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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
/ Y% K r5 p# f7 E/ N
. D4 }0 V \' ?- # 队伍最大人数2 [1 e+ b3 _+ b7 n6 B1 o. {
- MaxPartySize = 8
. P# q4 A% V3 G% k# c5 f - # _8 _' _) }' i' R
- # 出战人数; `) l" K* _/ ]/ y: x
- MaxBattlerSize = 1
3 D' M( ~2 e: Y3 G. o+ S - 8 O2 t' ^$ W% Y' s2 \
- # 换人语句
* C6 a5 b3 ^- U ]2 {+ S - WordChangeBattler = "换人"
2 W" K: u) @" Z2 q* L- O4 o
4 n, n- `+ V$ e6 n7 A9 n3 P- # 换人时播放的动画. _( O" A/ D- A z/ o9 C
- AnimationChangeBattler = 26& z/ L7 Y; r y( B* G, F
/ }* h6 [4 U* G! }) K+ A( a) z- end
# H/ `, ` v8 U4 _ - 1 `6 z; ?: G+ p, E8 \+ x
- class Game_BattleAction
+ L) o- `- `. h - attr_accessor :change_to_battler& J# ]7 e9 k4 J/ B
- # 初始化) I# |, _$ r1 F
- alias lbp_initialize initialize
- M" y- J7 H( }' d5 V - def initialize
% d# O8 U u9 z- v b# ]" I - lbp_initialize, R. B% X9 A0 c. ^; e8 Q
- @change_to_battler = 07 @2 f! T: r. e: S$ `8 J0 k1 L
- end9 O/ `% t6 n" C
- # 欲更换角色编号. K% f% `1 _2 v# p- ~% Y6 Z4 ^
- def set_change_battler1 ?$ O- F% Y# z" z5 _$ Y
- @kind = 3! p6 v1 t. _+ E$ K
- end
4 i1 m: Y. |7 A( _ - # 判断行动是否为更换角色
7 A9 I' ?' }" v2 {* L& \8 d - def is_change_battler?
. S3 Z( `6 E$ H - return (@kind == 3)* s& D3 ^% m8 q4 K( [4 V
- end) \/ G( @( y' ^3 W2 L2 e# a" r
- end) V7 p; h2 n& c# G5 }1 C: {
- # p, }- [: N# m+ f; [/ d: h. b2 l+ _: t
- class Game_Party
2 @1 v0 u' f2 O1 g/ T - include LimBattlePlug
, M! [2 ^) { N5 b* A3 `, P - attr_reader :actors2# }5 N5 H' I/ k/ x; I* {3 X+ m; m
- alias lpb_initialize initialize0 F0 N# V( x$ @. h
- def initialize8 H) Z5 S- x" k- I
- lpb_initialize
6 f4 q P e. A5 A9 g2 a: w - @actors2 = []0 A! R4 u8 e- @" b4 ~
- end1 C) c; q# J& m5 h# e; S2 R
- # 角色加入; N- }4 m: a2 ], x* q* b3 U( L
- def add_actor(actor_id)
0 K4 _: o! H1 A - actor = $game_actors[actor_id]1 E) E3 _% v" a2 F C
- if @actors.size < MaxPartySize and not @actors.include?(actor)
( [ @. S R+ g' X# `1 I - @actors.push(actor)
1 n% I$ x& V, ^! P# m4 N - $game_player.refresh1 z: f9 G% U; C9 ?: [
- end
3 J1 x$ {4 A2 H4 Y( F2 M5 W - end0 M# S6 I7 e4 t: E9 n
- # 设置战斗的角色 D: F) m3 a b
- def set_actor_to_battle
- U5 S" y) T7 q* x - @actors2 = []$ U# X8 R: p8 ~7 e* O0 H7 E
- @actors.each do |actor|
' @7 y/ ?- B+ X2 ^ - @actors2.push(actor)$ R. I% r x5 p: j2 @ N) Q
- end4 Y5 ~( ?4 V0 z
- @actors = []8 d, k) Q% E* N5 Q' _2 J- }6 c- W
- @actors2.each do |actor| x7 J$ ?! ` r$ G+ J4 S
- @actors.push(actor). s0 i$ j, ^7 L4 {/ @5 Q2 v3 u
- break if @actors.size == MaxBattlerSize
* \' Y! N# ]6 P |* y/ F. o - end; s; }5 w! ~0 N( \
- end
" E( e4 C3 S5 i3 `+ I P* J& t - # 还原战斗的角色5 I& `9 C: c+ i+ d6 a/ f" H3 y
- def set_actor_to_normal5 z; Y' j) |$ e: D) L; h1 W# L- z6 E
