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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 LimBattlePlug7 D# w! k/ b+ ?! H$ r+ G
) H9 b! c( @. u. S8 d- # 队伍最大人数- P; |( i: O* w+ V& d6 S4 N6 B! q
- MaxPartySize = 8
. J# {" Y+ G6 S" E8 F, M - & ]' P; Z" k8 X) g( T! u' o& [
- # 出战人数6 C; t$ ?% d# B
- MaxBattlerSize = 1
+ p' l3 x, _) S1 L3 | - + q- i U- V% N U/ [2 L' H
- # 换人语句) ~, ]7 x! G# q, u
- WordChangeBattler = "换人"- ^/ ^, l0 Z9 i; |. K- k1 h+ T7 j/ D3 v- B
+ q2 O Q' Z |; s: s. A0 M- # 换人时播放的动画' Z- x6 U. n2 J3 ]6 Y* e* i
- AnimationChangeBattler = 26, f0 j F! M' L. _2 B& d
8 q1 l7 F* R) u7 V2 u1 ^- end
8 Z1 Y, ~) J0 v$ W. ~6 q% i" P
) C/ O8 a, H( h5 V; \) G$ p- class Game_BattleAction/ r5 Z6 r0 ^9 |
- attr_accessor :change_to_battler1 f% ? g/ b- R6 q, J5 z$ `' p6 D
- # 初始化1 ~" {, \( ^. K/ {8 Z
- alias lbp_initialize initialize4 z) I' O$ v, u Q* m: ?2 w& E
- def initialize
9 i T3 b* Q+ {/ f, q) { U - lbp_initialize% p8 g H' N0 ?! r9 t8 ?
- @change_to_battler = 0
2 O s# Y+ V( ?" P - end
2 A4 N& P: o, N - # 欲更换角色编号* G" ^: P6 ^( q* O" m
- def set_change_battler8 W. I- g1 R/ ?; {: N
- @kind = 3
$ {) Q1 p. p; p/ Q, k8 n5 `" V$ J - end9 `6 y9 B' h8 r! l9 B
- # 判断行动是否为更换角色/ m+ t/ Y% \% o% b4 z
- def is_change_battler?
1 m9 G7 v5 W2 i* R. `: o" p - return (@kind == 3)
2 t, q- {; y; a" [9 e% ]0 k Y - end4 o7 l0 T/ I# P6 {
- end2 y, ^5 {2 k1 p9 ]4 P: A
- 5 r2 R0 [9 h1 j$ d2 \+ M i7 N
- class Game_Party& B! B* x$ c9 \1 O/ W
- include LimBattlePlug' T6 ], f6 Z: n5 B% A' s8 h
- attr_reader :actors2% N5 n$ z [8 n8 R; ]6 ~, X
- alias lpb_initialize initialize
+ t" R% y( G" \; e - def initialize3 x4 M: ?. |) M4 D
- lpb_initialize' g/ E1 p% v/ }. [
- @actors2 = []1 z: {4 y% w2 \8 M4 P& p: H$ O
- end
& E' Y0 R8 I5 c% S7 } - # 角色加入- G: z' {9 A. Q! F3 B9 a
- def add_actor(actor_id)
; `1 n2 n; d4 ^" i - actor = $game_actors[actor_id]6 L3 `. G8 x& H# K: @ |/ J9 P6 E
- if @actors.size < MaxPartySize and not @actors.include?(actor)' D$ b: Y) S* f
- @actors.push(actor)6 e, ? m8 c, Q+ F* P6 A9 E
- $game_player.refresh* Z8 D# M' k: h" ?9 K
- end7 C9 U, y$ V0 _4 V- b
- end& O3 T1 U' t: T& p
- # 设置战斗的角色* D- s# v+ f; D* Y1 l/ y4 ^+ V
- def set_actor_to_battle& o/ ?! @' K* _3 e* Y! O- j" G
- @actors2 = []
' t5 M7 U$ F/ U8 \( ` - @actors.each do |actor|
8 g. h2 A6 W# E" ^2 K - @actors2.push(actor)3 s$ o; E0 y4 l; r. W
- end/ J4 o) t: Y f6 j& O, Z
- @actors = [] W( j' u2 Z* |6 a$ E
- @actors2.each do |actor|
3 y2 G( G$ B8 x1 a - @actors.push(actor)' x# s0 v' r$ [# a& w; F( `& y
- break if @actors.size == MaxBattlerSize
) h# u) O* T1 I0 b4 b$ n$ M g: @ - end* p4 f! a9 y! I8 ?
