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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
1 b T% W7 h# i/ H+ L( W6 b3 _ - 0 S: _8 @* A0 [
- # 队伍最大人数' y4 h: Y- T! T8 l$ d/ x" f( |1 F; A
- MaxPartySize = 89 G) m+ M) @! M% ?
9 O1 _/ n& {9 t' b) f- # 出战人数
" h" H# y* t" O ~ - MaxBattlerSize = 11 l( E2 Y3 C6 g T
- / j6 g4 @( n5 {* s! X" Z4 \
- # 换人语句& X& W8 ]$ L: S0 [
- WordChangeBattler = "换人"
& ?5 R& E" H" l
# I; h9 y/ I* x/ |4 H0 u; ?( `- # 换人时播放的动画
$ ~) Y2 z# A( A$ R( k - AnimationChangeBattler = 26; x' }! m% Y" j3 k
- 9 P0 K& w' G1 `. n* Q/ r
- end
* J6 o5 L' z5 w' `5 t
9 J; B% Q& p& U/ D% \7 `/ U. w" p- class Game_BattleAction) c$ h/ P$ D' M5 d& i
- attr_accessor :change_to_battler
s/ V! n$ L0 u- f, ^$ U8 s - # 初始化' q1 q" m4 `- m
- alias lbp_initialize initialize0 c% V/ `# l; {+ O9 X$ M* v% r o. g- t
- def initialize
/ j7 \! r# ~8 e! y! O4 s - lbp_initialize$ N' Z( ^" L& J1 U
- @change_to_battler = 0( f7 g* }/ p7 a) z9 n0 y" T* p
- end. B* I# u U5 t: {1 Z8 d
- # 欲更换角色编号
0 q0 [% {8 ]% d - def set_change_battler' x; l" O* X' J, x( G
- @kind = 3* K7 X* p' }7 a* v" {8 a, Q
- end
+ ~/ Q/ Y' W; @& d g - # 判断行动是否为更换角色
. a( e! V" _5 x' I - def is_change_battler?
3 V6 U2 K' B4 H) K7 O - return (@kind == 3)
, @5 @4 @2 N% @) K, |9 a. b - end
7 w. S3 q; I; s- B/ W* Y# X5 b6 N - end
1 V( u) f# F3 v, C1 @ - 6 Q: ?( J3 E9 j6 I2 {
- class Game_Party1 S8 z' }: m q& a% ?9 Q9 ]
- include LimBattlePlug
4 G6 D* C7 U" y; ]' _ - attr_reader :actors2
4 \9 w1 D; ~$ U% d2 ?% C - alias lpb_initialize initialize
/ ?' g) c$ S* u3 d0 E5 f - def initialize
: l# n/ A5 ?7 m" b6 U- Q' Y - lpb_initialize
' h! j# v5 T# ` - @actors2 = []
, i# X7 j! f) u% W - end
/ V+ J2 r; A' Y' }8 w, a - # 角色加入% C7 {8 m/ W- ^$ y) Y7 T2 G; P
- def add_actor(actor_id)
5 l; ^9 k( M7 T T) Q - actor = $game_actors[actor_id]% S/ Q' [' P& @* [
- if @actors.size < MaxPartySize and not @actors.include?(actor)
L6 z+ n: s" J# Z" O1 j - @actors.push(actor)
6 u6 c5 n3 c% ?% ~( h" u - $game_player.refresh/ Y3 h2 d5 x+ F& O/ B% b
- end
5 M" j, h/ T) j% f' | - end0 g2 @$ t: E9 o3 T( X- J/ Q2 a- f
- # 设置战斗的角色" p2 B7 R# N* @9 u4 D H
- def set_actor_to_battle3 X1 k! r& Z+ }* j4 Z) w* w& o
- @actors2 = []
. k% o% N" P- B- v& o _$ ^ - @actors.each do |actor| H4 ^' r1 ?3 ]6 a; G( n
- @actors2.push(actor)7 b) \# j4 e$ O& a. m) f5 p: a
- end
) N' Z* D6 E# L - @actors = []
6 |# t0 K$ |0 f8 L. O" |3 z( Q - @actors2.each do |actor|( i+ x2 P1 r# }' l2 \; g! u
- @actors.push(actor)
% G' w( V1 `' ?) s4 c# A$ ^" N' u - break if @actors.size == MaxBattlerSize
) i# l$ [+ J! Y - end& h6 }1 r7 `; t% L5 u5 a2 D e
- end- {4 a* \: s- W' a3 s; H3 r
- # 还原战斗的角色) j+ e. z+ ?4 w) D2 G
- def set_actor_to_normal
: Z; i9 z% P, M5 f! I1 z1 z - @actors = [] M) K8 X; a' P' C& l0 M; n
- @actors2.each do |actor|/ i, w( P3 Y! u
- @actors.push(actor)# T. {3 Z0 R- y
