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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: l/ |& T* G8 C( k* J5 E" T
- ' i' z. p* ^/ }2 u+ c' R3 L4 V
- # 队伍最大人数/ x( ]; t1 I6 N& d/ H, ?8 X! c
- MaxPartySize = 88 R. v( C7 p4 t
- . L/ Z k3 R+ e, y- X5 j( y
- # 出战人数% U8 j4 D/ k* w/ n1 z$ o/ M% G
- MaxBattlerSize = 1 k+ u2 U5 I. e' Y4 I
* G4 v, o% c# i9 U+ H9 f1 g! O- # 换人语句: t4 C% E! x; U/ ^* f. t, U" c
- WordChangeBattler = "换人"
% R( Y) K+ Y; J3 T! k$ i - 6 x; ~# ~/ l+ A" D' _# x" N$ d
- # 换人时播放的动画
0 [3 Z, w) n" a7 i& z+ } - AnimationChangeBattler = 26
* A: a0 S/ l( X3 A7 W
) }+ e3 L- [% _) y- end8 B1 ?1 Y* ^3 i7 }/ }7 ^0 E
. B7 k @5 F) l. Z% t* o- class Game_BattleAction+ i# O$ ]9 U( K* ?6 W
- attr_accessor :change_to_battler9 J t5 q& b3 P
- # 初始化
! D- p* O9 n/ Q/ q! V; U% X; R - alias lbp_initialize initialize. \9 m$ G+ J: @, h
- def initialize
0 S0 {# k3 e+ n. Z% Z( @ - lbp_initialize
+ D2 p1 R q% q' c7 d - @change_to_battler = 09 j4 G5 ]1 y2 E% b7 Z
- end
! n* m! D4 J3 O" w - # 欲更换角色编号+ ~3 b! M- E2 I) Y* U* u5 M X
- def set_change_battler
; Z' v, X/ K& F$ ]; P0 i - @kind = 3
' F1 C% n$ a; Q- {' q - end! z- f) P8 ^: v/ |6 N
- # 判断行动是否为更换角色
) u; H/ v7 `& u8 s# O - def is_change_battler?- u& n/ g0 d# s
- return (@kind == 3)
o1 B2 q% u- b z( u8 t3 k - end
T5 H- J( ~0 |3 t0 T - end
3 B& k; l d1 K. ^
5 ?) g9 q5 u- y" @- class Game_Party
+ k0 [8 r; S3 }' S/ ]( z - include LimBattlePlug
+ o- M% Y# T' s$ c$ M1 ~ - attr_reader :actors24 Z9 ]6 c0 |3 N5 G
- alias lpb_initialize initialize
; l8 K4 c: ?, k9 @8 W - def initialize% x0 p, n1 H% F. I5 u7 y5 ?$ A
- lpb_initialize5 Z) p6 z( g" ^: C7 e N2 S
- @actors2 = []
1 r; w3 b. ~0 G Y# f5 D - end
( U; E9 u8 e9 c; W! i5 ~8 S( J - # 角色加入
) T9 Z. O: E. o f/ k6 k - def add_actor(actor_id)
. p" `# ]9 N$ Y/ I - actor = $game_actors[actor_id]4 C% V6 g" x# t8 @
- if @actors.size < MaxPartySize and not @actors.include?(actor)/ S. p8 t _* i) [7 B$ E, }8 I! s
- @actors.push(actor)
# y6 w: ~- I$ Y! ^3 U. A - $game_player.refresh! F, t" I0 g" a5 F
- end
# s V5 t( W* z, k" a - end8 }- |6 i% e! \, U' G6 n" g
- # 设置战斗的角色
2 t* J9 Q7 X/ J9 V2 L - def set_actor_to_battle5 M' K' q: x3 x& W# C5 v
- @actors2 = []
8 V1 Y3 e% C! R5 u* @7 j - @actors.each do |actor|
5 T0 _; m/ R( l0 A9 B - @actors2.push(actor)/ B, W# r3 d# w- S. I( x ?" i
- end3 ^* K' l3 c; Q4 S3 R
- @actors = []
" |. Q6 F& z. O6 q+ A( M& k, | - @actors2.each do |actor|
2 ^. w9 Z7 d6 Y i. x1 a8 h# w - @actors.push(actor)
! d( x/ J m5 J* T - break if @actors.size == MaxBattlerSize; D& Z( _ p+ }% P) |+ g& z( ~
- end
" |* d- x# G/ k) Y* U' ] - end/ r7 }: O: b8 u+ m, Z: z
- # 还原战斗的角色
, q* D' X8 G8 y* Y - def set_actor_to_normal! Q; i/ g/ _7 k( p. [0 F
- @actors = []: u' a F7 G* C( |. W: q) D
- @actors2.each do |actor| \$ h- d1 d4 R
- @actors.push(actor). A/ O( ?$ y6 U0 `
- end
+ S- m, X& F/ W9 S - end* j7 q: O1 H4 ]8 n8 [
- # 获取角色id数组: C7 V8 ]4 n+ A
- def get_actors_id
$ U( ?# |( B3 t# | - id = []3 w7 w1 C' c7 c6 g8 |9 `
- @actors.each{|actor|id.push(actor.id)}6 k# k3 {( I. i' L! Y* M Q
- return id$ F# y1 Q3 \; A5 W
- end
+ ^8 ^$ \5 o5 u; E. H+ \ - # 获取角色id数组0 ]6 v2 {, B0 ?/ m. n& ]1 }; e