- end- h" j* T4 L N* F0 j. z
- # 还原战斗的角色
M# b( ?; W6 L7 G - def set_actor_to_normal4 s% d! H; m2 X3 I. y) P; K1 y
- @actors = []
& x- e! N- J/ p. y - @actors2.each do |actor|* E. G" Y0 N- D( a5 ]# g
- @actors.push(actor)+ N6 ^5 ^1 `' K2 K
- end
/ c( }" x4 _% N) y$ E$ P - end8 m) n, |$ V5 n
- # 获取角色id数组
" N4 c; F8 P. a4 i% m# a5 k - def get_actors_id& t- R' v& X8 C8 J, d* g2 q
- id = []
2 d% W; c4 L! R/ M3 \4 P - @actors.each{|actor|id.push(actor.id)}6 A% u5 C: k' b0 p9 F/ Z. [
- return id
7 c6 ~' ]( w. w5 s5 s - end! g9 d- I, ^5 h/ a# B
- # 获取角色id数组
$ {" r2 h2 u+ N) g, x - def get_actors2_id
6 {3 ?2 N" e3 ~: c - id = []5 [8 b5 {% Z8 m) e% H4 e! M2 y
- @actors2.each{|actor|id.push(actor.id)}
- ^' ~! G! x. J$ r - return id& V/ n7 m) Z. a
- end
8 e- I S! v+ o+ U3 L - # 兑换角色/ }2 o/ J/ {! f, O/ |% E* y
- def change_actor(index,id)
& U) g: y4 r W7 y - @actors[index] = $game_actors[id]
; v* j. Y! M- B9 K% d - end
0 b) ~3 |4 Q; ~# t - # 全灭判定
) {" F" P7 y) f$ L# m - def all_dead?
& O! [" U2 O0 O; T. ^ - # 同伴人数为 0 的情况下
5 x1 w: o5 d% m5 c* h4 m2 s# o - if $game_party.actors.size == 0
) K, q- a- t7 n/ o - return false
4 l/ @6 S6 C/ @# A$ t+ k) y - end
& J4 { t) Z+ G/ v$ T7 c7 F - # 同伴中无人 HP 在 0 以上5 \+ j0 a' I: |3 X# u R% l
- for actor in @actors2$ ? L5 N4 v* l0 S
- if actor.hp > 0, I: z5 B! l w& q0 y5 \
- return false5 _2 q0 X/ T- b, m7 p
- end
1 e, i3 t: ]4 W% |7 Q8 l2 `+ ? - end3 \# T( x# v3 a9 w
- for actor in @actors0 U" v/ C/ o, N! R% v
- if actor.hp > 0
5 P" @* q1 c; p! R3 U7 k - return false
+ C M0 }& t5 `) J" ^ - end
5 C4 h( o' o( Z- a: J - end
7 V6 K% s1 U1 ^" Z! a - # 全灭
8 Y# m# E! N) L9 N% N8 O; N" j - return true0 T" m* J: g& V+ ]/ W
- end
0 b( e/ A+ a2 H2 r+ M - # 其他角色
6 q/ g5 ?0 q1 ^; a - def other_actors6 s" x8 W o3 U" m& a9 w% J0 ?
- actors = []9 [: N8 |/ T# U7 O) s3 Z/ k
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}# D- l0 f. X( m. \2 h
- return actors
$ k! o7 ^1 l0 `0 ?% ` - end# K' W6 Z7 [. U" ?# K
- # 角色位置互换4 k* p0 C* K0 L
- def change_actor_pos(id1,id2)4 Y" e; N9 U& n- _
- actor_id = []- E* h- n2 t7 i1 x* s# A* Q
- @actors.each do |actor|: Z2 i D4 `" G3 m
- actor_id.push(actor.id)
x4 c6 s2 l/ o0 S: f - end L2 L3 A! z$ r( ? B7 c) y
- return if !actor_id.include?(id1) and !actor_id.include?(id2)" ~1 ?. ]1 ?. h8 O6 I
- id1_index = id2_index = -1
! Z% \2 G1 P6 e* A# b4 y - (0...actor_id.size).each do |i|
4 n x( h! J/ y6 c5 Y& ^$ n7 e# X4 } - if actor_id[i] == id1
- N' ]2 T: I e3 j% N& V T: W - id1_index = i" ]& s0 ]5 X) ^# }$ o
- elsif actor_id[i] == id2+ F. R3 u4 i+ O& w/ E
- id2_index = i
+ r; z% @" h" |) y1 C# W - end# A+ a. E' p1 X4 C. h2 {7 y# ?3 Q( }. t
- end
' ?$ [+ X, X3 V: f1 R - temp_actor = @actors[id1_index]
& ~3 e$ `2 w2 k, N6 J/ p! {7 { - @actors[id1_index] = @actors[id2_index]
/ I% g8 L' m. E% M4 X1 L4 z - @actors[id2_index] = temp_actor7 _2 @$ u2 M( F: ^% U' r) z: C
- end
+ }& J2 R1 L- Z - end
7 a7 {8 g3 ~0 T7 g9 d( [ - $ Q: M4 |2 N% [4 s8 J( y
- class Window_Actor < Window_Selectable6 {: G! E( a, t; W* W- g' i
- # 初始化