- @actors = []
/ ~# |& S6 t q& F- J1 m3 ^ - @actors2.each do |actor|1 t8 r: p- [. q; `) c' l
- @actors.push(actor)9 i& k3 F; a1 g! m
- end
& s' A( g, M% W9 h) L# W - end
) C+ _6 Z# \4 }2 g/ H @! C& W9 T - # 获取角色id数组2 n8 |1 ~3 m8 s9 s
- def get_actors_id
5 C6 E. A* i! K - id = []
, s6 g' O' ~; y' C* l! Y% g4 Z5 T" c - @actors.each{|actor|id.push(actor.id)}: x; _3 W+ Q7 q1 h/ r
- return id6 U$ @0 I* q: b. `- ^& M5 V/ ^
- end" j9 t$ X8 }! x3 Y& }' `$ I
- # 获取角色id数组2 Q6 X- g% P6 N5 ], A v
- def get_actors2_id+ ?. w& N0 L& J$ G5 g) g' q
- id = []$ q& i" W4 Z) \0 R0 a" G2 e. V
- @actors2.each{|actor|id.push(actor.id)}
( z" a5 a# h7 n4 x( Z - return id
. V0 p" W) c) C/ r" u) j - end# `* D( ~- [+ b) c
- # 兑换角色
8 v, {: X1 p' Z' q1 t" H1 ^6 q ~; x - def change_actor(index,id)
+ J( |9 `5 E Z! i; s6 a - @actors[index] = $game_actors[id]3 V( V w, W. g6 {* O5 `5 U
- end8 w9 y1 q2 L( W+ j' u& g e/ i
- # 全灭判定
) ^; w2 P* {8 _, {: ]# U( @2 s - def all_dead?
8 D# v( M& h/ ^1 {& F - # 同伴人数为 0 的情况下3 ^6 ~# K6 @# }& o% X, P# f2 Z
- if $game_party.actors.size == 0) `, g/ Z5 Q5 D
- return false
9 ]) d* v, m* z# Y m0 { - end: k8 u) C, e$ u5 X
- # 同伴中无人 HP 在 0 以上6 y& A y6 R. c' T p+ F
- for actor in @actors2
5 _! c0 W9 p9 [' i" g* @ - if actor.hp > 0
7 L0 `5 c. X. \ - return false
: O7 V0 @4 r3 W2 G( J - end9 Q2 K3 \: n+ k( m* _) G4 _
- end
0 D+ {- X, |! ?* U' s - for actor in @actors6 q3 }0 M, i5 c( _ v/ E
- if actor.hp > 0: S8 v9 |! T- C+ o) \6 q
- return false9 z9 H' Y2 F! h: S
- end' b4 S: N( [ s$ _
- end
9 H3 W. B4 G a, _/ S6 T8 d% Y3 g - # 全灭
- M, ?" ?" a7 X+ ^& M5 Y x. L/ H: q - return true
+ A1 z, R: ?! v( j5 q9 R$ u( a: { - end
: }- @' S- g# l( ~: m4 d! V - # 其他角色
( Z& q: Y- U. d; F - def other_actors$ A% n" s0 g) @/ h& i6 o
- actors = []# v& |# ~) f( }0 R5 }
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
: C4 R5 V2 Y }4 M/ y3 V - return actors
/ r# l( G; h% m/ J5 t- I$ q y) P - end
4 g. S! |# L; \' n8 s - # 角色位置互换
8 |$ ]: U, a Z3 N' O - def change_actor_pos(id1,id2)( |7 w" V8 q9 h5 p2 O: s
- actor_id = []; M- _* P- j# y4 m( I( ~ _
- @actors.each do |actor|6 s, ^7 _6 P3 f9 e/ l* x
- actor_id.push(actor.id)
9 }5 t) o! B; M) c# ?% e - end
0 v% g* S8 O0 @$ O8 I - return if !actor_id.include?(id1) and !actor_id.include?(id2)1 C9 z9 g/ Y7 R# G: D
- id1_index = id2_index = -1+ @* C& d3 C+ h% s+ }! P) \! i+ c) y
- (0...actor_id.size).each do |i|' [; \, Q' v; S5 j% r, S2 b
- if actor_id[i] == id1
0 D z9 k, m" C: Y4 J! f - id1_index = i r( t2 [8 n' O. N
- elsif actor_id[i] == id2) v8 y t2 C8 N5 ?/ a5 Q- [
- id2_index = i
# g( o; L/ G% l! `# k! H - end
( p' g- w+ b3 e( |( f - end
/ H$ @ U: U" ?# X4 v+ Q2 e - temp_actor = @actors[id1_index]
