,y)+ G: P9 S1 m( h1 E% m- p
- draw_actor_hp(actor,x+256,y,96) X$ t( V: s5 ]: c7 x
- draw_actor_sp(actor,x+376,y,96)
: l" D& j; \6 z4 @. N" c& H. L - if $game_party.actors.include?(actor)
0 n7 F/ [/ O$ w- S" l - self.contents.font.color = text_color(6)9 H7 H) w5 i& _! z8 I8 A# V
- cword = "出战"1 r' o1 G" D% L. o0 p2 d8 X9 @
- else% e' C) I" Q& f# k' b, v
- self.contents.font.color = text_color(0)
) r4 m3 w. L! V) W# ?* B$ d, ] - cword = "待战"
) u) A$ Q9 w+ f9 @+ N - end. Q' G: a6 S9 G f3 r
- self.contents.draw_text(x+496,y,60,32,cword)
# \. [' h: |% Y f+ c - y += 32
3 X0 v8 E1 c; Y% g! r+ J - end; {! \5 b& M# ~2 ]4 U4 F
- end
/ m& w3 R4 _, S% d! ?# S* T - # 获取当前角色编号! g: w) |2 u8 \! L
- def actor_id2 r( X7 B) w. r9 ]8 B
- return @data[self.index].id
1 s) {1 G) o+ D! D - end
* q2 C+ O; i" v* ?% t - # 刷新帮助$ \/ k: T; P4 y" G
- def update_help
& z o, @1 q5 W4 @% v. [ - @help_window.set_text(@data[self.index] == nil ?\
- ^6 N) t0 G2 d# U - "" : @data[self.index].name)
3 `% H3 B8 G$ ? - end
+ O0 @5 d' x7 j - end
; _5 \. r e( m2 ]% m U2 r- t - 6 _0 T6 o1 \% [$ o- n, E" _ J+ `
- class Scene_Battle
" B/ G* S' ^+ c8 \" w - include LimBattlePlug& L. L) i: {0 C# E0 M5 y3 M
- # 初始化
" Q& H. R, X8 ~( q$ w* n/ B - def initialize# K0 f$ S& @- n. b5 c: O' S
- $game_party.set_actor_to_battle
% i- G+ r' d+ S; f4 [$ T% r3 I+ V/ I - end
. ~: }4 i) T4 m0 z - # 主处理8 H; z/ \: {1 O2 @8 e; _
- def main
* V" @& V8 W' F& a x9 C - # 初始化战斗用的各种暂时数据4 A( c, `& s/ w4 m8 a0 _
- $game_temp.in_battle = true
2 l3 E+ S8 r( ]+ b, }- g - $game_temp.battle_turn = 0
; O1 h6 \3 \9 K& ?" m - $game_temp.battle_event_flags.clear# O& f8 }" ^% J* S0 N' [+ t' i
- $game_temp.battle_abort = false5 f) X3 Z4 V& A
- $game_temp.battle_main_phase = false: U' ~, w) M9 R5 } k& X5 _8 b2 ?