- def get_actors2_id+ {' l( ], `0 m% U4 P
- id = []
4 ^, W" h1 ?" }% O' U0 I- A" m - @actors2.each{|actor|id.push(actor.id)}
' k& y% b+ e3 R! X7 r3 ] - return id7 b7 z9 x7 C5 ]
- end
# V3 u1 K6 l6 k" I- y) L - # 兑换角色4 \) [' Q3 |/ v( _ a
- def change_actor(index,id)+ i; `4 r2 k1 F0 f
- @actors[index] = $game_actors[id]% {$ p* ^- _1 m' Y5 ^' k+ f
- end
$ A5 P" O* X S/ R4 e6 ^1 x - # 全灭判定2 B/ `" ]* t7 t) B) D+ `& m8 Y& m8 E- z
- def all_dead?( E+ o |- |( [9 _! T
- # 同伴人数为 0 的情况下- u( K, l+ U( d6 _" D0 z l7 E
- if $game_party.actors.size == 0. g x$ J8 l( i' p1 `
- return false
9 d# X. z) o, `2 t% V) M$ |, v - end
, G. ~$ E) h8 K - # 同伴中无人 HP 在 0 以上
, u; o3 G( a _) h - for actor in @actors2/ v" P6 [2 R d3 [, w7 W# [5 w5 {7 ^
- if actor.hp > 0
( S4 f; k- D1 C9 d - return false
6 u. {$ K1 `3 X; a- X, g+ O N% g - end2 u: m, X( U9 ^- ~$ R/ u
- end n' J3 A( R7 `/ L7 A: T3 H
- for actor in @actors% I# G+ v- ?. a9 S+ ]) Z
- if actor.hp > 0
3 B7 B0 l3 P: G7 Z - return false _9 @: T- d# l# r1 c, H
- end/ f% ~/ g6 t5 A% r
- end6 F3 |" H$ V3 o
- # 全灭
/ V3 x) Z9 Z) w6 _4 E9 E2 P$ O, K - return true
5 Z1 e# D' [, x6 K - end- P: ?' n4 S: ^) y
- # 其他角色* n2 T3 i( n2 U, V% Z; N
- def other_actors
) E, }/ r4 e' L. Y B& l- b/ _ - actors = []# C% v5 `; p+ R5 T, o0 q4 r. q
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
+ J- W& r2 W5 \ - return actors. U. |: q5 C1 G
- end
: x; M- m. J7 j3 V# @% C& @5 p - # 角色位置互换
* i( z# ~% x+ T2 ^ - def change_actor_pos(id1,id2)9 i* O0 }: c' C- V. j1 E8 J
- actor_id = []' V. G8 F9 D! Y
- @actors.each do |actor|: a+ c% x, ~$ X# U3 V
- actor_id.push(actor.id)4 d. u. z. W( k( H
- end
: R2 q+ u" v3 m) x5 W$ A$ z, P2 M/ p - return if !actor_id.include?(id1) and !actor_id.include?(id2)/ M+ e1 i2 L, \2 P! d) v% D
- id1_index = id2_index = -1
% I3 Y) d/ |7 K9 o6 A' r6 [4 @9 w - (0...actor_id.size).each do |i|9 _, f9 m: n6 W, |
- if actor_id[i] == id1) S, t4 m8 m7 K7 K: I8 d( `
- id1_index = i9 a7 d& Z- _4 e
- elsif actor_id[i] == id2, j# I, G- q+ u' p
- id2_index = i/ N6 q+ W5 Z: R
- end
6 l2 j( v2 n7 g" X" [: p. M0 U L1 i7 B - end
: l( i! q V: n: p; q; ]( `, s9 w' g - temp_actor = @actors[id1_index]
( N: @) e# f" ?" \ - @actors[id1_index] = @actors[id2_index]
, \& Y! F; @ V m: X. O - @actors[id2_index] = temp_actor1 M# B, Q) Y/ D. i" \3 W- S2 _. b
- end
! A/ e! l. W% v- d B1 g - end' n& @; d5 W. C" y3 R/ W
$ {" n( v4 W! z. j, r5 w+ ^" y- class Window_Actor < Window_Selectable P: J8 a3 m2 V
- # 初始化
6 I& w$ g b$ } }3 B- O - def initialize
6 p$ J% k! q5 q- f* j! D - super(0,64,640,256)) R" O' I% x( P, R5 Y! `
- self.back_opacity = 160
" ~# e2 N" S3 N, D" Y: T+ l6 n } - refresh
# ?1 f5 ?3 U2 L# [+ E- p" v+ F, n3 s - self.index = -1
$ k% O+ S: X9 e! A - self.active = false
$ d8 d0 L H) n, {$ c, X1 u - end1 K# u, b7 `, I; |& W, b! Q
- # 刷新
* }. |' ~" @/ p% j) T! } - def refresh" X, Z& }7 c8 j4 x4 h/ q7 L0 F; c& }8 j8 q
- @item_max = $game_party.actors2.size5 V2 M" R2 a. z3 Q9 `- W X* G2 r
- @data = []0 A+ m+ K6 A: C+ y8 ]8 i
- $game_party.actors.each do |actor|7 z! U1 K) L/ Z! Y2 Q& _! V
- @data.push(actor)! I6 [% ~3 m, a( @6 p$ ~5 @
- end
( {6 k5 ?4 @1 R) n - $game_party.actors2.each do |actor|