, S9 p# k/ f: h; B$ E# k _( x - @actors[id1_index] = @actors[id2_index]
" V3 ?" k% |% h+ \5 F - @actors[id2_index] = temp_actor3 N; o! T6 k! c) B6 n) C
- end- I+ o5 ?0 s! M" u; M
- end" T$ }. J+ ^% {5 ]
+ h l8 y( E V2 S! S- class Window_Actor < Window_Selectable
# W+ @" ^! U6 T' q, g - # 初始化: _5 Q2 X5 J5 Z
- def initialize) O z$ V- b% I0 U" Z; D' P( `
- super(0,64,640,256)7 i3 O6 v3 c2 e+ B' m( a. Y& `& ^# J f
- self.back_opacity = 160
: v7 A% Y& u! r0 g5 _2 n - refresh
& ?5 F1 }3 V6 @3 W5 D7 N$ w9 F+ A - self.index = -16 i8 G( F" q2 \
- self.active = false
, p5 Y# p& v9 E/ _7 u" S - end7 t2 J: u( F' R8 U; D! K+ j9 X
- # 刷新) e3 z+ u4 t- R4 K
- def refresh
( |- M2 c7 Q: N2 ^0 @! B; U# Y - @item_max = $game_party.actors2.size
% G# x4 ^: X" }' z - @data = []
7 M9 D8 v0 o) V/ E6 S - $game_party.actors.each do |actor|
0 t* T4 @& l6 k0 r: M1 D2 u* p - @data.push(actor)
) B( `7 E: L0 F% j6 h( \1 f - end
* O4 s( l5 \# ^ - $game_party.actors2.each do |actor|
" W4 a* `& m' ` @. f- r6 n - @data.push(actor) if [email protected]?(actor)% s8 @$ b D) x8 n0 P" B
- end2 ~. L/ i4 y5 z: Y% }. s
- if self.contents != nil
5 l; ]8 Z. S1 r M - self.contents.clear3 s. X) m% ~0 u4 ?9 j5 s: Z
- self.contents = nil
! v3 t; @/ K, t: p' \3 M# I) j - end
6 q( ^/ s8 N8 k% |" |& }* z - self.contents = Bitmap.new(608,@data.size*32)( t$ |. o; Y8 V" ~/ P
- x = 42 s* O! c/ \& |* R
- y = 0, X. X6 v% n' b! c6 |6 A3 e
- @data.each do |actor|
- u# E8 A6 k0 F% J- x - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue); q) G, q$ a5 x" G6 [
- rect = Rect.new(0,0,bitmap.width/4,31)8 r/ l1 w4 e) p
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)# D; Q1 L0 n# s0 f6 F
- draw_actor_name(actor,x+36,y)! i0 P3 L- ^: G! B
- draw_actor_state(actor,156,y) g. G! g) W ]7 F* G+ F
- draw_actor_hp(actor,x+256,y,96)
5 |6 p' H! O2 o# w - draw_actor_sp(actor,x+376,y,96)( ^3 r, h; Y& m, U7 C
- if $game_party.actors.include?(actor)
5 }( d- r7 ^5 n6 Z$ h - self.contents.font.color = text_color(6)1 {( v ]# C6 C2 u$ K2 n
- cword = "出战"
9 t" U' }. v) f6 j1 X) ` - else4 e) d8 C" d/ |6 H5 U5 t. V v" f
- self.contents.font.color = text_color(0)
6 j4 K: M# i! h8 h J, R: E5 z" d - cword = "待战" J# ~, h2 V" K7 {/ Q7 [7 v! E
- end
9 F/ x$ I( q3 U9 m- d7 W# K9 c - self.contents.draw_text(x+496,y,60,32,cword)
) i V+ `- h6 H - y += 32& A' j- D0 H E
- end
9 P! \# }( D$ C6 d) a E - end7 }0 k2 a1 N3 p0 d, i5 V1 H( P
- # 获取当前角色编号
) E: B/ M/ P! [$ L6 m. u+ ^ A - def actor_id% b s3 b; s/ t1 f) r4 N
- return @data[self.index].id) P; ]$ y6 L0 W- A3 B& n' E
- end
1 {6 t! c* S4 _2 j' m' @" B - # 刷新帮助
: A7 I. Y @; Y3 h) @# g2 \; F6 w - def update_help* ?( `- v* F* X7 t# f: {
- @help_window.set_text(@data[self.index] == nil ?\0 `/ {# l8 T# q" W- `