- $game_temp.battleback_name = $game_map.battleback_name
( k1 x9 ^" k+ Y4 I - $game_temp.forcing_battler = nil2 {7 h5 @7 r2 ~ F& G8 ]' r8 K( H
- # 初始化战斗用事件解释器* \. T, A9 l% m
- $game_system.battle_interpreter.setup(nil, 0)
0 _: `, h' `+ u: { - # 准备队伍
' @3 U/ f8 {& A6 l9 @- b - @troop_id = $game_temp.battle_troop_id+ y# H( g$ Y2 s3 H+ Q4 }
- $game_troop.setup(@troop_id)
. q/ H: v. w1 J - # 生成角色命令窗口: A: o5 Y$ D6 D, r! ~: }7 K
- s1 = $data_system.words.attack) G3 O8 r2 P% q6 M8 v o
- s2 = $data_system.words.skill) _, \+ v n- N5 [. X2 ]
- s3 = $data_system.words.guard
( p" _/ h+ E% p$ c3 r* K* a/ v - s4 = $data_system.words.item
/ ^' N$ M/ [( t5 K; ]( y - s5 = WordChangeBattler
. [ K/ |% _5 |5 q - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
0 L% W! D/ q# z/ e% A8 k - @actor_command_window.y = 128
# X/ s9 K1 f5 [. a; P - @actor_command_window.back_opacity = 1606 [8 z8 c2 e& _. t6 n! z
- @actor_command_window.active = false( p4 {: M k& I% A' P5 h! g
- @actor_command_window.visible = false
% u% [ F4 R9 _ - # 生成其它窗口
9 X8 i; x+ x( l+ _; }. [% t' _' W - @party_command_window = Window_PartyCommand.new9 t* |, H' r d0 M" Q$ S- A
- @help_window = Window_Help.new
" a, G6 }3 \9 [# N - @help_window.back_opacity = 160
# |% l+ h* y" L) W8 |/ g" s4 b - @help_window.visible = false9 x) ^/ Q( V% S$ Y# I
- @status_window = Window_BattleStatus.new, I! n2 a! Z2 w' A
- @message_window = Window_Message.new5 ]$ o. L- ]- E T
- # 生成活动块
0 W8 i4 m$ m$ C7 @4 B/ E* W - @spriteset = Spriteset_Battle.new. B% b7 u0 l3 K
- # 初始化等待计数4 m3 c3 r: @& f+ h$ a3 y/ N; `: g* w
- @wait_count = 0
2 s. J8 q# J( X - # 执行过渡) I1 x" U% _" W0 b
- if $data_system.battle_transition == ""
: W* R. ] P. Q) Y" Q$ J' R - Graphics.transition(20)9 }* o; A* a# G. G: r. f' I
- else
# W# f! C2 ?) W) R" A7 H - Graphics.transition(40, "Graphics/Transitions/" +
1 D- G4 L5 U' w - $data_system.battle_transition)( O7 l7 }2 L# x* m! Y0 \" ~; O; t
- end
# z- i! j; m, i# u, K - # 开始自由战斗回合
1 `( k. d4 \/ B J' L - start_phase1/ ^, b& A R/ n! f) W
- # 主循环
4 M' x$ A+ p0 S0 z" D% g& |6 z - loop do
: C. V" S/ y) z7 y* H - # 刷新游戏画面
# {* {8 p# F# v f4 x2 L - Graphics.update0 e6 Y* i. e; P
- # 刷新输入信息3 ^' q3 f4 W* \6 h) g& ~
- Input.update
$ w$ B# i' C" w: j - # 刷新画面( M. d t- u( U( r
- update/ k, N) A& D6 s: B
- # 如果画面切换的话就中断循环
8 {* Z7 H: m' u1 q0 ^ - if $scene != self
/ n6 Z; n/ G( k - break! e# u" U9 l1 P+ b
- end
1 g! f- P: ?1 H2 b7 c4 h' z - end
- h4 ^8 D% t2 R - # 刷新地图9 Z1 y3 a) P: Y
- $game_map.refresh0 e+ f: C" S$ S2 |
- # 准备过渡
# i$ P4 c2 {8 Z9 A4 }- z D - Graphics.freeze% s, S, ?# y8 E' b* Q
- # 释放窗口0 s$ R; q* W% c/ h, t
- @actor_command_window.dispose: M! K6 \5 a3 f
- @party_command_window.dispose M/ x P) x* B1 \ Z& F. V