3 V/ z$ r( J. J - @data.push(actor) if [email protected]?(actor)5 W, n5 f6 H2 B) ?9 E
- end: C0 C4 i8 O! d' T' v/ m
- if self.contents != nil. K6 o" |0 ^8 X( b
- self.contents.clear# ~3 a% p' w% A; T
- self.contents = nil
: ^% l6 f6 m6 S) E - end
: Q( t4 u) t6 f) y; n! { - self.contents = Bitmap.new(608,@data.size*32)
* u9 a) h b' k - x = 4
1 G6 U3 t7 h- c, h( I - y = 0
0 c6 U( I; T- g - @data.each do |actor|
0 j' O3 f- }) g' B9 Z1 s# ~ - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
( D' g% U1 v# z1 z2 @/ W - rect = Rect.new(0,0,bitmap.width/4,31)6 N8 h' v: K2 A
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
9 v' }7 U3 A A H - draw_actor_name(actor,x+36,y)
) _2 K- v1 A' e$ | - draw_actor_state(actor,156,y)
' D0 V7 E" @6 _" G5 P) Y - draw_actor_hp(actor,x+256,y,96)4 Q9 b8 u( [- B+ ]& k/ z7 a8 t
- draw_actor_sp(actor,x+376,y,96): b; O, T. o9 X$ z6 e* x
- if $game_party.actors.include?(actor) L. x! h( X# w& {
- self.contents.font.color = text_color(6)
( J! W) n, y, ~, O" b/ r - cword = "出战"
4 _1 Z' c: z# [4 u8 P* q! a - else( d0 M5 _% ? t! o& {1 }
- self.contents.font.color = text_color(0)0 a: Q4 I2 ^' W# Y: P7 v- G
- cword = "待战"* b0 ^2 A9 d5 S0 C
- end; @ l" [9 A: w! l! N2 f: n, P( {4 V
- self.contents.draw_text(x+496,y,60,32,cword)% T6 G! Y8 i" z: ?
- y += 32+ ~: c' D, _; r3 x& |9 a2 B
- end$ p, n8 C! X( b
- end0 i. G2 y7 m4 C. w4 T% Y5 T
- # 获取当前角色编号
$ r8 _* W* ]2 `5 s+ ]2 a: Z8 G - def actor_id
1 Q; k$ E2 o3 d% x5 c - return @data[self.index].id
B- o. W+ M' W - end
. ]" ]' A w* j: Z! U( S - # 刷新帮助# H- H! e, W4 h+ ^+ ]) S
- def update_help5 {1 G* h; ] ?1 J2 X
- @help_window.set_text(@data[self.index] == nil ?\
s& p) p1 h+ T. X; A - "" : @data[self.index].name)& k: Z! ^ f) K" V( D% C$ S3 I5 x
- end
4 x7 m2 V* Y, \8 \+ f4 M - end
! Y" D9 g# u- n/ U( O( c
5 ^/ a3 X7 g5 l& I- class Scene_Battle
* b0 [2 L2 O% F6 J, m - include LimBattlePlug9 A8 Y/ X* G/ S8 c- |% {8 |0 @- j4 l
- # 初始化
1 i1 S3 T& Z* G- s1 i1 p - def initialize
1 X6 J! t6 i) Z: x- c) c3 o - $game_party.set_actor_to_battle
6 p' [9 [: b+ H w - end# {* \8 N: O$ R! T2 T
- # 主处理
* f" @: w3 m* l) o2 u - def main
0 N* G6 H3 x: ~0 f$ y9 H! b: n8 M- S - # 初始化战斗用的各种暂时数据
' j. A2 C3 }; f( M8 J0 d - $game_temp.in_battle = true
) v# c9 |& n: v( F- L' P - $game_temp.battle_turn = 0! m8 ?/ L. c) j. Y* Q
- $game_temp.battle_event_flags.clear9 f, Z) Z- v' h% a9 ]
- $game_temp.battle_abort = false. j7 o5 ^5 {0 r, P1 B
- $game_temp.battle_main_phase = false
7 M" D, L+ M; J8 b9 L - $game_temp.battleback_name = $game_map.battleback_name
* }; L. h( O r$ H% t- r - $game_temp.forcing_battler = nil% b! r. y( ]' Z1 {7 c' l) k
- # 初始化战斗用事件解释器% Z t7 O; `9 m
- $game_system.battle_interpreter.setup(nil, 0)! h- z S2 I6 C, o3 z: w. Z* e
- # 准备队伍9 b6 [& g% t: O2 t' H( z E
- @troop_id = $game_temp.battle_troop_id
* t) Z& F, c8 O p: [( ?% f - $game_troop.setup(@troop_id)
! O0 U/ }1 J% U4 B - # 生成角色命令窗口/ u* @( C& r S/ U+ ^- m
- s1 = $data_system.words.attack0 l: ` t& {6 L7 s( W# x
- s2 = $data_system.words.skill5 `* ^' e" x# G7 Y
- s3 = $data_system.words.guard% j& T4 T T. h8 _5 M2 O
- s4 = $data_system.words.item, m% m% a3 f9 U6 u