- end8 @1 T0 Y7 S4 a1 }2 U9 m0 s
- end* E. |9 R7 ]' D7 G& u2 j
- # 获取角色id数组
) e' a2 f3 A, K - def get_actors_id
. p/ S0 ~5 t( W, D- m- a2 M9 H - id = []4 ]0 E& T8 y6 K
- @actors.each{|actor|id.push(actor.id)}
5 y) V& P$ }8 |; x/ r - return id
9 Z3 C4 {1 p& ]0 S3 h+ N/ u! t* U& K - end9 M/ {: R1 t4 q( I: d, r7 z
- # 获取角色id数组
- \' k4 @0 T- i: s7 T - def get_actors2_id
& E+ o( ~+ q4 Q' c# q+ u - id = []& p/ b8 y, k9 P2 E# X& V- E, n
- @actors2.each{|actor|id.push(actor.id)}
/ P7 }5 f/ l3 u' B/ L# S - return id9 u, q$ B; t8 [5 @0 b/ F S
- end
7 g2 s: T# K( G" [" r1 Y - # 兑换角色
! L- W5 S, k$ Z# P4 d - def change_actor(index,id)
0 G" ^" ?% s O( E; E/ ~ - @actors[index] = $game_actors[id]! j4 E) v H" P# p7 R
- end
7 H! O& j: t, ~& k - # 全灭判定2 p' A5 @# [6 j) h2 X- j
- def all_dead? s; W7 M' T. s0 C
- # 同伴人数为 0 的情况下' ~+ z# b2 U+ I
- if $game_party.actors.size == 0
1 n# G3 u: c& p. }+ N: s8 C - return false
2 s$ M+ b; ~( F4 l; A- B - end1 w4 X: A1 x @( I# K& @' `
- # 同伴中无人 HP 在 0 以上3 t3 U9 ~6 ^% K8 `9 a' Q2 E
- for actor in @actors2
$ O- `6 _7 w; W# n& S# g; v - if actor.hp > 0* G9 d: h6 r) d% M
- return false' }' T3 W! z2 E7 w# p* @/ J/ b8 T
- end' ^' M9 [7 X% ]: ~
- end! z$ }+ ?' R5 A& d
- for actor in @actors
/ ?# r# M! ]3 S - if actor.hp > 0
$ Y. G: X( u5 W0 I- j$ `5 e& h - return false& n" i0 p% |" M- N# {
- end, L4 [% }6 N( C1 i! h
- end$ h4 m- @+ ^) ~7 V% B
- # 全灭
$ n0 i1 c% q6 W* S1 x - return true4 C: W1 z% ?. K O) @9 e- r
- end
: G7 _: h! J: Q/ m* ~) m7 Z2 D$ N$ x - # 其他角色% i1 T4 J$ Q( ?9 K* C
- def other_actors- M6 c* A9 c) b' T/ u. N
- actors = [] j) u5 a6 \( {+ C
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}# q; r0 ^7 E1 @2 }& ?
- return actors
* s9 {& F: n; B - end$ a' }: }# V' k8 |% A
- # 角色位置互换
% A8 M; w) b$ {! a0 D! x - def change_actor_pos(id1,id2)
3 S+ u/ `! r2 U+ E - actor_id = []" q; [/ _/ t) f, {" B) d
- @actors.each do |actor|
- {. q8 h) w) R) k. y+ z - actor_id.push(actor.id)5 @0 M& N1 K$ a. e3 ? v! t
- end
2 f% y3 H5 q5 s! y5 e - return if !actor_id.include?(id1) and !actor_id.include?(id2)
, m2 S# o j$ v/ V - id1_index = id2_index = -1
% R% \2 Z+ w4 I& B7 ~ - (0...actor_id.size).each do |i|
) G6 J; e& O* r! J - if actor_id[i] == id1
# v+ Y0 J r3 e/ p - id1_index = i
# E: F3 P& l) W& _( e. U - elsif actor_id[i] == id25 _" I5 V7 i, F* p
- id2_index = i/ b4 n6 ]/ \& G1 y8 v" J9 T
- end
1 E/ h' y: n- F/ M$ ~5 Y' r - end- |. C0 A% k" C: r+ z
- temp_actor = @actors[id1_index]" R2 \, z; g! s7 }( ^
- @actors[id1_index] = @actors[id2_index]8 H- w& F" L% M1 v" N
- @actors[id2_index] = temp_actor7 k) e% R- l, [4 c" F; O; G9 Q
- end
4 o+ n" Y& U) W2 s4 e! N - end* \( k. ]$ Z+ W1 ?& F
- 0 |4 u9 K8 U0 E. Q1 Y
- class Window_Actor < Window_Selectable
8 i2 t3 |# F! K( T: f3 `2 G - # 初始化
+ d8 f# N* j' | - def initialize8 H) P. y9 J' p3 w6 _, i) W: Z, g) T