2 @3 l* C. x$ O. k - def initialize
, |& H2 c- Y$ |6 ?- H9 k3 N+ Q/ j - super(0,64,640,256)9 X; Y; G- |4 Q
- self.back_opacity = 160
" F! U5 i& \4 q# u - refresh
3 \: l) b/ b# l4 B1 L - self.index = -14 l1 X9 R& o8 S% ~" `: _/ G' N
- self.active = false
" y! `. R* I( P. f - end
2 F. M8 i0 ]6 `) v) l. ^8 N4 l - # 刷新
9 r( a. }( [4 J# Y# i$ U - def refresh5 g, n8 M7 U1 o3 p$ e
- @item_max = $game_party.actors2.size
& _+ ?5 K8 y8 l - @data = []! m, W0 a0 ~, `' C
- $game_party.actors.each do |actor|4 _0 F, _" {0 s6 O @+ ?9 `% Y
- @data.push(actor)
' T7 n3 i }- b) F" k' B. q8 n2 V - end8 |9 ^2 C4 r! S# O; ~9 Y( |
- $game_party.actors2.each do |actor|
$ \5 L" l+ V" U3 [# o% B& g - @data.push(actor) if [email protected]?(actor) l0 w* C$ Y, u! p' t* C! O
- end4 j- Y: A% N. C" _, ?4 C6 N
- if self.contents != nil
' d8 J2 C' r/ W$ O9 {# A7 E - self.contents.clear
. ?7 b9 g$ q( ]' t# @ - self.contents = nil U$ ?, ^, g m1 B Z
- end
8 q% q/ T, F% O - self.contents = Bitmap.new(608,@data.size*32)
$ ~/ @4 a- h6 {; j( {( p! t$ ?* \: { - x = 41 a% K# J8 w0 a! U7 [
- y = 0
; v- V: W* R! E, o6 u; H' n! d - @data.each do |actor|
$ x- ]6 X8 y: R7 e - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)- Z" s# N z2 G8 x& f
- rect = Rect.new(0,0,bitmap.width/4,31)
' n1 X( u: p' z. P9 b - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)9 t4 s2 i3 _+ x1 a
- draw_actor_name(actor,x+36,y)
$ k/ A/ w8 I( R7 B3 b - draw_actor_state(actor,156,y)0 [' p0 G) j/ J% r6 d: d' ^. |
- draw_actor_hp(actor,x+256,y,96)4 W3 }& n' ?; d: [- w% C! Y) O
- draw_actor_sp(actor,x+376,y,96)! V) b3 y1 b- f) C4 D
- if $game_party.actors.include?(actor)
6 j. [3 K& L* o( s! K' y - self.contents.font.color = text_color(6)5 Y" g- {) C9 w0 S; l
- cword = "出战"
. g8 A3 c$ O5 `! u - else
" @8 _, H* v/ Z4 O4 d/ u% x - self.contents.font.color = text_color(0)
2 @9 `7 G; b X0 G2 Q - cword = "待战"4 X3 F4 F* ?& W$ ^4 ^
- end3 W+ F6 n/ w6 ^! Q3 P2 B
- self.contents.draw_text(x+496,y,60,32,cword)
0 N! C( s2 A; d/ [ - y += 32
, N a5 r5 M/ B) _ b - end1 `+ z5 b5 `' ~
- end$ P4 p/ e( D. c( l- Z4 I' V
- # 获取当前角色编号
G) w1 S) _+ ?" @7 `3 d - def actor_id3 ~% |' f9 n/ c
- return @data[self.index].id. m0 w- x, [ S; @* ^9 {
- end7 |) t; y# r& | y; ~ ]4 I5 t9 C
- # 刷新帮助
2 d' ]- u: w) K - def update_help" S# j. ]: p5 D6 k, `0 Y
- @help_window.set_text(@data[self.index] == nil ?\; y1 v+ s& j4 U+ P* v! ^: ~$ w3 j
- "" : @data[self.index].name)% F2 Z; h7 J1 y# v/ Q
- end' \! c9 v0 Y+ v3 I+ q: a
- end0 v# C6 `2 A0 ^( H
/ R4 E. e, z# t- U3 n- class Scene_Battle
' M3 y4 Q1 i* k - include LimBattlePlug4 X& b) i* r# f" n( _1 L) V
- # 初始化0 q* S: ?0 I. D6 w) q: Z$ ]
- def initialize
' e7 q5 j( j3 h - $game_party.set_actor_to_battle
1 A( d7 K2 t: e9 T' `( ] - end
9 G v( B& x% b ?9 D W: f( S - # 主处理
8 {( T0 J& G* J - def main9 b2 F: v8 R) g- E3 |! D
- # 初始化战斗用的各种暂时数据
! H' ?; G9 G" p3 c9 B0 ?" J - $game_temp.in_battle = true) e6 |& C/ e* c! B* B* {6 j. B
- $game_temp.battle_turn = 0
& L2 b/ _& N* \7 I - $game_temp.battle_event_flags.clear