- "" : @data[self.index].name)
! d0 Y7 O k7 Z! s1 {! T - end
# ^; i. i& r0 a$ l - end- _ x4 E/ F' [, B( o/ V/ X. ^* @
# c- Q. u$ O4 \; }, q4 Z- class Scene_Battle
, ~' E" j6 C4 \, o4 d - include LimBattlePlug
* s6 Q4 V0 T/ x5 O. Y& x# T - # 初始化
) f" T) ~# I7 c: B - def initialize
, ]- z& l8 L% [7 {( G9 X1 d - $game_party.set_actor_to_battle3 D7 C8 y; p4 s( W0 T
- end
; U& C4 s. F& ?' G7 m8 Y, f - # 主处理
8 ]6 f- U% a& z1 ` - def main7 B$ G( M* O5 | ` Q- k
- # 初始化战斗用的各种暂时数据3 W4 s8 b, h1 D6 Y; o @: O6 f
- $game_temp.in_battle = true" P7 v! Z( y3 v2 `& N- t' X1 v
- $game_temp.battle_turn = 0
4 X) T# X' ~0 f; c - $game_temp.battle_event_flags.clear
; t# `9 |# @! y1 S0 d2 n/ ~- I - $game_temp.battle_abort = false, d' R0 Z0 k6 B+ a$ h% E
- $game_temp.battle_main_phase = false
& S) W+ Z4 c( k1 v% a& l - $game_temp.battleback_name = $game_map.battleback_name% ]3 y# l5 p* G; w6 |! r9 {, x
- $game_temp.forcing_battler = nil
; Z3 Z1 e# m& M; s% } - # 初始化战斗用事件解释器" ~, [# |' C9 z8 X' Q
- $game_system.battle_interpreter.setup(nil, 0)8 q2 ^( r: x5 h7 `, C3 G- e
- # 准备队伍; D% h' S2 m. \- s9 }$ \: z
- @troop_id = $game_temp.battle_troop_id3 l+ k5 P. z% m. @ M2 s
- $game_troop.setup(@troop_id)" V$ w; o" ]" y4 g% {7 k# Z
- # 生成角色命令窗口
8 r4 D0 X3 a+ z8 l' B - s1 = $data_system.words.attack/ s7 \+ E( ^$ m$ H/ ?; e5 V
- s2 = $data_system.words.skill
% p7 O1 c; X" N$ o1 [8 P - s3 = $data_system.words.guard
3 [; s8 a: E+ ^/ R# B - s4 = $data_system.words.item
& x1 x! \# X; {0 V$ P - s5 = WordChangeBattler
# o- }3 m; r1 o; I- W/ J - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
0 X' r- t9 M2 w8 P- s" T* S3 M4 Q - @actor_command_window.y = 1281 a& k8 v1 u0 V2 B# Q
- @actor_command_window.back_opacity = 160
V, {" k) I' N9 j) q - @actor_command_window.active = false E2 W* _3 Q* m2 G6 C
- @actor_command_window.visible = false
3 I) L/ i( V2 H% ?& W - # 生成其它窗口
5 J; x. o! T* E# j% C5 }* Z) m* k - @party_command_window = Window_PartyCommand.new. ?6 f8 C( f+ T. G" y0 z+ B, A
- @help_window = Window_Help.new
* V, Z: I5 ~( U! S' [ y; ? - @help_window.back_opacity = 160 y7 k( `9 p/ h- X$ [8 [
- @help_window.visible = false+ }, J% `8 k' G# Q) l
- @status_window = Window_BattleStatus.new
! {' O6 A% ^7 R, k" ]4 E - @message_window = Window_Message.new
0 m t) G* R B0 o - # 生成活动块, u$ ^/ i4 g; ?9 Z. @; O; o3 A
- @spriteset = Spriteset_Battle.new
* ~3 z& {, {; z% B5 m - # 初始化等待计数( D' |$ ]- l: M, T5 z( P
- @wait_count = 00 h: r4 Z/ [& I: B7 w% c
- # 执行过渡8 J7 z+ V/ h: U- J! b, P; T
- if $data_system.battle_transition == ""5 y' r4 d0 V8 f; `" ]
- Graphics.transition(20)
$ S* t( o5 @+ C4 q' N - else0 g- U- d: I7 W4 V5 ]! S0 |( s0 R+ _
- Graphics.transition(40, "Graphics/Transitions/" +6 v) G" l5 b$ _" d