- super(0,64,640,256)' V5 @, K6 N1 s+ p; y& X3 ]
- self.back_opacity = 1608 C5 r! T: M) D1 e( }
- refresh
7 N& o* i! ^( W7 C' p - self.index = -1. j! e: `2 g! Z3 k1 M/ R* ~3 v
- self.active = false
8 B$ X& p, D y% W3 x - end
5 ~! ~3 R, b) p Z5 {# h - # 刷新
% B' D( X* y3 F G - def refresh3 \) Q2 T3 u4 n9 e
- @item_max = $game_party.actors2.size. W' E. ^, _1 I0 J4 W3 j
- @data = []6 C. ]1 N) E/ o
- $game_party.actors.each do |actor|$ B, h+ y! [3 t0 D
- @data.push(actor)
) i" B* Q" B4 ?' d/ b5 t' j - end
' Q# z% E5 H! l$ i/ ? - $game_party.actors2.each do |actor|
, y C+ R7 k/ e - @data.push(actor) if [email protected]?(actor)
5 }! }# l {: t+ {- Z4 } - end& t. Q* [, d5 S# K* I( {- p
- if self.contents != nil1 d. Y0 y" ]$ y. X. ?! U3 i$ u& R
- self.contents.clear
0 m. T5 M8 n6 z/ ~ - self.contents = nil
# Q( G0 N3 u0 y+ f5 T - end" D9 L/ J1 I8 Z# M! j3 }
- self.contents = Bitmap.new(608,@data.size*32)
* X8 z0 n* ]$ A- P! y - x = 4
8 g. }/ |8 {( @; T - y = 03 T; ~* j( q5 k/ W1 D6 s5 q- @2 S
- @data.each do |actor|
4 P, ^% O& G2 r3 V+ G F1 P - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
* [. Q$ ~* \% a2 H - rect = Rect.new(0,0,bitmap.width/4,31): }. Y, Y e8 |% \& y3 k& B& c- y* y
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
! P- }9 q" X! w) y0 z+ K O - draw_actor_name(actor,x+36,y)' D: m+ r, `" ]4 @; G
- draw_actor_state(actor,156,y)3 ?8 N: f$ X0 m9 Q4 Z
- draw_actor_hp(actor,x+256,y,96)
: ~: E, W& S& G3 T - draw_actor_sp(actor,x+376,y,96)
1 v# f% H# v# g: o - if $game_party.actors.include?(actor)
3 {& p. z* L% p+ p# Q - self.contents.font.color = text_color(6)( Q8 w; v3 u% O% O x
- cword = "出战"% f. F( ?, {0 x# K
- else
, N* S. n/ \2 |4 g5 G - self.contents.font.color = text_color(0)7 c# M" u; O0 T4 Y
- cword = "待战"4 ~' g2 l9 N; g* o5 R# C7 F$ N
- end9 B3 Q, ^8 g4 L* e, h& p+ f
- self.contents.draw_text(x+496,y,60,32,cword)2 F' r! J) q/ s9 u: r5 t3 j2 t7 b
- y += 32* l% S3 P4 h- o. t6 U) T
- end1 p- f9 L: l) u1 W. R) A% X
- end& Y, P& M9 P8 ?4 w8 y* y, T
- # 获取当前角色编号
; h) |" S4 n8 m' f" z/ \# @ - def actor_id) S; Y* N7 t* Y K3 G/ a
- return @data[self.index].id. M) m; T; ?, g9 B- Q
- end
/ {1 X" d I% n% G( S- h* q( J - # 刷新帮助+ v, a8 O) x% v8 Y! `3 ~3 h
- def update_help
! B3 o+ V# F. `$ t; z( L - @help_window.set_text(@data[self.index] == nil ?\% Z! |% l+ l" `. X% o
- "" : @data[self.index].name)
* D- Z+ _* r3 z* b) b - end
" E3 `1 `5 [2 A3 P - end
2 r' f! S! w$ C8 q) L
8 d4 Z; F+ G9 ?- class Scene_Battle
7 z5 R: F* r- h8 e; ] - include LimBattlePlug
~- b+ o9 n/ c2 v9 ?' z* ?% X. _ - # 初始化3 Z( Z6 I1 K% U# i
- def initialize
/ N3 k0 G( E% ~ - $game_party.set_actor_to_battle( a U% E0 G1 {! R) b5 y1 r" W
- end* ]7 E2 H H, ?/ e n; W4 t3 r
- # 主处理6 B. T1 f) u( u/ e
- def main) ^& @+ o" t: b( h. H
- # 初始化战斗用的各种暂时数据 c! V( J1 j0 S* Z- _$ b
- $game_temp.in_battle = true( C. }; e1 C0 Y4 F9 Y, |/ q' D1 ?