- @help_window.dispose( r9 G( v7 d$ S- y. m* R3 W
- @status_window.dispose
! e& v9 v/ s1 X* `) P6 f - @message_window.dispose
# G3 W8 c7 g) D7 s+ V - if @skill_window != nil
+ a* ^; l& r" `0 P+ M, F - @skill_window.dispose
/ B: H: V2 C" ?" Y. ` - end/ @. m# w7 R. Z G! C7 h
- if @item_window != nil
, l. _. R* _0 U8 b - @item_window.dispose
- Q: }/ q$ J: g - end9 P( L' c& u8 I/ }" a E6 a
- if @actor_window != nil( R) g+ y; v" X/ P7 S* Z$ x/ C; B/ n
- @actor_window.dispose
4 J8 v: T: e C* Y: R - end
1 K" \( r% y" C2 s6 Y1 r, E. @ - if @result_window != nil9 M8 o8 h6 [5 {0 f- H3 q- I
- @result_window.dispose' m0 p3 g/ d, _3 @$ v6 J
- end
5 i& D; d, |6 Q j - # 释放活动块
# j$ q. D* F; S: H% P) a - @spriteset.dispose6 y& L4 z* v: b8 I/ E
- # 标题画面切换中的情况
- l& |! A6 [" C" h, v/ I - if $scene.is_a?(Scene_Title)
+ U3 `. X8 S3 b$ i$ L2 | - # 淡入淡出画面
9 \ U/ M% P' J. J - Graphics.transition
0 e2 w0 Q. e- q% ~$ L) a - Graphics.freeze7 n3 k5 q x0 j. B
- end6 E* Q( M* z, `7 @! j; w C8 E
- # 战斗测试或者游戏结束以外的画面切换中的情况3 v: R7 y; g9 r3 `) {1 O: t
- if $BTEST and not $scene.is_a?(Scene_Gameover)( D7 R; |; l, l1 M
- $scene = nil
5 D& {, X$ W& O( H1 L - end" w5 M0 `+ i: P1 V# h
- end
- r- k3 Q$ q/ g, i( N - # 战斗结束4 J1 B1 S' V' @" j- h5 G
- alias lpb_battle_end battle_end' U" P2 B7 E5 W Q& e( x
- def battle_end(n). J- _1 o L9 `. n I! h8 x
- lpb_battle_end(n)
( i0 l3 T* j8 r$ Z - $game_party.set_actor_to_normal$ O' @7 v) v. j% }) ^" w/ c7 x
- end% ]6 r' p7 A# [. H
- # 开始回合36 g+ Q0 I9 d% B8 B7 ]$ h9 D
- alias lbp_start_phase3 start_phase3
9 i$ i! K1 o3 p) R5 {3 E4 Y - def start_phase3
2 n. Z, r, f" G - @changed_battler_id = []
7 L+ V+ ]6 u, T3 a - lbp_start_phase3
0 |* c, C* V% m S, Y, R7 u - end
" k" r: x3 u3 P' D- D - # 刷新角色命令回合画面2 J# Y. _8 ]* F+ W8 V6 f. H* R
- def update_phase3. e3 r) M. @1 K" ?5 I1 T8 X3 O
- # 敌人光标有效的情况下2 F2 {5 R5 r8 i0 L
- if @enemy_arrow != nil
5 _0 N; d6 E; \, P( Q, ~- | - update_phase3_enemy_select
+ x- w2 P0 w4 V' a# @ - # 角色光标有效的情况下
% z( k0 J( l( U7 ~$ v. r' L - elsif @actor_arrow != nil6 z; ?5 T3 s1 Y/ D9 n v
- update_phase3_actor_select
$ K; R! s. W. r# R - # 特技窗口有效的情况下2 A+ s, y, Z! | J7 d% z: x
- elsif @skill_window != nil
3 _4 m) o% z1 T - update_phase3_skill_select
: w) @0 _1 S: P - # 物品窗口有效的情况下- X, ]6 k- L6 [+ T5 m' ]
- elsif @item_window != nil
: z: y; G6 {9 G& I. n - update_phase3_item_select
$ T6 b/ ]7 \& ` - elsif @actor_window != nil9 D/ ^- k2 d/ T* I4 H& o
- update_phase3_battler_select( R( S6 E, c: i% r' G0 v2 C
- # 角色指令窗口有效的情况下) a/ H* ~4 N0 V& j5 |
- elsif @actor_command_window.active
2 l, p3 C. i [! f* O; g9 X - update_phase3_basic_command
: `5 J4 H$ [" t/ J - end
! a( a3 ?7 t! ?; g% F- C - end
2 Z1 q0 i+ x( t7 K, D1 Z - # 角色基本命令