- $data_system.battle_transition)! @6 }; X* }, m$ c
- end5 u" I' ^" [2 c$ Z0 Q9 M$ g& J3 W! {
- # 开始自由战斗回合0 |* Q. u8 Y9 C# l# L6 {1 }, J
- start_phase1$ Z4 s, m1 C& m* x- X
- # 主循环1 y( U% Q3 T4 V2 C
- loop do
|8 Y( p) S1 ?! G! L3 B) g# D# E - # 刷新游戏画面/ a( h' k& s5 h5 j" ]$ v3 P
- Graphics.update) b$ p- e/ K9 `9 v
- # 刷新输入信息1 z4 {0 {# J. b- a$ l- |
- Input.update
4 F- X/ r6 @1 m- b9 [( u; Z: t - # 刷新画面7 {# _. _( D" S( j8 `9 w
- update* b. D, S5 i3 w% F
- # 如果画面切换的话就中断循环. [% u/ F7 M" @9 V
- if $scene != self' o: C [; ?5 |$ r, O
- break
7 C8 c7 b5 x% o6 h! Q" s- Z - end
" Q1 z2 ~! B2 { c7 s: e - end
+ P+ `1 z; D, y: I - # 刷新地图
4 Z& {. f5 i; E5 F) Y - $game_map.refresh; L- ~& m0 J7 ~9 I5 y% `* i4 g
- # 准备过渡% M ?$ S- [7 z% ?- N
- Graphics.freeze
' L( a5 ~' h0 [: h - # 释放窗口. x e6 ?% o s) _" O# T) z, C
- @actor_command_window.dispose+ }$ k, E' q$ @$ {. a
- @party_command_window.dispose
4 @1 G6 M6 C. W; I/ L ]* D - @help_window.dispose' T; |3 J+ f2 `; C8 |( r
- @status_window.dispose/ @3 p3 w7 y1 U# J/ G
- @message_window.dispose" m% q: A* f0 l7 P1 |
- if @skill_window != nil
7 c* `" g. j; i' n- B; D( M/ D - @skill_window.dispose/ N" G" @4 g* I1 {4 \3 t
- end( n& k% ^! l7 c* l+ I9 G1 g, a
- if @item_window != nil
3 c; F Y: ~' m, }" G+ ? - @item_window.dispose6 Z* D* Y w/ j% U) }& ?5 R
- end
; a9 b7 m, f( V4 e/ n - if @actor_window != nil) s+ e" W- H- O3 J* y0 t
- @actor_window.dispose8 E1 `) N1 l# T# [
- end1 Y, \) E1 n4 c4 _$ Z( k
- if @result_window != nil
0 Q9 h- {) |7 G' l1 ` - @result_window.dispose
# O1 y; Q; N8 K y$ G- N; v - end6 ] f, \5 J9 G! D0 G% j6 X
- # 释放活动块
2 }6 M5 [: s. a0 y9 A E/ s - @spriteset.dispose
! B' i1 S. h/ R: \/ b- ?( j - # 标题画面切换中的情况
1 K3 \% B: Q9 n- Y" m: J3 ]' V6 d - if $scene.is_a?(Scene_Title)
9 C1 ]7 @- q, e- D* ? - # 淡入淡出画面9 @0 c1 f/ E1 [% h8 l3 F/ \1 y) {
- Graphics.transition
5 O; ^. D. @( F+ t - Graphics.freeze
& c- G; y9 w# C6 d3 V/ d$ I( R - end7 z5 q- m: o; U
- # 战斗测试或者游戏结束以外的画面切换中的情况
& ^. I4 t; m# W/ k( |) Y; K4 L - if $BTEST and not $scene.is_a?(Scene_Gameover)
6 @( s! a$ a# ` a6 Y - $scene = nil% O! N1 r$ B% I* o$ |$ n
- end& L) P* y6 \6 W
- end
5 g' {* c) ?8 t% }4 L/ [2 o - # 战斗结束3 v. R2 u8 X4 K) \' Y% o; \2 L) S
- alias lpb_battle_end battle_end
3 n# c6 J$ ^/ `7 V7 q - def battle_end(n)
5 T1 x" O4 @6 N4 s6 }& l/ v7 p - lpb_battle_end(n)
3 w! h2 m: o2 t' H1 V4 O - $game_party.set_actor_to_normal4 [ H5 R* s; @$ e
- end
' V. n5 M: S1 l" L - # 开始回合3* Y6 y P' ?2 N! D1 M
- alias lbp_start_phase3 start_phase31 l9 Y7 a! m) {& D
- def start_phase3
# _" J( ?1 T q - @changed_battler_id = [], u/ b g; L+ M7 w' K. l0 @. d' u& X
- lbp_start_phase3
) x& s% U2 }$ ?& T9 ` - end* M. A0 N3 S- b1 f4 b/ g- [; ?