- $game_temp.battle_turn = 0( T8 j9 _4 ^- I! Q, r5 D! c
- $game_temp.battle_event_flags.clear
% |3 Y3 ~: C1 s$ h8 D - $game_temp.battle_abort = false% f# S% `1 ?" d) o4 w
- $game_temp.battle_main_phase = false
& q3 t; ^+ B% D7 d" Q - $game_temp.battleback_name = $game_map.battleback_name
2 F6 c8 p& e4 C$ o! e/ v0 d - $game_temp.forcing_battler = nil
; V) x: U; H2 y# ?9 \ - # 初始化战斗用事件解释器
/ t) k; e# w8 [1 A k X - $game_system.battle_interpreter.setup(nil, 0)
7 u% d: t7 D; A4 `0 ?$ E - # 准备队伍
0 _, X" H6 O6 a& o: C* ?7 n - @troop_id = $game_temp.battle_troop_id, u: M( I- c. I; r8 M8 B m1 S
- $game_troop.setup(@troop_id)
7 V6 ?( Z' L7 x* Z - # 生成角色命令窗口
/ e% O- M4 _4 W9 F" x - s1 = $data_system.words.attack
- j; K% {# I. ?; C% g - s2 = $data_system.words.skill) G- K& l5 U& P3 d3 O
- s3 = $data_system.words.guard& c5 \+ }: Q) f3 |& @
- s4 = $data_system.words.item4 N! L9 c) D! W" E
- s5 = WordChangeBattler
3 g( P/ a+ N! n - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
& i* f5 C- v" D - @actor_command_window.y = 1286 q$ ?) d( Z7 D
- @actor_command_window.back_opacity = 160; ~" Q% _' J. A; K0 o4 W9 j$ B& I# B2 @
- @actor_command_window.active = false: ^5 h! k6 U1 w8 i& d6 ?
- @actor_command_window.visible = false! [& e/ m l# w
- # 生成其它窗口/ }7 J9 p+ O, I
- @party_command_window = Window_PartyCommand.new, R, Z* W, @4 }5 a0 ]
- @help_window = Window_Help.new3 t2 k" h5 k* w" g6 q- a, e- S
- @help_window.back_opacity = 160
* T+ E+ D D) Y! n) \. T$ }! P; H - @help_window.visible = false- P4 a+ J0 m: C0 g% J/ K
- @status_window = Window_BattleStatus.new
4 d2 j: `# i; T$ c3 J' D z" L - @message_window = Window_Message.new
; J" p! a$ }$ z6 v; H5 a) B; @/ { - # 生成活动块
$ l, g4 E4 P+ J' v; ]: z% U: D9 T - @spriteset = Spriteset_Battle.new
* t8 O3 i9 V+ v8 D1 D - # 初始化等待计数1 }1 r1 e `. H7 B$ Q: n' v
- @wait_count = 0
2 u) N2 j' ^- _1 H* L - # 执行过渡
/ I" L+ j2 q! M2 z9 v% K' d - if $data_system.battle_transition == ""4 o3 x7 p$ Q# A* p
- Graphics.transition(20) B# g9 y# v' @$ ]
- else
# x3 t. S4 q7 T% q0 d. c# ` - Graphics.transition(40, "Graphics/Transitions/" +5 a; B. ~# Z: Q$ \8 l6 m i' _
- $data_system.battle_transition)5 b! H7 ]% W" m# j' B* F
- end! T u1 }) e+ j4 K# B% \0 k% X
- # 开始自由战斗回合5 \% E; M' _+ o: D! n# F
- start_phase1
, H& W' J+ ^6 u - # 主循环
/ N- I N! [/ F: ^7 O - loop do
6 V& ~% n: ^3 Y - # 刷新游戏画面
' V% h, ~$ Z. @9 p1 Z - Graphics.update6 d: d0 o: X9 s( f8 g" M+ ?
- # 刷新输入信息
0 t; C: p0 O1 B; W. D& I7 j - Input.update
4 r2 S P% R" [- \3 R( ~0 _ - # 刷新画面6 l# Y1 t7 h& T+ A/ k2 w2 a# z
- update; [2 ? s H7 n1 D; \3 E) D
- # 如果画面切换的话就中断循环( u& g) x* \9 `
- if $scene != self
% o" g; ^) H0 {/ O# G# G5 b - break
! R8 \8 b& Z6 G9 u* H ]5 i, g/ U8 R - end
* F9 c) N4 c6 \' X' v0 G - end' y ~" {% e' t9 F) W
- # 刷新地图
8 S2 ^: D) w6 d: [, q. A* W* m - $game_map.refresh9 `5 p9 T* j- N. P* {( s( V% l. D
- # 准备过渡
5 V; R6 N. v+ c0 c4 X D! O - Graphics.freeze) L- D( } B% S @ j# \: @/ s5 w
- # 释放窗口
: v' V+ n+ C2 i3 a4 O# F3 J - @actor_command_window.dispose! {" E5 ^! s4 E W; s
- @party_command_window.dispose
9 j! u: N2 Y, [ - @help_window.dispose
T0 a" e+ Y* } - @status_window.dispose
/ a& Q# U/ W% B2 G - @message_window.dispose
5 _! i; B; o; t) f! v8 \) f - if @skill_window != nil
: z5 ?8 }1 \3 Q# L0 f s2 ? - @skill_window.dispose5 D6 b5 \" _* O8 }/ a+ r
- end
4 N! [" \' }. _, v - if @item_window != nil
0 o- p# s# w. v" ]. j& j - @item_window.dispose' b& m0 T$ W$ N1 F2 P
- end0 |" ?8 @8 g; ~/ Q
- if @actor_window != nil \; G7 T) G) [. ?, K3 _4 P