; l) x3 I/ H6 w; A# ] - def update_phase3_basic_command/ n" f+ t8 o3 z6 {9 H3 s T
- # 按下 B 键的情况下. `) s! s, D) y2 ~* C
- if Input.trigger?(Input::B)$ R) Q6 f1 G+ u9 q j' O* I& L# H
- # 演奏取消 SE0 b* X, T) Y; x7 Y
- $game_system.se_play($data_system.cancel_se)) L$ T$ g9 F( C5 @' O$ X8 w( y
- # 转向前一个角色的指令输入& I9 G/ S4 B7 s8 I: N; w
- phase3_prior_actor% O1 ^+ E6 o5 S/ }/ @1 T( H: L
- return
- @ N2 m. x, _# g - end
, ^) j0 Y. n; Y1 `/ ?% T2 q: T4 e* ^( n - # 按下 C 键的情况下
7 N4 ~% m6 M& D! L! o( c2 w4 M# \: m - if Input.trigger?(Input::C)
5 O( Q0 O( ^, ?) Z% E: T2 ~ | - # 角色指令窗口光标位置分之
1 Y5 V4 f5 W3 Z. @' U$ L' B - case @actor_command_window.index
- s0 b, a# p Z/ ]" _ - when 0 # 攻击
3 o# i" r/ }+ I1 }2 X& N - # 演奏确定 SE& G1 \$ k+ C, ?$ w; C! a" P
- $game_system.se_play($data_system.decision_se)
" X! S: I3 S8 V) N) u9 { - # 设置行动% p6 l7 G+ ` s8 k; C8 i
- @active_battler.current_action.kind = 0
) _/ \$ u0 [. b& K# @9 {& w - @active_battler.current_action.basic = 0, C1 q$ L2 G. ?) a* Z: l' Q
- # 开始选择敌人# c+ J/ d0 }& D* O/ [( B K |8 Z
- start_enemy_select
! d8 p2 @8 p! L+ H4 v5 y - when 1 # 特技
" j3 g' n+ s2 i5 Y - # 演奏确定 SE7 W$ X, A* |4 l7 U! C5 r6 R6 ^" y- n& v
- $game_system.se_play($data_system.decision_se)
% W. E8 x7 {$ s& S( _' P- ^ - # 设置行动/ L' I o# C' @( ~5 s
- @active_battler.current_action.kind = 1' k" X& E* a: f* Y8 H6 l! o E, h7 F
- # 开始选择特技0 K; |- ~* X# S I7 M4 m+ i3 U
- start_skill_select7 d$ b5 `$ V& j( ~6 @4 \
- when 2 # 防御
% w2 k4 x: U/ _+ r, r' W0 H! L - # 演奏确定 SE
2 \% i" i7 Q" o# E - $game_system.se_play($data_system.decision_se)- ?; H( j/ l- m9 E& `, T
- # 设置行动
2 V# P$ v" u, y9 S - @active_battler.current_action.kind = 0# F* K K$ {( D' ~9 m8 u
- @active_battler.current_action.basic = 1
3 P' I( {; ^3 `6 w- m' ^ - # 转向下一位角色的指令输入
# _" P* f' _# m* f3 I T8 g - phase3_next_actor
7 {6 w( ]$ g M/ |4 _ - when 3 # 物品! L( G6 a9 N" L
- # 演奏确定 SE
! b+ D5 n& W$ a' }7 E% E - $game_system.se_play($data_system.decision_se)
6 j# @- L) N+ j! `/ m: h. F9 n - # 设置行动2 d9 S5 O7 F: l
- @active_battler.current_action.kind = 24 P1 Y" U7 J+ K8 C
- # 开始选择物品
" d! w% ]) p# W7 U! I - start_item_select
N8 Q* ? p2 `& {5 p0 u - when 4 # 换人
9 ~0 E, e4 s- Z0 R1 k1 s ~6 b - $game_system.se_play($data_system.decision_se)
; f* ?3 m# {1 M, b8 m9 T9 ~ - @active_battler.current_action.set_change_battler& |. f/ V6 V/ G$ ~& C
- start_battler_select* {( r. }9 [2 R
- end
( k' H7 z3 Z5 F2 O W$ { - return# e5 k% a4 e: F2 u; T& W
- end% X& b& }+ L K- h. e& w
- end
( o& j- [1 o+ i% u* `7 h6 f/ I: t - # 开始角色选择
. j( p% S& U) t - def start_battler_select
S! T0 U6 i4 R5 K B% Q9 O1 _ - @actor_window = Window_Actor.new4 T% I9 H9 p$ U1 A7 t$ ]
- @actor_window.active = true
! ~% V* g+ j5 E% K6 K0 I - @actor_window.index = 0