% i& P# j; Q% i - $game_temp.battle_abort = false7 J& d; E( S1 d6 J
- $game_temp.battle_main_phase = false! u0 M0 A, \9 \
- $game_temp.battleback_name = $game_map.battleback_name
6 v# D2 l. j+ {; v! b$ u - $game_temp.forcing_battler = nil
' k' E, h) a* ^ - # 初始化战斗用事件解释器7 k# X. D- K2 I) k6 k: m( ^
- $game_system.battle_interpreter.setup(nil, 0)
3 z; j5 q Y3 N - # 准备队伍9 @2 _7 A) }( Q* ]6 X
- @troop_id = $game_temp.battle_troop_id
7 U% j# i9 {: B0 o- P - $game_troop.setup(@troop_id)
$ E3 S$ h# e9 b# o - # 生成角色命令窗口, D; h0 d" a! b$ l5 F1 G N. P
- s1 = $data_system.words.attack) _. M' y6 K4 m
- s2 = $data_system.words.skill
* y- i5 A D* c: D% f( V. o( k: f - s3 = $data_system.words.guard
! `% P/ ]+ d/ g$ }) z - s4 = $data_system.words.item9 f5 S' L8 O: @# j6 j* u
- s5 = WordChangeBattler
& L7 B9 k& r6 j - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])8 [' V r1 d# B- U* `0 i d& U( ~* X
- @actor_command_window.y = 1288 H: M* b3 N" |8 Y+ F" _
- @actor_command_window.back_opacity = 160$ I3 u' b% k* t2 c8 n+ V! Y
- @actor_command_window.active = false
3 ?8 l( { l# _: L1 N$ K, Q. m# v% c( C - @actor_command_window.visible = false0 z" I2 I) _0 w( ]8 i
- # 生成其它窗口
) m' a' Y8 a- V0 ^ - @party_command_window = Window_PartyCommand.new$ _& f! Q2 l! t/ S7 @# |/ ]
- @help_window = Window_Help.new; R& V, `+ c# R: b3 k
- @help_window.back_opacity = 160
: ^; `* M% Y! S" }1 G4 X - @help_window.visible = false6 Q% ^8 k% ?& z; y( C+ g
- @status_window = Window_BattleStatus.new5 }; j+ V; B: C! M" ^- g" F/ I* l4 o- T
- @message_window = Window_Message.new
7 k- J4 Z9 A0 U% l - # 生成活动块
4 F4 e2 n0 H7 d0 v1 e - @spriteset = Spriteset_Battle.new
( [7 e a- A+ ~7 C4 t6 x/ J8 w - # 初始化等待计数
+ D2 M/ A5 h8 Z/ L3 Y - @wait_count = 0- {1 B) h f7 N$ d) p
- # 执行过渡
: M% ~5 U) {* r' u- g - if $data_system.battle_transition == ""
1 ]8 G; {% H9 X- O! b5 x - Graphics.transition(20)1 [' d8 F! d- i9 E
- else
( h! k0 @1 N. V$ S0 T M - Graphics.transition(40, "Graphics/Transitions/" +
; v9 _4 l6 X; O" N+ d. f# c - $data_system.battle_transition)3 Z- a, n/ p; s" \
- end
1 t( q. J( B$ j6 T8 v* g - # 开始自由战斗回合
$ x- Z: f: B* }3 N7 f9 ^0 ~ - start_phase1
# y {2 I( X1 L2 W7 V+ z: f5 W5 W Z - # 主循环
6 z" |. m# K/ ~0 P9 p - loop do
# x" m' K! b) y' M( _ - # 刷新游戏画面" Y. A& M% C1 a3 J# |
- Graphics.update; d7 P8 H: h1 M9 u9 V
- # 刷新输入信息6 Y+ [; z& N/ j7 ?, ^6 l
- Input.update
# ^6 ?# B' G/ E1 V - # 刷新画面# }3 ]2 W5 Y4 F# [* |3 q
- update
& K4 a0 d, c5 M! E; u6 z - # 如果画面切换的话就中断循环
) W" M; r: h3 N5 O! |/ y' } Z - if $scene != self
- {; q: W0 ^$ P! E0 } - break6 E, m* d/ S0 _9 e1 f+ ~# Z
- end0 C9 p0 Z1 X1 X; _5 P! z
- end
7 |4 O. y' t6 P7 u0 j' v* L6 h9 w1 [ - # 刷新地图+ V Y) d$ J9 C L& G
- $game_map.refresh# F+ L/ G' G/ f2 q/ r* ?% \
- # 准备过渡' c+ }2 g% X; g
- Graphics.freeze0 _$ |: \# {8 O' ^. p" c
- # 释放窗口
. b4 E0 z$ Z4 V3 R- |4 i% F& n9 [ - @actor_command_window.dispose
; m {* a6 }8 w. |) z - @party_command_window.dispose
l- ^: O7 |; a! R, W' J - @help_window.dispose
% Z# C# L) @: K% e) j, S+ v" Z - @status_window.dispose) D6 z M, ^% x, E