- @actor_window.dispose
$ Q' I( j2 e# x1 f' { - end, W" I) r- X& N4 U( [
- if @result_window != nil6 }$ f+ M+ }0 t4 [
- @result_window.dispose6 `# B' D; X$ v# h5 l1 s1 @
- end
7 `" @- j" Q+ _$ n5 g* W4 [6 y3 Z - # 释放活动块
6 W* @2 S+ Q. M# N5 n& C/ D) l - @spriteset.dispose
9 [+ F) g: h* t& D4 _% U; P* x: X- \9 P - # 标题画面切换中的情况
9 r* O0 F+ o' x. ?/ }: R! n( W) K - if $scene.is_a?(Scene_Title)2 T( y& Q2 _: P% W
- # 淡入淡出画面- m: S) E. n# s
- Graphics.transition$ T. t/ Q( {, a- W& V3 k5 f/ ?8 s
- Graphics.freeze# Z+ d4 q$ }: A9 z8 s+ p# r: ^
- end
8 q: W9 K7 d# p' P - # 战斗测试或者游戏结束以外的画面切换中的情况
# N: {, V8 l( T; X+ P. @ - if $BTEST and not $scene.is_a?(Scene_Gameover)9 p/ D# O5 t, P% [6 R- W: ^- n. i
- $scene = nil! e6 H$ I3 Y' U# @& C. y: F
- end' _1 H% S! B" p. M2 }0 H
- end
$ K# U6 e3 o3 Y7 z/ t9 r - # 战斗结束# n2 k5 n; a9 A) {2 F/ \# O
- alias lpb_battle_end battle_end
% _; q2 _2 i/ T9 M9 I2 p - def battle_end(n)2 Z8 }+ \+ P" y5 J
- lpb_battle_end(n)
% @' o- U' x3 H5 b2 t& \ - $game_party.set_actor_to_normal
$ H1 Q$ ^4 J+ D - end
% G/ X# W1 B/ ~. N4 t x' b - # 开始回合3# r* U* g8 M4 D# |
- alias lbp_start_phase3 start_phase3% |! _8 y* \" ^4 R6 ^& T
- def start_phase38 ]! `4 z- F* N- Q4 A9 f4 S X. |
- @changed_battler_id = []
- G1 i5 C- o( H: P L* f - lbp_start_phase33 j) [ r7 p7 t6 a }2 ~' A) {3 E
- end/ F9 H4 o2 s. u% i! S( t
- # 刷新角色命令回合画面7 `3 d6 z9 m9 E4 v9 F3 p9 N
- def update_phase38 |2 P1 q- \* Y6 q( O
- # 敌人光标有效的情况下* Q" R2 ~2 y: f# e
- if @enemy_arrow != nil
5 N$ G; ?& W; l0 s4 B - update_phase3_enemy_select
- c: k1 n( e; ?* w9 E3 S' f! g1 y - # 角色光标有效的情况下
) @$ H) O e- s! m, y9 C/ N. x$ ]+ T - elsif @actor_arrow != nil* i3 A. u% V- G# k
- update_phase3_actor_select
5 Y( e2 h5 Z, S" \ - # 特技窗口有效的情况下
1 M3 I6 ~9 H0 _3 a- `7 K" X - elsif @skill_window != nil
! F8 \" J# x# G/ E, `# {% A - update_phase3_skill_select6 j; F" A# r! I
- # 物品窗口有效的情况下
8 ]" V7 R4 p q! ]2 H4 _( p h - elsif @item_window != nil
4 L- o& H9 _. Y& E) x* Z - update_phase3_item_select6 |6 p. u' f' t5 R# g7 v
- elsif @actor_window != nil0 V; R$ y* J! b3 B& g/ f
- update_phase3_battler_select% j6 n9 V/ |; p
- # 角色指令窗口有效的情况下) H1 e: H- \* m8 O T
- elsif @actor_command_window.active B! z9 R$ `# O' ~2 z* Y% Z6 J- f
- update_phase3_basic_command
- _+ I0 x6 I, o+ I! v1 { - end/ }, F2 y, U4 O( |/ ]
- end
' j5 z% J! \ @3 d% O( S4 Q7 S: T - # 角色基本命令
! o3 z% x8 u( e- D# J - def update_phase3_basic_command: ?7 e( u# K1 e0 Z) c( \/ W: D
- # 按下 B 键的情况下
r6 u4 U! i# n: b5 ^ - if Input.trigger?(Input::B)
5 B4 ^5 }2 f9 B1 K, m4 w4 ~: c - # 演奏取消 SE4 F& Y+ _' I" @6 R# S
- $game_system.se_play($data_system.cancel_se)
7 {9 c. S2 x4 V4 G, z6 A - # 转向前一个角色的指令输入
5 n0 ^" c# q. q# k& g5 @0 G$ O- [ - phase3_prior_actor/ O5 `$ y/ x: L0 o, G( _
- return
5 y* D. t) d) X+ c( L1 _- ~/ O - end
# P$ x6 A: {+ I. \% E. S - # 按下 C 键的情况下4 S8 k, o c( J
- if Input.trigger?(Input::C)9 E( p* Q1 }7 J, o5 A) x1 H
- # 角色指令窗口光标位置分之
9 N9 ?' ], _% C5 [/ |% Y - case @actor_command_window.index3 }* h, s8 a( h7 N3 k
- when 0 # 攻击
* @$ X) E3 w! [( C$ J - # 演奏确定 SE) U7 H/ c ]* C. E9 Z9 O4 _/ H) Z
- $game_system.se_play($data_system.decision_se)
* a9 U! l9 Y# o- } - # 设置行动/ A0 j5 \% z) ?& C0 ?4 d
- @active_battler.current_action.kind = 0
; z* S4 w! o0 M Z8 L - @active_battler.current_action.basic = 0$ y" Y; O( m7 }2 z- Z
- # 开始选择敌人
5 D r3 b3 i- A+ |! M% b1 l - start_enemy_select
7 N9 G/ Q1 Z/ w5 N5 a- d0 w# i - when 1 # 特技- e' L2 ]/ d! o
- # 演奏确定 SE
* ]/ ~- \; I# [6 B, q - $game_system.se_play($data_system.decision_se)8 ~, P: N6 F% T# k$ G* g1 T