" c4 X- X+ u" W' V) Y4 s+ \9 } - @actor_window.help_window = @help_window, S/ @; f8 U* l2 q, R
- @actor_command_window.active = false7 X+ j/ ]# `$ F# a
- @actor_command_window.visible = false
; _. D2 J: J8 `/ ~& [1 r& f - end8 \/ L6 U5 s' w& k% s
- # 结束角色选择
: z3 m% E* y) m# m - def end_battler_select
6 M* B, K! t$ ~3 l; Y - @actor_window.dispose$ u) M2 Q5 O! s. L6 x" w
- @actor_window = nil
# M) u" V1 X8 \5 V& u. h5 R/ I - @help_window.visible = false/ y' o3 g: E# t3 @9 `) a. ?
- @actor_command_window.active = true& W1 Z9 G6 t$ ], f
- @actor_command_window.visible = true1 w; O" s9 k; l. p: y
- end( a3 g8 _% B# G \6 B# Y2 x
- # 刷新角色选择
& D$ E, y- N. W' E" { - def update_phase3_battler_select
" s# w N% _8 w U8 ` - @actor_window.visible = true
' x& G9 e: Y# h/ n8 \% X - @actor_window.update' I" B9 i2 x* {+ F, Z
- if Input.trigger?(Input::B)
, B% ~) R- M: A. r6 p; u5 I. A+ e - $game_system.se_play($data_system.cancel_se)
) m4 H+ F1 f2 p: r7 \4 `' W - end_battler_select( R& }& X5 d. q/ Q2 j* e
- return
# G- e" I9 T3 T7 \. K - end# d+ c$ k6 N0 `7 n0 P. ]/ Y0 \$ {) j% e, [
- if Input.trigger?(Input::C)! F! |' P$ d( C3 m+ }* H5 X% ^
- actor_id = @actor_window.actor_id
" C& C/ R0 X, O4 C v% N - if $game_party.get_actors_id.include?(actor_id) or
" ]: s m! R+ ~7 o - $game_actors[actor_id].dead? or $ T" r1 ?7 w& i7 ]8 @9 Z- P
- @changed_battler_id.include?(actor_id)3 ~- K2 S3 F3 g; r
- $game_system.se_play($data_system.buzzer_se)9 b: `- |+ o0 P0 m, m& I
- return1 `1 ]7 U# r" a! R; e! ?( f5 X
- end
7 x6 P" k& l& q! ^$ j# d" z" S - $game_system.se_play($data_system.decision_se)0 a' D! \7 e- w
- @active_battler.current_action.change_to_battler = actor_id. {; w. ?7 Y+ }$ h3 E
- @changed_battler_id.push(actor_id)
; L/ o4 n3 n m9 N E) ? - end_battler_select
" ]3 B: L1 v+ ]+ p: Q; I& q' M& O - phase3_next_actor
; Z$ d* U+ c7 }7 X8 T: r" h - return9 Y/ A/ ?) Y+ H, W. R5 d, G
- end
: E- G8 C. }$ ^$ j0 t* @: W" j - end/ n/ a; e& u0 k- k" M: B# B
- # 行动方动画, S$ u; w0 c* u
- def update_phase4_step33 {- ? B+ d9 h0 J! i) B6 u
- if @active_battler.current_action.is_change_battler?% h3 \& k+ v, s! _
- @animation1_id = AnimationChangeBattler
% H ~) I9 v; [) b7 \ - @target_battlers = []& k) l: H d$ N8 ?% Y# ? C
- end' A7 ^) C0 z/ ]4 n! ~! x* g8 R
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
, ?( F- k8 P+ X7 Y7 W2 Y - if @animation1_id == 0
" E! ~) W5 N3 h* I2 u1 H4 M - @active_battler.white_flash = true
0 ~! n, i' L' K, \ - else+ E( ?5 n* u- q' v
- @active_battler.animation_id = @animation1_id& g! {8 n: _8 ~4 N0 T
- @active_battler.animation_hit = true' o5 x8 ^2 D9 V1 l/ r
- end, S: C7 c! h8 C- W
- # 移至步骤 4
! O' v. ? J/ f1 l! u- Q8 c! | - @phase4_step = 4: H4 b8 k6 B( r/ s* b1 ]