- s5 = WordChangeBattler) N! } ]' y' w
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
. Z9 U7 q1 z/ V - @actor_command_window.y = 128
; X# A9 c3 J7 Z$ P! z - @actor_command_window.back_opacity = 160
c4 X/ F. O( l: l6 g4 w! }- _ - @actor_command_window.active = false
0 x$ e2 I1 I/ A1 ~: O - @actor_command_window.visible = false0 W" Y4 p9 |) i1 A- m3 C- c R
- # 生成其它窗口
9 g* M& Z3 w$ |3 u) ~$ c - @party_command_window = Window_PartyCommand.new
1 D3 u8 G! Z$ V1 D2 L: Z/ o - @help_window = Window_Help.new
# q b3 n7 J/ ~+ n( A$ q7 o2 ^ - @help_window.back_opacity = 1605 v; M, j9 E; o; W
- @help_window.visible = false9 G( P X) S! W: K$ M. h
- @status_window = Window_BattleStatus.new; A; U( c& ]8 D; T& p7 G6 m
- @message_window = Window_Message.new
( W5 t7 }; h1 q+ X9 [6 y! D' q3 S - # 生成活动块2 m5 Z( P, s& a q3 q% I7 q; i
- @spriteset = Spriteset_Battle.new/ c3 t# X- G- a. \3 m
- # 初始化等待计数1 ]0 K% u" h. F2 M
- @wait_count = 0
8 k2 D6 ?9 y" L& Z( m - # 执行过渡& S* {# q- ?' T) C: o
- if $data_system.battle_transition == "", m8 K% c# x& x9 P* p( t
- Graphics.transition(20) y7 M9 }2 d- f. \$ d* f
- else. L7 c+ p0 @" p8 @1 [
- Graphics.transition(40, "Graphics/Transitions/" +/ v# { }( z5 U5 G
- $data_system.battle_transition)
z( H2 l9 B, T" q7 C6 G - end0 A% B9 }4 [& S7 X
- # 开始自由战斗回合
2 }; n- G7 B6 c* r e: b+ `/ ? - start_phase1
) B! b! \+ ~5 X3 Y8 n$ B/ @ - # 主循环. q3 w3 O. B9 t/ S
- loop do) G& O" ?) @3 t0 r
- # 刷新游戏画面
( u$ j7 q3 R* [% w& S - Graphics.update9 A3 `+ D' f' A/ k9 W) J
- # 刷新输入信息
" m5 G8 P# k/ c+ ]2 q$ c5 ? - Input.update
! m- h( c" ]" b - # 刷新画面/ B7 d, t; ^; F4 j
- update
s" Q$ N& G; M - # 如果画面切换的话就中断循环. _; W" c5 F0 H8 J* a+ r5 g/ Z
- if $scene != self0 H- r& v3 L! W- |
- break. T2 b \3 ?& k2 B
- end
9 V. K; g/ z! u' Q - end
' o' s6 W N0 R( C - # 刷新地图, }+ L8 r2 I& g2 w8 H* l
- $game_map.refresh% I/ {. d. @8 Z/ K( K& c: G
- # 准备过渡
- q6 S. C+ e v9 u. V; a - Graphics.freeze% c. Z! r3 W8 k. `8 R2 N
- # 释放窗口
$ f6 _( D. X, L: i) b - @actor_command_window.dispose
1 }& C" ~! Q9 T2 h$ \& D% G - @party_command_window.dispose
% g. h7 }9 q3 A9 s3 w+ C# v" A - @help_window.dispose
" \1 ?- m2 Z {" d3 _: b - @status_window.dispose: Q v, X4 E7 K% P1 k# @( n% ^
- @message_window.dispose
|" O( |; p. d& B2 v# F - if @skill_window != nil8 p9 ?8 t( d4 y& L
- @skill_window.dispose+ k3 A( o( {! a/ K- ~: Q6 a
- end: U. X6 u5 u) ]9 s6 h& d
- if @item_window != nil7 [2 P! n3 j! c; t7 ]- w; K
- @item_window.dispose' V8 W; ?. k5 {- S5 N- S: X" e
- end
2 v( {% @! c1 F+ r) z! p - if @actor_window != nil
# i+ }7 a. f7 J5 ^# \ - @actor_window.dispose
; n( \4 ?3 u# G4 X$ T# c - end
$ k( r7 E- ?1 c) y& e& Y. a* K5 V6 z) H - if @result_window != nil m! a: r4 S) | N4 q! [
- @result_window.dispose! u- r6 k" E, U# O1 E& Z
- end0 H. m9 t+ L) {" I, Z4 C9 F' e
- # 释放活动块3 C; b; d' F0 d5 f0 r
- @spriteset.dispose6 o/ d% o& T& F9 X+ }
- # 标题画面切换中的情况, p- e1 k1 E) R' v
- if $scene.is_a?(Scene_Title)
9 k& ?. N7 F- k: W" a; \! h- c - # 淡入淡出画面4 M/ C( M2 L" y9 Y: U! b: |3 v
- Graphics.transition0 V* i# l9 i1 ~$ X3 V, M" `
- Graphics.freeze7 h5 @& X* ]7 n0 J& N% K% @! E
- end9 A6 [& M% O8 b5 B
- # 战斗测试或者游戏结束以外的画面切换中的情况3 G& G0 h, ^0 B2 Z