- # 刷新角色命令回合画面: [# e5 K S# J/ q( z0 `# R
- def update_phase3- s/ _+ [/ L. E- F# [# t& M
- # 敌人光标有效的情况下
$ i' d! e) O& V - if @enemy_arrow != nil, y- o1 e1 K, _% V
- update_phase3_enemy_select Y# L. `& K8 R
- # 角色光标有效的情况下' G6 K1 }" s1 U/ P/ }8 G
- elsif @actor_arrow != nil
|0 O4 m ?/ |; d# j5 x - update_phase3_actor_select
# Q8 d. Q d6 P7 ~/ d( o - # 特技窗口有效的情况下
. j+ {( \0 d* G5 p3 f8 { - elsif @skill_window != nil) E$ q4 P1 Q" I- s
- update_phase3_skill_select% C6 L$ m: A+ e) L( u1 _- r
- # 物品窗口有效的情况下9 A8 n5 z+ y' t& B( r. H$ H- {4 R
- elsif @item_window != nil
4 `8 A% O/ y% b/ p/ j - update_phase3_item_select
6 Q; S- C% j7 W- [# V - elsif @actor_window != nil! v$ W C. Q, w. |1 [2 L
- update_phase3_battler_select$ z3 o( x4 q6 A, H5 u
- # 角色指令窗口有效的情况下
5 R8 g& H6 J7 T Z' g1 T) f: q - elsif @actor_command_window.active
" |4 p" k5 L# q/ q% y$ q" J2 n( B - update_phase3_basic_command
% M0 Y* U0 Z6 j0 f0 r - end- V; I4 j" ~4 ^$ X) h( e0 I
- end0 Y+ G' Q6 E+ T5 M; f
- # 角色基本命令8 h! R4 e6 L9 e: s/ \( k" }# g/ G
- def update_phase3_basic_command7 m0 V; p8 g2 m2 ^8 D* {) W
- # 按下 B 键的情况下
7 G; Z7 A* O/ Z% B - if Input.trigger?(Input::B)! `, V$ n. N0 B7 K+ {& I
- # 演奏取消 SE8 Q2 g/ e" W: p# S, b7 T& v- c
- $game_system.se_play($data_system.cancel_se)1 D4 R- t! P6 c) ?+ N9 J8 O. W5 _: `# Q
- # 转向前一个角色的指令输入
; A& ]0 I9 S2 H/ I, P9 C; K - phase3_prior_actor1 h9 Z# m$ ?6 }+ V! L4 {( @
- return5 S1 M' s4 g7 y# L4 h' s
- end( R3 J+ h( [' C {
- # 按下 C 键的情况下
, b/ @( Z. T1 [2 I& ^; K: G0 B - if Input.trigger?(Input::C)
# s; |1 E7 w" y! I - # 角色指令窗口光标位置分之- N" j A# h! E0 L. e. e
- case @actor_command_window.index
+ i& _* s- q, ?# \: b0 J5 F4 J- d - when 0 # 攻击& ^; N& J: N2 Q, k" W
- # 演奏确定 SE
6 p8 {7 L( Y7 M$ \. ~& ] - $game_system.se_play($data_system.decision_se)
' {) Q- G2 Q" E0 d* q9 W" J - # 设置行动
2 I% F H, u& k& \) V - @active_battler.current_action.kind = 0
7 m- y' V4 W5 r - @active_battler.current_action.basic = 0
/ L' h7 t9 [1 m7 v - # 开始选择敌人, |4 o. F# r1 t" J: I( q8 ?