- end
0 N! r6 j+ o0 M# { - # 对象方动画, l+ Z, N; U: M% M7 ?+ x
- def update_phase4_step4
# i" |! S) c' j/ r5 w - if @active_battler.current_action.is_change_battler?
" r; h0 \9 Q8 ^9 s9 N - actor1_id = @active_battler.current_action.change_to_battler
$ m7 r3 g# n' c% e! S - actor2_id = @active_battler.id
b4 l* i, \+ Q7 R: M; S5 L p - (0...$game_party.actors.size).each do |i|
# m3 P: K6 S+ W# ]0 b1 V - if $game_party.actors[i].id == actor2_id
% _/ ]) n3 C1 W) ?8 {! } - $game_party.change_actor(i,actor1_id)
% x$ Q6 _* L3 B, |4 [: e; O; O - @active_battler = $game_actors[actor1_id]6 I' P& O5 ]4 @3 n. O
- @status_window.refresh& r) Q9 `9 z5 h: v
- end4 U1 {! e1 _3 c t* C/ u: I
- end$ \( ]3 e+ ]7 Q2 v0 k
- end+ C) w" N2 g' |
- # 对像方动画; x) v! G; ]7 h
- for target in @target_battlers1 y) H: M+ c# O3 U7 C1 L4 H' H
- target.animation_id = @animation2_id$ H) w" O# l& ~/ s+ v
- target.animation_hit = (target.damage != "Miss")
; e. }: m5 ?% Q) X5 M1 ~& L7 t - end
9 ^0 i& F: M- N) h( e7 a& F, j2 F - # 限制动画长度、最低 8 帧
6 h4 q2 Q& I/ q; Z" h - @wait_count = 8# y" y2 ^) ^- R
- # 移至步骤 5
1 K d7 i% [4 Z - @phase4_step = 5# ^9 O& X3 H. I! v7 ~ G
- end/ y! k$ a& ~0 Z
- # 公共事件
/ s, e2 u" i' C% C2 R$ ?% _8 o! ` - def update_phase4_step6
" e# Z" `, c8 j - @target_battlers.each do |target|3 c6 @; s3 }& r2 V
- if target.is_a?(Game_Actor) and target.dead? and
% Q+ W! [6 k. z: H a( ` - !$game_party.other_actors.all?{|actor|actor.dead?}( S0 a8 W0 G7 r% X. ^# l0 d: Q
- @actor_window = Window_Actor.new0 a4 M% X+ u* o7 ]! {- n
- @actor_window.index = 0
1 ]; Z. O! ^: m1 D( [: A - @actor_window.active = true: K; i- G" j7 S2 m4 J, ^; s
- @actor_window.help_window = @help_window
8 w3 i9 m7 y# `* Z+ V) ~ - actor_id = -1
`2 a$ E& e) q, ~ q% T' Q - loop do
* x3 V1 _, |0 ]' I - Graphics.update- k$ r% @1 T3 \) T6 R
- Input.update
- n( h' H* D$ x0 [" _3 b/ e0 o) @ - @actor_window.update/ _) L, ^9 S+ S1 r9 }- r
- if Input.trigger?(Input::C)9 F! K! z1 Y) V3 [. }0 y _
- actor = $game_actors[@actor_window.actor_id]% G; w5 q+ a3 V p. ?