- if $BTEST and not $scene.is_a?(Scene_Gameover)
2 \3 @& q+ H) Y# E1 _, N - $scene = nil
6 [3 Q1 z+ V# l8 X - end2 T5 d9 `3 V; ^1 ?7 v; {% G
- end
@% k3 V% e1 E4 G - # 战斗结束$ f2 X$ S, ~; x8 a. I) ?) t7 \% L
- alias lpb_battle_end battle_end: v8 Y1 {) d9 |, K2 S: h
- def battle_end(n)* ^- d7 q" N( Z" s" V/ p( U
- lpb_battle_end(n)" Z4 E5 g- U+ C' v4 I" W7 Z1 R
- $game_party.set_actor_to_normal
' s4 V; q- y6 c- D. `, l# x: x9 E - end
' h* p1 R5 i8 s8 N - # 开始回合3
$ t* C$ _% \4 q2 J3 v9 G3 F1 `5 Z - alias lbp_start_phase3 start_phase39 |* _# C' f' d
- def start_phase3
0 m/ p% V' {" B* C" J5 l9 L - @changed_battler_id = []$ ?+ |- `- F' f4 Z1 m: h* X& s! t
- lbp_start_phase34 e; ]) W, N$ l9 d3 y$ }; k/ T
- end. J/ G0 W8 R& v" r/ m( g
- # 刷新角色命令回合画面
" O7 |% l; j8 Q5 a - def update_phase3
l, r* J1 s; y3 n& O6 d7 l( B) n - # 敌人光标有效的情况下
% W) u, P3 F5 F+ U, u5 z - if @enemy_arrow != nil+ P3 U" O. Z1 S3 p }( ?
- update_phase3_enemy_select2 l, A3 G6 B2 r3 y: I
- # 角色光标有效的情况下 C1 h1 M% [- _' Q/ e
- elsif @actor_arrow != nil% g$ _! O' [- V/ o L# {: H9 a6 k2 I
- update_phase3_actor_select
- S3 g8 J& b" x. J( Z: D+ X - # 特技窗口有效的情况下
% }1 v+ d. c2 p8 s* ]' u) b8 { - elsif @skill_window != nil2 _* y0 r$ }8 z# K# x! b
- update_phase3_skill_select
$ V1 |/ m4 S: ^$ P - # 物品窗口有效的情况下# b1 N2 o: N( P/ R, J B- L- H# k( l
- elsif @item_window != nil
Q' a9 H$ i |+ t- }- }3 ?' g) ^ - update_phase3_item_select* Y5 k/ I$ l) z, `; t8 I' S, D
- elsif @actor_window != nil
" R6 v1 w6 @& p5 J5 Y - update_phase3_battler_select
4 ]: Q( O$ j6 p3 @' y) L - # 角色指令窗口有效的情况下# w+ l$ X# v. p* i, f, Y- E, X* k
- elsif @actor_command_window.active
/ l/ p; f) D: j% S9 _) u* m' n2 w - update_phase3_basic_command
1 y# S0 z1 k, _8 y - end% }! J0 u4 b4 G( O
- end0 {" p; O- F+ H/ ?! M
- # 角色基本命令7 b3 T& ~3 c% ^. i
- def update_phase3_basic_command5 S- d: B, w# a* @% }$ S& b
- # 按下 B 键的情况下, j! I. f' F0 C9 R
- if Input.trigger?(Input::B)
! I8 f' e+ j! E! [1 A# I+ t/ @ - # 演奏取消 SE1 G- H! l2 `; U" U8 A9 x' [# h
- $game_system.se_play($data_system.cancel_se)
6 ~1 c; @: Q3 l& M5 [( ?9 ?# F( a- [ - # 转向前一个角色的指令输入/ [" N0 x; {, w. P5 T5 r9 r
- phase3_prior_actor! U6 J6 w' h* W9 t) f: n
- return
4 X* B8 m k7 M7 D5 t, ?+ U7 ` - end
% n! P8 t! g' L- B+ h - # 按下 C 键的情况下
* U, }7 N1 ]6 g& s0 ]/ d - if Input.trigger?(Input::C)
: q/ ]& @; u$ l1 W( x - # 角色指令窗口光标位置分之/ p3 S2 A0 }2 U0 r1 Z4 w
- case @actor_command_window.index
8 b w3 e) E+ r - when 0 # 攻击& P0 A$ b" ~! k5 Z9 |/ x
- # 演奏确定 SE
! ?4 F [3 U4 i. i6 v9 _ - $game_system.se_play($data_system.decision_se): u# Y6 t' I. `( u6 P; ]
- # 设置行动
0 U7 c- F- k' E - @active_battler.current_action.kind = 0
7 w* U1 B& ^4 g8 {9 B( | - @active_battler.current_action.basic = 0/ V5 S* x( m m, L$ o
- # 开始选择敌人
2 s& D: n2 k7 r& x. F# u- ` - start_enemy_select% C% C7 M% r0 p% P F
- when 1 # 特技
) |. o u# ?% a8 W9 Z+ X/ k - # 演奏确定 SE
' F/ \3 Y0 g! {5 [0 X0 P; ` - $game_system.se_play($data_system.decision_se)# h8 m6 h5 B% a
- # 设置行动/ o7 s, a: ~- w
- @active_battler.current_action.kind = 1
! K7 J0 w! n& i' w+ h- }3 @ - # 开始选择特技2 M, v( s) _* z$ i0 r1 s% h
- start_skill_select
- V" Z u) M: M# [) r5 U& Y - when 2 # 防御