- @message_window.dispose
8 W+ t7 W9 c% e - if @skill_window != nil1 T$ i: p5 C! Z' Y _
- @skill_window.dispose( {$ M% @8 o$ `1 v4 a3 O
- end) {* l- x8 J5 s" X0 r; e, G
- if @item_window != nil( W, I1 i1 _/ H9 _3 E
- @item_window.dispose7 k$ D2 H, [) J% h, }! B
- end
3 h& W: `( @- q2 B% w2 X* U5 m - if @actor_window != nil
3 C4 |8 e! u2 O7 F - @actor_window.dispose `* `. j9 k8 Y2 N4 A! ~5 R
- end" l( H+ p' E1 t" ~* x1 H2 Y
- if @result_window != nil) {9 v! m. x& p5 W' w+ h! S
- @result_window.dispose
7 o2 h: x. K" o) H- I - end% _) n% }) ~4 S. l7 }
- # 释放活动块
$ b3 M% s1 [4 s+ T7 f8 c$ }2 b - @spriteset.dispose
8 b4 B# C4 u4 _; J - # 标题画面切换中的情况) }+ G1 s, ^5 x& y' X
- if $scene.is_a?(Scene_Title)! Y( H8 t8 m: m; y4 c: M
- # 淡入淡出画面: a* j' o9 d& w- w0 ]
- Graphics.transition( N- c9 ^* K& H8 R- L+ n
- Graphics.freeze
. b u- d1 J7 D) b - end" f9 u, Z o6 S' f
- # 战斗测试或者游戏结束以外的画面切换中的情况
b. `# d3 B" k! e3 c' P - if $BTEST and not $scene.is_a?(Scene_Gameover)
: B0 S9 U# W9 j' e) r0 Q - $scene = nil
5 o4 m# a8 K" b4 C y3 \4 v - end& w5 i1 f3 E. m1 J3 \
- end! P$ v$ s, ?$ y& w- K1 O0 v5 l
- # 战斗结束
; y m6 h" z3 R' W# T9 F5 o - alias lpb_battle_end battle_end3 @+ J5 U9 x6 G0 n, y+ Z' J7 |- t
- def battle_end(n)
8 K) \0 t- W" E6 i - lpb_battle_end(n)
" d& I4 Y/ [5 K: k - $game_party.set_actor_to_normal
4 e4 s) u- N1 e' J, l - end& n) \( ?1 H D: U/ W
- # 开始回合3
$ T2 p1 w; j1 ?9 l* k - alias lbp_start_phase3 start_phase3" |. w% q2 m/ `6 j- i
- def start_phase3; T1 D* b8 x' q" E7 R9 A ?
- @changed_battler_id = []5 i( X3 P8 m d, M- i5 e4 U4 |
- lbp_start_phase3
1 m% p3 }, \9 c: i" |( A - end
+ M7 x2 @; P* q - # 刷新角色命令回合画面
( z4 o2 G' u: l; a7 _+ t& D - def update_phase3/ \8 }8 k) L6 c' u
- # 敌人光标有效的情况下
0 R% V4 x; F4 X* Z5 e - if @enemy_arrow != nil$ n& @% |5 v$ e9 b
- update_phase3_enemy_select
% F7 Q( w- ?: E0 L4 s6 g - # 角色光标有效的情况下
( F5 N5 H9 I3 y - elsif @actor_arrow != nil
2 g6 N- U; O, ^5 j' h - update_phase3_actor_select
) F L; _3 j% Q7 | - # 特技窗口有效的情况下
% f! n4 w- \! j( {$ Y - elsif @skill_window != nil$ ?- s8 V$ X0 T: r
- update_phase3_skill_select3 F8 R; i6 }0 B: \, X _. s9 H6 J
- # 物品窗口有效的情况下
+ D, O) L ]# G- C. S$ |2 ?$ t - elsif @item_window != nil
( H, b1 b5 |: n7 x% v& ]5 p - update_phase3_item_select
6 s: J6 c: ~/ o, m0 w" C) ~: Z% C - elsif @actor_window != nil- R- d% h) [' q& |8 r
- update_phase3_battler_select
, U- i0 e" `2 m- V$ Y* y - # 角色指令窗口有效的情况下* J( k7 M, F$ ?* a: `8 q& q
- elsif @actor_command_window.active
( }, q& ]) _% @8 l0 }2 {' w - update_phase3_basic_command& z& k! t/ X& T6 E; J6 ]! x
- end
/ @# F, X s8 a3 s, c - end1 T8 f- V) C% A+ q) N8 A1 H; D
- # 角色基本命令7 v- ^* u) k# z. X0 M
- def update_phase3_basic_command2 k2 D3 V7 d8 s7 z+ }! J3 ?# l
- # 按下 B 键的情况下6 o9 {+ y3 v U0 Z) j
- if Input.trigger?(Input::B)8 F0 S! f4 H' {- d6 y2 r9 l) X
- # 演奏取消 SE7 E. D# u7 | f4 [4 \& z+ _0 ~
- $game_system.se_play($data_system.cancel_se)
- c( Q, R$ b* M( f - # 转向前一个角色的指令输入7 ]5 ^8 x+ ~$ q9 o( s) Z, Q+ C
- phase3_prior_actor
; ^' I+ Y& [ K' h# X8 i; U - return1 C- j3 Z; i' u. ?- ?