- start_enemy_select
/ V/ c6 a' P* `( V. m& X. D - when 1 # 特技& V- t: T, Y2 i* \5 G
- # 演奏确定 SE
( \$ t9 i7 y. b' P# J: P; P - $game_system.se_play($data_system.decision_se)
! n2 `' n" }7 D/ d9 _- Q6 f* ~4 \ - # 设置行动
9 h' m7 M0 _" s' _1 g" u, u" k" d - @active_battler.current_action.kind = 1
. i. Q" y( Q- T$ U7 N2 {1 h. |" r - # 开始选择特技
+ x0 i+ p$ X8 c8 ~2 c- S) m, T" _ - start_skill_select
+ a1 W8 P4 U" p$ H) R' [ - when 2 # 防御; s* {& Y# s# J' t
- # 演奏确定 SE; @" K/ m) Q1 s
- $game_system.se_play($data_system.decision_se)
" R$ Y( z! b) w! S5 K - # 设置行动' i/ D# G/ Z. s) u. M8 `- e. a
- @active_battler.current_action.kind = 05 k8 ?' t+ B- z Y5 m* A
- @active_battler.current_action.basic = 1
2 p. ^& L8 A( V1 H - # 转向下一位角色的指令输入
) [& S: {2 \8 S - phase3_next_actor
! N6 g- N. H; I. L - when 3 # 物品8 N* E6 ^8 _' d, k5 X
- # 演奏确定 SE
0 ~9 K: Q0 n4 a. |+ U& Z - $game_system.se_play($data_system.decision_se)
; w+ J B7 X+ j. h3 ~4 v" ~5 q* r - # 设置行动6 @' A( Q9 b7 f1 K
- @active_battler.current_action.kind = 2( K: r8 N9 ]8 |, F0 P. o5 X9 y
- # 开始选择物品7 w2 F& ?" x8 ~! h8 o5 \' n( @; N
- start_item_select* e7 Q: T: D" J$ V, w
- when 4 # 换人
( k, S) w" M& [0 I# N! P! w - $game_system.se_play($data_system.decision_se)
4 H) M8 A* \' M! R" Q( Y - @active_battler.current_action.set_change_battler
: n9 H8 t6 \4 p: `6 X ^: c) h ~ - start_battler_select; n' L# x, k. T3 g) C
- end
" F ?! W1 `8 L' c( S- X - return( _# h/ @3 s+ Q; R* C
- end0 f" s' W9 q7 k4 Y% P" v9 a
- end
# [, n; B3 @9 c - # 开始角色选择$ b" T% O/ _$ @$ W4 N5 i
- def start_battler_select
( [8 d- c1 B8 n' C' I/ s - @actor_window = Window_Actor.new5 }, Q8 a3 Q4 _: L
- @actor_window.active = true1 q; |3 e/ x: G% L* y; R0 r5 a
- @actor_window.index = 0
# x$ V/ s/ T- C/ W& ? - @actor_window.help_window = @help_window
# j% @+ U7 Y" n - @actor_command_window.active = false
$ o& C" F! p% ]- D* G j5 m" ~ - @actor_command_window.visible = false
, ~3 \4 R' F' q. H. u/ } - end' V1 O' ]( U4 [* t8 r2 o* B
- # 结束角色选择0 E" f+ [8 c; C N
- def end_battler_select! q" ~6 Q6 |% X9 R
- @actor_window.dispose# F$ e- \+ u7 T9 l R" C
- @actor_window = nil
. z8 C" i8 F5 J# ?/ N& ` - @help_window.visible = false% I ^" p, T) T( `/ Z( {$ D
- @actor_command_window.active = true$ w& }) ~- m8 B% r" p; R
- @actor_command_window.visible = true6 z% Z: ?" W& u7 g
- end
5 E* r* @& o. J, E. V3 Y- p - # 刷新角色选择. B& W# R1 J+ K: a$ X/ l5 W3 A
- def update_phase3_battler_select7 w; Q& y0 P/ B8 W4 W2 x1 p9 q
- @actor_window.visible = true
/ J; U5 W* [- E3 k n - @actor_window.update
/ \/ S; J9 Z$ D6 }/ u4 m" Z% i6 ~ - if Input.trigger?(Input::B)
- |' P% C" |" K# \- ~0 p! \, q" K5 u - $game_system.se_play($data_system.cancel_se)
# P6 K- F+ K( F2 L0 g! L3 O& ]/ }, A - end_battler_select
, s D- c. P# M7 ^2 ?% ^ - return& L; _. ?$ b/ S. F' S4 t
- end' A1 A% t2 ~# l7 m$ b: D
- if Input.trigger?(Input::C)" b/ F- V1 Y/ L7 I( `
- actor_id = @actor_window.actor_id5 M# B- c) K2 D" H6 r, l
- if $game_party.get_actors_id.include?(actor_id) or
5 ~, w; w2 e# q" y0 b& t - $game_actors[actor_id].dead? or ) K# c" R& l0 g! c; o& t
- @changed_battler_id.include?(actor_id)# W) I, w) G2 `9 _ J& m% n. M
- $game_system.se_play($data_system.buzzer_se)
, d6 g5 g% W. F0 I, k9 a1 ` - return i- x2 Z: N6 F0 H
- end
+ e$ s! b( N% V - $game_system.se_play($data_system.decision_se)
9 g' E* s+ p9 {) T' V/ U3 M) y - @active_battler.current_action.change_to_battler = actor_id
' o# z8 } z" S - @changed_battler_id.push(actor_id)1 [& `' N8 ~4 N
- end_battler_select
T) ?; E! E) L% h0 m - phase3_next_actor& \, H0 {' u0 ] l5 R) | X. ^- C
- return
% k" T7 F+ k! h9 e; B+ m - end
# H! q$ @; ^3 F6 L9 W5 O: e - end5 L2 ~8 d* p; y: l# j
- # 行动方动画
' T! \+ [1 ]! X) i# N( _ - def update_phase4_step3
( W. q" j. Y- C# u- |4 v" G - if @active_battler.current_action.is_change_battler?