d+ i; o9 W, h+ O A+ t2 Q2 |; M# a - # 演奏确定 SE
5 e0 H6 y, Z$ m/ b! x - $game_system.se_play($data_system.decision_se)
4 J8 f! B; q& i+ n# x: x b' u% l - # 设置行动
3 R0 r: a7 F9 @ - @active_battler.current_action.kind = 0
9 t. J* b; }. y6 F+ W3 t. t: i - @active_battler.current_action.basic = 1
+ i3 M2 \2 A1 [/ u' d - # 转向下一位角色的指令输入9 q7 C5 j! B6 L! }% K) M# ], c
- phase3_next_actor* C& s8 O, S& `/ F6 m1 [
- when 3 # 物品
1 }& k' t( r8 i) T) x& D2 o0 A - # 演奏确定 SE2 v6 n$ ^0 H0 P! V" e; e0 v4 T2 S! V
- $game_system.se_play($data_system.decision_se)2 L2 w0 q: R w
- # 设置行动
: a' j1 c+ T& s( J+ W1 w - @active_battler.current_action.kind = 2
P% x: F( M" i( H - # 开始选择物品
$ u- }" D5 s) ? - start_item_select: g3 b9 q" P) B& C" L
- when 4 # 换人! d! l b/ d1 h$ _7 P
- $game_system.se_play($data_system.decision_se)
" v) A4 m+ U- E* ^ - @active_battler.current_action.set_change_battler9 I, G: `: D4 C5 G& H
- start_battler_select
( L4 H6 M5 ~2 w3 v) @$ R% T' v - end; f7 @* g# ]$ C1 S4 S
- return
7 I9 {5 f' e/ Y - end
$ w k5 i* ^! D$ g' |1 B - end0 j8 o3 @2 R* E% @4 \1 o
- # 开始角色选择: I; X( W9 K2 z: a4 U
- def start_battler_select
( D$ f8 e* B4 W" F2 f; @ - @actor_window = Window_Actor.new
4 {/ W- S4 g3 [3 W: z* c - @actor_window.active = true' @ M: i) `' t G' @% U
- @actor_window.index = 0
1 |$ W( R- s+ R3 m" ^2 W - @actor_window.help_window = @help_window; d/ l/ o8 i( s" m N7 `
- @actor_command_window.active = false: T6 r* {( X$ M7 n; x
- @actor_command_window.visible = false2 i" l, w8 |7 b) Z3 O3 q, E
- end/ Q6 U. o& I, I, ~& u( Y3 {! G
- # 结束角色选择% D8 V( X: ^9 B& w: l ?6 I! D
- def end_battler_select
- P6 W2 l! S& N8 `; @8 F1 s2 p2 d - @actor_window.dispose
, m K! i: \/ A9 ] - @actor_window = nil
$ l- H, p) d: j2 \ - @help_window.visible = false' Z- ~$ ]' H; Z
- @actor_command_window.active = true! w' Q# W3 u. y" h+ a% |
- @actor_command_window.visible = true
3 Y0 o8 B- _8 r; p1 B5 j Z - end
- t% C5 P' G6 R: g9 s6 p: M - # 刷新角色选择2 B( g- m! E6 a- H( `5 N4 b+ v
- def update_phase3_battler_select& B' Y( @+ o( B- `% X, Q
- @actor_window.visible = true
; M: ]1 b! V/ _ - @actor_window.update3 W- E5 I: t+ Z! n1 s) M
- if Input.trigger?(Input::B): z5 [( d r9 ]$ w
- $game_system.se_play($data_system.cancel_se)1 \4 h. ^4 h4 o2 a! \/ q
- end_battler_select
# [; O' \' E: t# r. R4 u8 \, ? - return
7 a, G: l9 j- H0 M4 e+ r( y - end) S( ]1 C0 p( c& _
- if Input.trigger?(Input::C)6 ^" [ b* k& O. e
- actor_id = @actor_window.actor_id
f1 l3 ]0 J, G( ?3 c. u6 F7 J - if $game_party.get_actors_id.include?(actor_id) or3 x% l4 x; o: o5 F
- $game_actors[actor_id].dead? or - T g4 u8 G# A+ R
- @changed_battler_id.include?(actor_id)
' U' t2 z+ C9 t& J - $game_system.se_play($data_system.buzzer_se)
" ~+ [# g u. e! M! \5 y, t( w: l; I - return. E5 F" x# H0 O2 ?4 f) g
- end
& [) H* f3 V5 {6 k' I3 R - $game_system.se_play($data_system.decision_se)
2 d9 K+ w" g H3 d# Z - @active_battler.current_action.change_to_battler = actor_id
/ D3 l! U, z4 T) M - @changed_battler_id.push(actor_id)
, ~, l. d) j5 w - end_battler_select
/ d+ Q d5 e, I- M; V+ ~ - phase3_next_actor
0 W- g$ t) X1 l" h - return
" S6 {( d4 c% |* s5 @ - end
; v, G/ J0 _+ @4 J; b - end8 x O; u" d. T0 P% x1 F. x