- end
+ N/ l# G' H1 C - # 按下 C 键的情况下6 \) z5 p, k! e5 O
- if Input.trigger?(Input::C)0 Z W% k! I% P' T; R
- # 角色指令窗口光标位置分之% A: N& ]( I3 s3 U& y! |4 V+ T7 J
- case @actor_command_window.index. V6 C$ ?# _* i' S% P. I0 }/ _
- when 0 # 攻击
% G; L& K" r6 S+ z; b m) k4 z; V - # 演奏确定 SE6 |, U+ U# |/ w( s7 }, M9 o
- $game_system.se_play($data_system.decision_se)
5 E3 G, N; [* [, ~& m0 p - # 设置行动# Z2 v! {% S$ x. I/ C* J4 T
- @active_battler.current_action.kind = 0
* d$ [' e( b6 a* t% x% I# Q6 y - @active_battler.current_action.basic = 0
$ n4 }1 L; @8 z1 s+ x2 m* y - # 开始选择敌人+ P, E, `+ g! g C# l
- start_enemy_select
4 J- i; P9 r, L - when 1 # 特技
$ t4 M2 T0 Y, q. Y. P - # 演奏确定 SE
! R: o# F$ H6 S; p, |8 e - $game_system.se_play($data_system.decision_se)
9 p; }2 ?( F" u/ k! C0 Q! |0 r - # 设置行动0 A9 E; C" t8 z$ @% l
- @active_battler.current_action.kind = 1! S% w, Z8 v2 Q* U
- # 开始选择特技; R: [6 X r& H
- start_skill_select9 O" I6 l& T9 X9 x$ m
- when 2 # 防御
) h1 p7 ]/ V9 h9 C9 U9 \ - # 演奏确定 SE
! M9 a/ | k! g. _+ ]4 ]4 c - $game_system.se_play($data_system.decision_se)
8 ^$ E" n' d5 A, [, o1 y# ?4 j - # 设置行动. _, Z. \. M$ x
- @active_battler.current_action.kind = 07 v% _& t0 ?: E8 n- Q0 L! @! i
- @active_battler.current_action.basic = 1; ]& V; R1 P: c) e: H* f* V
- # 转向下一位角色的指令输入
0 W, D9 \2 q8 n5 ]! ~/ V) b, v) [- y; R - phase3_next_actor
; B$ r, L# ~! i3 e/ B. S - when 3 # 物品& T' ~( z+ R; e% D4 o+ Z, R
- # 演奏确定 SE
X1 W$ c3 j. j$ T9 C- f s - $game_system.se_play($data_system.decision_se); q- S9 [* y! i0 M; i
- # 设置行动/ j/ z7 L. M* y; V: O
- @active_battler.current_action.kind = 27 ]+ X: D9 Y+ B% [# i2 q6 I
- # 开始选择物品4 ^$ p# i j$ l2 t
- start_item_select( L( X9 W$ m5 g+ k' Q7 p2 {' V
- when 4 # 换人
C/ a" x- S o8 m+ H - $game_system.se_play($data_system.decision_se)8 W6 k% Q2 e) o/ d: H% l
- @active_battler.current_action.set_change_battler
# d. {& M2 L+ t- \* |# {; X- j - start_battler_select
. @0 z& L! Q3 z: i9 }* _ - end0 U! v" c7 j1 z' Z
- return. j' `7 q: T* i; m4 y" J
- end# {7 K. ~) u4 i# v2 L, H6 J
- end
1 O( ^0 }2 N( v - # 开始角色选择$ O. x. N. e$ E7 N& M2 U2 d. r
- def start_battler_select, ?1 X, [- f( W
- @actor_window = Window_Actor.new
- Z4 U# q J( T( i1 s) ]2 A8 K - @actor_window.active = true$ E5 X* A; Y, d, c, {2 {
- @actor_window.index = 0* { V# m! i; P/ @
- @actor_window.help_window = @help_window' B; M$ C) G e
- @actor_command_window.active = false
Q l6 n9 M0 Z - @actor_command_window.visible = false" _% V0 c8 ?" G, }( G# t, O
- end2 A7 K7 K: H( T5 f+ j
- # 结束角色选择
* H, C9 w8 r3 a9 m6 g r0 z - def end_battler_select
, |) Z! H% o) M% [6 v' T - @actor_window.dispose
# {8 ^0 i$ O0 ^! y; b" }+ l - @actor_window = nil3 S0 X! w' Q+ z8 i
- @help_window.visible = false
o: R* g0 O) N& J( Q% L - @actor_command_window.active = true
`3 W; N+ g/ F1 W9 C; B - @actor_command_window.visible = true
% }0 ~& K6 X1 |& I/ }0 c - end- G( j" a7 s* ^; t5 Y0 [
- # 刷新角色选择5 K: i# a) }* n
- def update_phase3_battler_select X/ j4 `3 ]( ` c
- @actor_window.visible = true
" O3 z8 J/ ]+ C9 `' A* w - @actor_window.update2 |4 ]: M: m4 w6 V
- if Input.trigger?(Input::B)
, ~, R4 M( w) a2 S6 j: Y - $game_system.se_play($data_system.cancel_se)0 }' o6 E2 K0 v. B3 X( C
- end_battler_select6 P5 F5 n$ }/ g
- return
; d6 V" Q5 Y9 r - end