- if actor.dead? or
0 y" n! |5 g' o - (@changed_battler_id.include?(actor.id) and * a% O5 p, N" L! e
- target.current_action.change_to_battler != actor.id) or8 H: R" E. O1 ], M
- $game_party.actors.include?(actor)+ q% L* ]: T; z/ y! h) B
- $game_system.se_play($data_system.buzzer_se)
& Q! R9 { q- C* \ - else
7 D6 d, p, G3 h0 ~ - actor_id = actor.id
8 ?0 e. T; G6 E% B9 p- E - end
! x& s" R# G) J0 Z, _ - end; ^# }+ [* @: s/ F
- break if actor_id >= 0
( \6 K! `( s0 c C N - end0 r K* }0 F; ~3 c& J& O9 {
- @actor_window.visible = false7 M* Y6 A, v% L6 g9 u" o
- @actor_window.dispose
8 q$ l, ~* E) n7 u5 T8 ?1 C# q1 | - @actor_window = nil
1 O2 H- E2 A& H+ G% Y - @help_window.visible = false
, X# c( Y1 o! A. x& D$ a+ | - (0...$game_party.actors.size).each do |i|9 \$ g" }# z/ v
- if $game_party.actors[i].id == target.id1 T! P; B1 D% q, x3 Y4 A/ ]2 V
- $game_party.change_actor(i,actor_id)
b7 @5 q9 c; i! }3 `0 j - @status_window.refresh1 C9 h- |. y. I
- end
9 Q. t) P3 ]( Z* W+ h - end
! x1 p4 G' R0 Q! w, D - end
1 L: p3 R: q( F. D1 I9 [8 N - end
) u5 O* }1 z/ | - # 清除强制行动对像的战斗者
7 d& G3 a4 C( O" x - $game_temp.forcing_battler = nil' R4 l: I# {4 [8 N
- # 公共事件 ID 有效的情况下
4 N, L. K7 _% f R, p7 C2 K - if @common_event_id > 0- U% B2 p% n& |7 P) Y+ n3 a- p) ~
- # 设置事件6 C1 h5 y$ H6 F/ Q$ @
- common_event = $data_common_events[@common_event_id]
. _" T0 m8 R G- P* s - $game_system.battle_interpreter.setup(common_event.list, 0)
/ u, ]8 g( [) J3 b3 V - end
! `( O2 ^$ q) b2 E& y6 v+ K$ Q8 U - # 移至步骤 1
: U; G9 U$ n# A& L: o; x. ]8 \; j - @phase4_step = 1
; }3 T/ T" X; G1 w0 ^! M - end
* L5 Z$ T! _0 s8 t. U( A - end
: D" N4 t W) Z/ i3 {& f - ' d6 r% @3 K- Q# s. n
- class Window_MenuStatus
' j4 ?/ O# _1 b! a" E- z - def refresh2 C \0 C8 \4 p4 {
- self.contents.clear
/ |5 Y! K1 }5 H' F. m - @item_max = $game_party.actors.size# A, j+ N4 z4 V/ t1 W9 R* ~
- for i in 0...$game_party.actors.size8 n! q! ], b, n4 d( d
- x = 4$ h+ G: y* o* ]
- y = i * 32
2 ]! |9 Q& W& A - actor = $game_party.actors[i]0 P) f( [- F2 D* p1 {0 x
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
& _$ h# K7 U o, t I - rect = Rect.new(0,0,bitmap.width/4,31)% o' v. s) F: c! [2 T
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
/ r6 [5 X" Y7 h8 A0 | - draw_actor_name(actor, x+36, y)
& H9 W" I% |# _ - draw_actor_state(actor, x + 136,y)
( g, @, v7 }; u - draw_actor_hp(actor, x + 236, y,96): c X1 I; v8 s: }" d, o3 s0 _
- draw_actor_sp(actor, x + 336, y,96)7 V' @: {5 p7 T# t' o
- end
, V( |" I6 \ _2 a - end
% |, c7 S6 T G- d( L. g - def update_cursor_rect& H- x* \5 D- p7 b; E' q
- super
; T' g D9 K# J3 Z2 o8 _( t6 V+ b - end# r2 P: j6 T8 d! T
- 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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