- # 行动方动画
6 T8 _) L4 l9 Q - def update_phase4_step3
5 H& w/ V) E1 i/ J3 S6 F0 r - if @active_battler.current_action.is_change_battler?* g* `8 J. t: R* l4 \* k
- @animation1_id = AnimationChangeBattler' |4 \# w) p0 I8 Z% T, f
- @target_battlers = [] x. D, Y" _% z
- end1 y2 ?' u2 f6 a g% w; a w
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)5 q- Y" B5 n0 V: K( m
- if @animation1_id == 0
) A( `1 @9 h0 _1 k - @active_battler.white_flash = true
% d: [, e! F5 q3 A - else
/ \# Q( s* I) `6 M9 u! B+ Q - @active_battler.animation_id = @animation1_id
" L ?& k; Y+ z7 m8 W0 G - @active_battler.animation_hit = true/ x: Y- A" ^/ y( K" _* [, ^
- end4 x+ [4 J* R/ z* }( x3 k3 H
- # 移至步骤 42 w3 P1 }6 C7 h$ H( W. o: Y
- @phase4_step = 4
9 }* o/ D S7 S! P% M - end
z# [) @* @1 X; @$ \ - # 对象方动画
- a: F/ M& t: W4 ~. ?6 F- Q - def update_phase4_step4# Z( B5 |; @. b% C
- if @active_battler.current_action.is_change_battler?
3 L! t8 ~6 }8 T( s! ?- A- J/ B - actor1_id = @active_battler.current_action.change_to_battler6 v: e# U) H8 U& {/ _
- actor2_id = @active_battler.id
F( [# |) b4 X- i - (0...$game_party.actors.size).each do |i|# x: F# r+ A) V! Y7 K/ h+ ?
- if $game_party.actors[i].id == actor2_id
/ o/ @+ z3 ?1 a4 L, E - $game_party.change_actor(i,actor1_id)
" Z5 I+ S$ `2 W( ]: d& b' L' g3 h# `3 Z - @active_battler = $game_actors[actor1_id]* i M3 X8 o' C/ T! Q
- @status_window.refresh7 q3 D" A2 I/ z3 f# I4 `
- end- K, j' B8 C! v: z0 _, S
- end
5 V1 w3 |2 ?9 f6 g, `0 n3 n - end
, ]9 T Y( z& L - # 对像方动画9 y: C6 _( K% [- T
- for target in @target_battlers$ Y. c4 F/ p9 R- E4 T: s- F
- target.animation_id = @animation2_id
' ]3 P; @+ } F2 A - target.animation_hit = (target.damage != "Miss")
% F2 F, n5 e9 k) U: _: O0 O8 q - end
( s8 \* w& C7 F- c. l, _ - # 限制动画长度、最低 8 帧
5 L5 o" B" g% j; e r; ]1 G - @wait_count = 84 }% d( B0 p# {* ~) u* X
- # 移至步骤 59 _7 a2 I3 Z: J
- @phase4_step = 5
% X9 K2 | o7 w; h9 t$ h - end
; Q) v( ^/ f- V% t1 R - # 公共事件. o2 R& I A: z: I4 @3 d
- def update_phase4_step6
9 H! ^/ U9 i9 G( u9 e( d/ S" S - @target_battlers.each do |target|& n5 I) @7 d9 i7 R2 K2 r
- if target.is_a?(Game_Actor) and target.dead? and
4 ]3 K7 O# G, v; V. r - !$game_party.other_actors.all?{|actor|actor.dead?}
+ k: C) h+ X6 P( y. ]+ ] - @actor_window = Window_Actor.new. l: K- `/ G5 n9 L9 r/ d
- @actor_window.index = 0* r: I% h5 I. L {* G" e
- @actor_window.active = true
Y. W7 p3 z4 O4 y. e8 m( E - @actor_window.help_window = @help_window, s) {. g/ l2 H/ \ j$ D
- actor_id = -1, |! @4 L: N$ Y7 [$ D2 s
- loop do0 x& q8 p7 T6 i7 H* [
- Graphics.update
. G* m2 | p3 P7 Q6 C - Input.update3 n# D! O$ T+ _0 |" K9 Y% k, T
- @actor_window.update) j; Q% h: B9 l# n4 B, G) w
- if Input.trigger?(Input::C)* t/ B4 ~; M. J Z7 ^1 m
- actor = $game_actors[@actor_window.actor_id]
2 C+ g" q6 x2 l- H5 G$ U ]( D - if actor.dead? or7 i V1 x) x$ i+ X* `
- (@changed_battler_id.include?(actor.id) and
! d+ w$ D6 U( l$ t: I - target.current_action.change_to_battler != actor.id) or
1 F' D/ b4 _$ c" b$ Q b - $game_party.actors.include?(actor)) X% s$ Z4 I% I5 F" g
- $game_system.se_play($data_system.buzzer_se)9 F" H L' b# M$ m4 ?