- # 设置行动
7 s) s, x" I0 O8 x( I - @active_battler.current_action.kind = 1, M* {) s% j. t/ L7 d+ g
- # 开始选择特技
/ h$ m$ P7 A7 C. S9 k- F7 d - start_skill_select
q3 d/ ]5 Z8 M' C. Z - when 2 # 防御
8 n0 M! E: y. }; q1 `; Y - # 演奏确定 SE( j& j7 b/ L6 k- k0 Q; Q) R+ P
- $game_system.se_play($data_system.decision_se)- j; B4 ~5 k5 u2 N2 m$ L( z
- # 设置行动, i; s& C. A) G6 @6 v- J
- @active_battler.current_action.kind = 04 H- j( h% H* H7 Q3 z- |
- @active_battler.current_action.basic = 1
. x# _! L0 w" s7 `( Y. l2 h$ w - # 转向下一位角色的指令输入
/ Z+ R, C9 {' ]1 B: p( y - phase3_next_actor, K; @0 p" D+ M
- when 3 # 物品
8 e0 R$ s9 g5 C8 j0 R) d - # 演奏确定 SE
5 c- d7 m# j- _) n - $game_system.se_play($data_system.decision_se)
% k3 B: n2 X: A$ a, E - # 设置行动
- V. P5 o& d" k7 G( {" I4 G - @active_battler.current_action.kind = 2
* ~! M$ ~) m( J4 U( m6 {8 R - # 开始选择物品
6 c6 a6 M! H) e5 d, o& p - start_item_select; c$ e/ @7 t1 p1 C% ~
- when 4 # 换人' i6 `8 B6 {" y
- $game_system.se_play($data_system.decision_se)& M" g N$ B# v# @' F
- @active_battler.current_action.set_change_battler: P$ R* n9 j6 v
- start_battler_select
: J% N( a$ J; ? H. v/ a6 v; G - end: J }* n* o# I& o
- return; V, v: k0 N8 D A
- end
O; N$ A- w9 g - end
7 n+ i: m: K% F/ b - # 开始角色选择2 B+ y2 `0 z& ?7 Z% m+ G5 x1 |, r( }
- def start_battler_select
" F) {/ H+ w9 B, S2 g) F - @actor_window = Window_Actor.new% n8 }, |+ j- E( R- `7 S( @
- @actor_window.active = true5 x+ K5 R0 T b' M$ J
- @actor_window.index = 03 ~# L; | E$ k8 J
- @actor_window.help_window = @help_window
. v3 ~3 g: z, r1 k; l" ^- m - @actor_command_window.active = false
+ z! t1 T8 _/ t6 q* a1 y/ X - @actor_command_window.visible = false
# w- v6 X5 q' o; n: r - end7 P6 C. w6 `& Y+ K# q; n; S0 |
- # 结束角色选择1 l: Z$ u4 i. U; U+ J- Y/ F
- def end_battler_select4 ?+ B q1 z- o( m4 l. Y5 c [
- @actor_window.dispose
5 G, l5 X) ^# ^2 A0 m - @actor_window = nil
. f1 ?% H! g1 M4 B1 A o2 i* F j - @help_window.visible = false# A8 P1 A5 D6 Q
- @actor_command_window.active = true
+ n; G) @ M0 {# ?- {0 k - @actor_command_window.visible = true L( |9 K' c6 @9 b, l
- end) K5 W% B/ h0 m- F; ~! V2 {/ V
- # 刷新角色选择0 q. X5 N8 Z. N
- def update_phase3_battler_select
5 ~$ A5 ], @2 ~ - @actor_window.visible = true P$ D4 x# E: D1 l T! c
- @actor_window.update
7 @; q+ o, c8 x3 P" ?) _ - if Input.trigger?(Input::B)! ?6 R) Q0 t5 R8 c4 F# ^
- $game_system.se_play($data_system.cancel_se)
; {! Z- h/ a/ ? - end_battler_select
+ B7 Z3 e1 Y g m& {3 D - return/ Z' U0 Y! ~3 C) _6 g, R, x
- end
* l) c4 H4 e( ~ B2 z6 \; l - if Input.trigger?(Input::C)
. h1 O- D" Q' \( _2 W - actor_id = @actor_window.actor_id l* N- O8 _, p5 P2 z
- if $game_party.get_actors_id.include?(actor_id) or
+ \7 _4 R2 N% J4 g - $game_actors[actor_id].dead? or ) a1 E) D0 G0 N/ w
- @changed_battler_id.include?(actor_id)
( u3 ] d& Q3 J8 b" m9 S - $game_system.se_play($data_system.buzzer_se)- w& g% s& b) {8 G5 r
- return
/ c4 Y$ Z3 C; m - end O3 a) S/ ~( g+ a
- $game_system.se_play($data_system.decision_se)# j# g* R+ S# r, n) C$ s9 _9 o
- @active_battler.current_action.change_to_battler = actor_id
# p% Y9 A' Z, F" a) ^% v5 J - @changed_battler_id.push(actor_id)! S/ x6 G1 d7 a5 b* L' W
- end_battler_select
- a* r4 r5 L, N" z* m3 K/ q* J - phase3_next_actor$ f6 ]& g. i Q& v
- return
5 z. g( N9 J: s+ A" C - end, B9 [. @2 Y6 D: N: B& j- S
- end" q4 z7 W* P0 z4 S; J4 r( w y" W
- # 行动方动画( t7 w' G! @/ E; E8 @
- def update_phase4_step39 w8 _# b8 N& i$ T8 F$ ?