+ k8 p/ T5 @' c; {. o$ e - if Input.trigger?(Input::C)! S! Y1 k, q9 y" w6 B
- actor_id = @actor_window.actor_id
$ c5 u( S' S6 P/ {4 [ - if $game_party.get_actors_id.include?(actor_id) or) Z- r2 X& f3 Q! [$ V6 ?; B
- $game_actors[actor_id].dead? or
8 Y V5 [' s* Q5 X# x" w - @changed_battler_id.include?(actor_id)
8 |( T4 x& Z: Y* i - $game_system.se_play($data_system.buzzer_se)* a1 W+ }0 H0 @5 Y) N
- return
( ~# {7 f( n9 }% L$ h% j - end0 S9 n$ ^! x" I8 b2 S
- $game_system.se_play($data_system.decision_se)/ e: @) T4 F# u- M% p
- @active_battler.current_action.change_to_battler = actor_id
- T& T! I, n# R3 J2 k o% U - @changed_battler_id.push(actor_id)0 V8 S/ {8 E0 y b6 s4 ^
- end_battler_select/ m. g! d6 e1 o4 o
- phase3_next_actor" N; U6 @5 I/ [0 c* k, \
- return2 a3 O" ^2 c# i: A
- end0 Z) N! _0 N* i* H) j0 z8 B8 k" p
- end
% e% w9 W1 Y2 S - # 行动方动画* B4 E: d" r7 ]1 S
- def update_phase4_step3
3 d, h8 c* V# S, S' z9 d - if @active_battler.current_action.is_change_battler?+ F% m' n* v& q+ X0 z$ B) F7 i) M
- @animation1_id = AnimationChangeBattler4 \0 `; I( H$ C# {0 n9 K* \3 ~
- @target_battlers = []% E" ]" R) q: a. g
- end
. d9 F- O* H: n+ z; M - # 行动方动画 (ID 为 0 的情况下是白色闪烁)% j0 x& ]: A$ d" F+ b/ t+ W/ N
- if @animation1_id == 02 O* v( f: a2 P, ?/ e" d: v% W
- @active_battler.white_flash = true
' u- z4 U& M! f' M - else
. y" ]' R) I1 O) h0 Q' y8 ^( T) q+ X - @active_battler.animation_id = @animation1_id, g0 P2 B. H% F5 N/ a" C# o
- @active_battler.animation_hit = true# K# f5 L V5 o, a! ~
- end
7 E+ u1 ?. X. U' G* p- A m - # 移至步骤 4
# p2 T2 u- |+ q2 h- P - @phase4_step = 4
7 Y2 B9 \3 S8 G6 I7 l# E - end! \7 X( `( D2 s7 S7 {# Z+ D# N
- # 对象方动画
% p$ \. \: \1 {' [- ^5 q - def update_phase4_step4
6 H. ~, T* R# e$ g - if @active_battler.current_action.is_change_battler?
" c) \; D0 ~& C6 _3 C2 t9 i - actor1_id = @active_battler.current_action.change_to_battler
: }! `( h7 l; Y - actor2_id = @active_battler.id/ Q$ v: d, p z' X7 n7 ^/ o+ t% G2 Z
- (0...$game_party.actors.size).each do |i|
8 x1 W& ?/ t" l! | q Y$ M) l - if $game_party.actors[i].id == actor2_id
3 a- B/ Y7 t7 {7 g& H - $game_party.change_actor(i,actor1_id)
( U) O8 X5 r4 w- j1 Z6 E - @active_battler = $game_actors[actor1_id]
' h2 ?# r* ]2 X0 P& P) g - @status_window.refresh j+ K Z' y% e0 N
- end* v+ e# {* K" p& e% Y: h
- end
) f5 ]9 Y7 V" }$ h) G b - end6 M7 U# s$ P: Z9 E2 b
- # 对像方动画* X" o$ B( J4 `* Z7 m( D
- for target in @target_battlers
# c$ K% {" Z6 F2 [/ h - target.animation_id = @animation2_id8 Q! {/ Q" }" V8 X( n7 [( b
- target.animation_hit = (target.damage != "Miss")
1 {/ }! U/ g" Q4 F - end
* k/ L. R m( m - # 限制动画长度、最低 8 帧
* x: X* ~+ J! h# Q$ a - @wait_count = 8% g7 I+ \* S- z, V
- # 移至步骤 5
" A# i- R: w5 Z6 H6 O# W2 U Y - @phase4_step = 5
% n( ]' h( c/ m, t - end( G- B3 @ q- C& j. H
- # 公共事件2 m) f5 `! Z& I
- def update_phase4_step6
+ b, Y9 Y0 b9 `, [+ z3 D" i - @target_battlers.each do |target|
. B# }: M3 V& A3 u. i9 q - if target.is_a?(Game_Actor) and target.dead? and
, C C& P8 K% a- c/ s* q F - !$game_party.other_actors.all?{|actor|actor.dead?}! c0 l. z6 ~0 v4 T7 m
- @actor_window = Window_Actor.new4 j- m. {* g9 `+ s2 |
- @actor_window.index = 0 q, e, e( s$ K: s
- @actor_window.active = true