- else
* g; ~# t% ?* v$ |2 d0 b - actor_id = actor.id
+ v9 x$ n: V- n# v - end1 A# i& [% o+ m+ r2 b
- end
9 ], R4 Y* _" {5 U) d - break if actor_id >= 0
9 u2 U1 A s; _7 D( ~- h - end# h7 r J" D( R* h9 X+ V6 [6 P
- @actor_window.visible = false- g$ h9 G# O0 V, }4 o
- @actor_window.dispose
1 B5 q1 | F' r - @actor_window = nil
: l) u2 v, X- a# v) q+ K& N3 t - @help_window.visible = false
H2 u7 r- F0 R8 B0 O1 e6 H - (0...$game_party.actors.size).each do |i|! @0 U% [& }# _- ^% i) `
- if $game_party.actors[i].id == target.id8 b3 U$ U' E$ R5 E
- $game_party.change_actor(i,actor_id)
+ R" p" n. C3 }/ L - @status_window.refresh2 H- [ r- q. _( N# j [# {
- end' u- w5 g' a: H9 Z& E' H
- end! M/ Q5 k: A+ x, j# }: J
- end
7 {6 W+ K* Y6 J. ]6 a' K' \1 K. a - end
% f1 [6 t3 _: R$ }+ V( O. @ - # 清除强制行动对像的战斗者
9 C" l" N: Q% U4 v - $game_temp.forcing_battler = nil9 q2 N4 x7 H" N2 Z# G$ h
- # 公共事件 ID 有效的情况下
_$ R! ]4 N% @ - if @common_event_id > 0
m" w3 d' F$ O - # 设置事件
' q) r! B; l( p$ e - common_event = $data_common_events[@common_event_id]6 [6 ]% y3 q' r) F
- $game_system.battle_interpreter.setup(common_event.list, 0)( V1 g0 t. z7 l3 [. J
- end* P+ H& k" A F V& w( W8 G: s% k
- # 移至步骤 1( H: D& [- [, J
- @phase4_step = 1
5 z6 N" f9 r. j$ f - end
. H& Q7 F5 W& Z - end
" L! v/ }4 S$ I9 S. Y& k. p - ) t: j: d8 `$ p* ?
- class Window_MenuStatus, k0 }4 y. m. |( t" x' M( i
- def refresh8 N! m& E/ A& s1 \ E2 {: R
- self.contents.clear. {! @; L! p% q* f( W" H
- @item_max = $game_party.actors.size. J) I. m' x7 D/ m% q! o
- for i in 0...$game_party.actors.size: |4 `2 g: ~$ b6 [
- x = 4
- b( `: _+ m( x - y = i * 322 i0 T. F8 m1 b2 i6 R% Y
- actor = $game_party.actors[i]# K6 j* L4 s- U- u
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)3 f! \7 B) H0 I! N! R; g
- rect = Rect.new(0,0,bitmap.width/4,31)
1 Z5 Y: k) P+ w - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)( t) \' k* V# z" G* ~
- draw_actor_name(actor, x+36, y)
+ o% v/ N4 j2 n$ H - draw_actor_state(actor, x + 136,y)
: p, Q# ~7 ]% ^$ H2 o - draw_actor_hp(actor, x + 236, y,96)/ M V- h3 e+ \! }' |; A% y* [
- draw_actor_sp(actor, x + 336, y,96)
9 \3 y9 _3 Q4 w - end
; q) U5 j8 R6 J% H* { - end, L+ l0 `4 W1 s, S+ |
- def update_cursor_rect; E0 f0 z. a7 J. A+ ]) c
- super! E( O$ E1 s" I. Q- d7 v( ?/ s2 f
- end
# _+ {' ]; C" t9 `% R; ~' ]: F - end
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