- if @active_battler.current_action.is_change_battler?0 s$ K/ E5 U% e
- @animation1_id = AnimationChangeBattler
7 k" H/ L6 E$ t ? - @target_battlers = []
3 n: X& ]/ w' N. N - end
; A) D% H2 f5 q. V% b6 E, E - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
) [6 s# V2 Z' }! }; A$ @ - if @animation1_id == 0
9 X, P* e. S% V9 J3 l - @active_battler.white_flash = true
; {/ ?; u+ Z0 K: t - else
: T+ q/ ^7 o6 ? - @active_battler.animation_id = @animation1_id: H C' W" C- x
- @active_battler.animation_hit = true" z# _7 N3 d* x- c6 K
- end
! P3 b# v/ b5 J - # 移至步骤 4: M8 r' x+ D; P- F1 v6 v0 y
- @phase4_step = 4- Y! O, n$ A0 ^& n+ i6 l: p" ~
- end
+ C& G; p7 v, x1 B - # 对象方动画
" w" B: K! f* U9 q* l7 w - def update_phase4_step4
1 [' J: Y( r' t" b - if @active_battler.current_action.is_change_battler?7 p2 L9 t. I$ H r, S- l3 D( J. ?
- actor1_id = @active_battler.current_action.change_to_battler
. I4 W- R/ \5 _7 j( ?4 F - actor2_id = @active_battler.id
7 ]1 Y1 ]) P, ]1 B: L1 V; d4 N, j - (0...$game_party.actors.size).each do |i|
! Z' P( x" t$ g8 J/ P5 w - if $game_party.actors[i].id == actor2_id! D# Q& U. ?6 Y) Q: o8 i6 j
- $game_party.change_actor(i,actor1_id)
. o) G0 y8 Y9 X - @active_battler = $game_actors[actor1_id]
4 Q4 t8 ?6 R% Q4 V* e5 S - @status_window.refresh
+ D* Q$ u/ E E* ^5 g% W T - end
+ U0 L% D& `7 @: p1 H- F' ? - end
+ @% z- E; T* V+ g6 Q7 f - end
. S1 N) c" j$ ~ - # 对像方动画
7 N, \* i( W( R# T' w3 q - for target in @target_battlers
% _6 t: q \2 @% L- ^ - target.animation_id = @animation2_id3 ~# X3 C, B- t2 [* A5 w; B+ M2 i% D
- target.animation_hit = (target.damage != "Miss")
5 X3 _) {2 {3 k1 |& T- y7 D& V - end2 I- k5 ?9 e$ x+ m
- # 限制动画长度、最低 8 帧4 j" d& r, u( K& f9 ^1 L
- @wait_count = 8
- b; [/ e! y* o - # 移至步骤 52 A- q4 V! Y0 |5 H* I7 m: e3 P
- @phase4_step = 5
. F0 e6 }- w1 q; k% Q- Z: [8 Y/ l2 q - end
1 }) D& [! @, K% |" O2 @& r: j7 \ - # 公共事件
7 u5 o' ^3 [ I! Y5 V7 K - def update_phase4_step6
) \# R1 [3 j s - @target_battlers.each do |target|
, m- o; V+ U) v8 z) C; f - if target.is_a?(Game_Actor) and target.dead? and
; ^4 O6 N! ^ h( ]3 c8 U - !$game_party.other_actors.all?{|actor|actor.dead?}
# x: w7 ^% S/ E# v9 U4 h ~ - @actor_window = Window_Actor.new+ y+ h, f2 N; |: t3 E
- @actor_window.index = 04 t" Q& E3 N( \
- @actor_window.active = true/ A0 N$ n2 u1 w; t
- @actor_window.help_window = @help_window
9 y. F. ? Q8 w! ? - actor_id = -1# I# x0 b8 Q8 W: O3 r/ E
- loop do
" @+ n+ k1 S' J1 Z - Graphics.update
, s' _' L i% y: l - Input.update; R0 e! Z: c8 {1 \3 m- e
- @actor_window.update
5 O' O; C3 s/ a# R5 R- Z7 E - if Input.trigger?(Input::C)
8 z C/ X) X4 G+ L \4 `2 m/ S - actor = $game_actors[@actor_window.actor_id]: {% G" Z2 O2 `3 I
- if actor.dead? or
* ?5 n# }- d# P4 f6 F# C; n - (@changed_battler_id.include?(actor.id) and