% C! {) x3 X9 I; M - @actor_window.help_window = @help_window
, N2 i" s+ T1 q - actor_id = -1
7 _/ H$ h3 o& V* A - loop do$ ^7 H2 n" C. s3 @0 q( F+ j
- Graphics.update
$ y' z" x5 S6 [4 T, c4 t3 \( e - Input.update
3 r. Y* v4 U/ f6 F* k# J( v - @actor_window.update
0 m/ h* P1 s C5 l. T9 i/ t8 O; c5 A - if Input.trigger?(Input::C)
. O% f9 X8 G$ M# T* l, R - actor = $game_actors[@actor_window.actor_id]8 b# r! d/ k+ x+ n# V) m7 K" m
- if actor.dead? or
* q8 Z; C# G4 w - (@changed_battler_id.include?(actor.id) and 5 X; y, Y: S, c$ ]% Z2 U. \
- target.current_action.change_to_battler != actor.id) or+ D. t N+ Q9 _" {" R+ s
- $game_party.actors.include?(actor)
+ |1 p5 ]8 A* s5 N+ J( m - $game_system.se_play($data_system.buzzer_se) t9 x% Z0 V, h, ]" |
- else3 u' i# N. h3 A9 h( I) Q) c
- actor_id = actor.id
( K& y( t$ l( Q- W( G3 ]0 c - end& U- V8 S, S& |9 J* o p0 F' _
- end9 o. V6 g, W6 L1 c e3 @
- break if actor_id >= 0
* f, E% G; L; [ - end
0 w$ v! b+ C% f" B - @actor_window.visible = false
" {+ i' y8 E7 F - @actor_window.dispose/ ?) H, i! A; l$ ?# I
- @actor_window = nil; ]' n- }$ R' ]$ @2 a' w v7 A
- @help_window.visible = false
7 P! `6 L! Z3 b$ A - (0...$game_party.actors.size).each do |i|+ T! }4 t3 J3 r
- if $game_party.actors[i].id == target.id# _) d" e$ X) U5 R' ^
- $game_party.change_actor(i,actor_id)
. {+ y9 j' ?1 ]1 f, ? - @status_window.refresh) h- Y# ]5 n/ u) B# F! t
- end
3 ^9 f4 F P: t$ j8 E/ i - end* ^- `9 y3 u3 I6 |* q; A
- end
2 \ I: d( ]+ E+ a, v - end7 I( B1 o/ J) V6 ~8 k- T& H
- # 清除强制行动对像的战斗者% i" k- X: F# w/ t
- $game_temp.forcing_battler = nil
P. R3 n2 S, [, u' b$ I - # 公共事件 ID 有效的情况下
1 i g. D7 ~, B7 l3 o4 r) g+ u' `# s - if @common_event_id > 0
4 N0 B3 {7 w1 f9 o9 M- f - # 设置事件
! w' L N- x+ H: K& [- B; _/ h - common_event = $data_common_events[@common_event_id]4 j- V/ w& h7 ?! q+ w6 e4 N j
- $game_system.battle_interpreter.setup(common_event.list, 0)
% I) j% i$ h* ]) V X m - end* _2 s9 _8 d3 o7 M! Z7 E2 m
- # 移至步骤 1
% `6 G+ Z0 p9 V% l$ @/ [' V) d5 w - @phase4_step = 1
0 B, ^. G+ U- k) N& H - end6 D0 g/ ]7 s! |
- end
9 B3 e5 q1 t4 w
/ j. B' A; u7 ]1 i! N" [- class Window_MenuStatus8 I: ?7 a1 \9 C, m
- def refresh% R) H8 d, _+ }2 u& o7 o# Y
- self.contents.clear
& w4 t1 e4 T5 D% g8 P+ |& i5 j - @item_max = $game_party.actors.size5 E2 X x6 X' _) g
- for i in 0...$game_party.actors.size( ^( |! L2 u/ F" \' }
- x = 4
% O: r0 ?) E6 i0 Q; h8 v- [ - y = i * 32
$ e8 s/ C5 ^' u) i - actor = $game_party.actors[i]
! ^8 W" w$ b' z2 ~' L6 [# E - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
' }9 O: |& G/ M/ u. @, O9 `) F, {/ ]4 q - rect = Rect.new(0,0,bitmap.width/4,31)' i$ V( }/ ^- E; F$ O Y
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)% N" i# L, O. j$ H3 N, t9 ~
- draw_actor_name(actor, x+36, y)' {$ V- x1 A4 |, T
- draw_actor_state(actor, x + 136,y)- Q3 V0 c) A$ A- @$ ?9 X3 J/ v" `( g
- draw_actor_hp(actor, x + 236, y,96)
! Y; H$ o0 `$ L0 ~3 h) L - draw_actor_sp(actor, x + 336, y,96)
- ?( K3 {* y7 V ` - end
2 N8 h* G2 A: T- f4 G - end
0 o) Z! W5 l$ S$ N1 i* o1 P9 } - def update_cursor_rect
% `# j" l& B# E2 s - super2 E# l5 k) W# x4 t, W9 `7 f
- end
) d- f# s7 `" @ - 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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