' g2 P6 c A5 b - target.current_action.change_to_battler != actor.id) or
6 _+ n6 q" s( l2 C5 w- A$ `. Y+ @ - $game_party.actors.include?(actor)
* j6 P2 t& y4 k9 R; F - $game_system.se_play($data_system.buzzer_se)& k% a: U- h" n( I
- else# q7 a) C. a" T) n
- actor_id = actor.id0 ^0 z1 J# @' Q1 k$ s
- end$ b5 c* T$ A- z5 @7 a( D
- end- H8 G$ H( K5 F& v7 Z% v$ A" C
- break if actor_id >= 0
1 p3 C! i0 c9 M, O' s1 d - end2 {: M# ^; e+ P* J' N
- @actor_window.visible = false' W x. y# i9 t. w' r# g
- @actor_window.dispose
1 o# L2 `$ ^# ^- y3 h7 U- H - @actor_window = nil& L( c. C8 D: T3 X1 E3 T
- @help_window.visible = false9 E- I# ?: z: E6 Z/ ]1 A& j5 P
- (0...$game_party.actors.size).each do |i|1 r( o* S* n, [5 ^. H
- if $game_party.actors[i].id == target.id
+ G$ ^& j9 o1 Z; n1 \' n- z/ B - $game_party.change_actor(i,actor_id)
. C) I. \0 t& c - @status_window.refresh6 A( d9 y0 r! G% h% l5 }6 R: b& k
- end
& s \( k7 b2 C. m$ y! N+ d! G6 R - end
$ q( u6 N0 I, K' k, V9 w; ]# _' U# Q - end- Z7 z3 z5 L2 D0 ^+ s
- end6 t# y. g3 s2 B4 |
- # 清除强制行动对像的战斗者& D9 G1 S! ]+ j6 O
- $game_temp.forcing_battler = nil
8 A4 K9 F$ e* @( ^/ s - # 公共事件 ID 有效的情况下4 M2 I: v% }! n$ B+ T! k
- if @common_event_id > 0% B) g2 w/ J: } C
- # 设置事件1 Y3 o. C( t& q( B7 e
- common_event = $data_common_events[@common_event_id]
+ }; W) ?; H9 q/ |3 ~5 B- C - $game_system.battle_interpreter.setup(common_event.list, 0)0 D3 A1 N3 ^7 v# r( } ]7 Z
- end
4 J4 Z* G" M$ P, B' m - # 移至步骤 1
8 J! ?! U4 _4 |7 t/ [ - @phase4_step = 1- w1 z2 a' `2 ^
- end! L9 N0 T/ n4 w1 R( p& i3 ^5 s! G, F
- end
8 d$ x, J# O$ J' j; x8 A. l+ W - 8 }! j; R9 `5 c* M# {
- class Window_MenuStatus- @9 Z# R U R0 ~/ r4 n: V. w
- def refresh( a: u7 A3 ~% `0 n9 Q
- self.contents.clear5 \6 @! \. P+ |( |: n/ M8 J
- @item_max = $game_party.actors.size V- y# X, U0 `) {$ R1 U& i
- for i in 0...$game_party.actors.size) u' ^& F. Q! }( O) D' p$ }
- x = 4
- J- A9 |4 w$ X! T& g; ?2 r9 | - y = i * 322 ?; ~* k& Q* P8 r3 g \- ?
- actor = $game_party.actors[i]
/ q' ?4 W7 J( L/ |- J% M4 Y - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)- |/ X) m0 e6 b- }4 g: G1 ~
- rect = Rect.new(0,0,bitmap.width/4,31)
5 @8 Z' G7 h/ R' Z/ ?4 }5 D - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect): r1 L: m/ q% \, u
- draw_actor_name(actor, x+36, y)) e/ h$ d k0 ^8 f; A8 v& X8 w5 ?
- draw_actor_state(actor, x + 136,y)
. T/ N B- v) t8 K - draw_actor_hp(actor, x + 236, y,96)$ r9 `. q; ^% a$ a( B; G0 e3 l( ^/ [
- draw_actor_sp(actor, x + 336, y,96)
. c9 m- M0 y" S% c0 A+ q - end0 r4 g& L+ r2 G2 X
- end: n+ H- {6 T3 N, q% X; N2 z! j
- def update_cursor_rect
4 l8 H7 i7 r& W. W P" H7 [ - super
! z! T7 v$ `$ R+ T2 x5 V - end! z6 v6 v5 ?4 f6 |# D: X
- end
复制代码 说明:这个东西是转自enghao_lim的一篇帖子,版权归原作者所有。 |
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