% e( c- l- z f- \8 C/ Y7 { - @animation1_id = AnimationChangeBattler6 o1 M9 H- d" K6 y X
- @target_battlers = []
; ]; W2 c* S) \0 V/ l2 [1 x! Y - end5 y8 }& c/ s% G. d, F5 j% U. v
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)' n- f: x. I' _' \ A1 @
- if @animation1_id == 0
( c) d; O+ _& z1 O* w - @active_battler.white_flash = true
' s B3 T; J5 J0 l" k' _ - else
! Z! H" ~8 D# |: | m2 p' r: L - @active_battler.animation_id = @animation1_id
9 I& h/ Y8 y& H# j! l9 `9 a. a - @active_battler.animation_hit = true
" a u' d5 [ S3 }2 W - end! q7 ?7 @8 H+ Z, g" H0 w, C3 @$ b
- # 移至步骤 4
* }# G2 W5 {% |6 y4 O' i( h - @phase4_step = 4% w& L- l; N- I- y- D( n; q, ^
- end
6 n! n0 _* X% g _4 g1 E6 o - # 对象方动画
6 k* U6 v0 {9 P' _4 c5 ]. q - def update_phase4_step4: s. l9 j4 I8 X3 w" r& f
- if @active_battler.current_action.is_change_battler?. g4 n1 t0 H, V* F/ b: w
- actor1_id = @active_battler.current_action.change_to_battler) X3 U2 V5 Y/ E) j# L$ N5 q. F
- actor2_id = @active_battler.id
' n, O7 q/ u6 r4 C' b7 P - (0...$game_party.actors.size).each do |i|" ^8 m1 s* n1 g a" H0 B
- if $game_party.actors[i].id == actor2_id" Q* D9 u: Z$ C* u: ]+ X) j
- $game_party.change_actor(i,actor1_id)
" o3 n9 w2 p, [" f4 S - @active_battler = $game_actors[actor1_id]
0 S7 E! B) \! u5 E8 k- E - @status_window.refresh6 W7 m4 z* \/ ]) T8 I
- end+ u8 q8 [ M% k. {- [; f
- end
7 J9 i. v* l) z: E - end |, ?* I. \( ?. [+ G& Y
- # 对像方动画: Q' `* S3 z+ c5 \+ M
- for target in @target_battlers
8 @. o/ m: {' m2 W$ ?$ I. a - target.animation_id = @animation2_id
, F: z' y; h3 ^$ [/ _& n - target.animation_hit = (target.damage != "Miss")
5 i- b+ f/ f# y7 p: q - end" F G, w0 G, X4 j1 G2 _6 M) r
- # 限制动画长度、最低 8 帧
- m: {; y% }, r( g$ w0 O! |! h( G% z# c - @wait_count = 8
q1 M* W$ r* Y7 k3 V - # 移至步骤 5
' P9 |" y; U3 l& ]8 T! r - @phase4_step = 5
! a0 a6 A l: L1 d - end( C- t% v1 G% ]* w: X# }
- # 公共事件
- h- w% r% m' A' L5 n1 Z0 v$ G - def update_phase4_step6
4 ?& v' f! I6 Q+ ]: j - @target_battlers.each do |target|
' W- O6 I8 @; z% y Z" k - if target.is_a?(Game_Actor) and target.dead? and
9 N) e i, d! b" } - !$game_party.other_actors.all?{|actor|actor.dead?}
7 o+ f" V$ I: U: V* Z - @actor_window = Window_Actor.new
9 ~4 f5 k- }+ c6 U - @actor_window.index = 0
6 p5 p2 u2 u6 z8 l - @actor_window.active = true4 E& ]. }4 Y9 ^+ T
- @actor_window.help_window = @help_window
% C2 `8 O. ? S3 s3 v; }. d - actor_id = -1
/ I+ M( h( N! C( W: V) X o - loop do
7 x3 [( s$ e% u X( v+ U - Graphics.update* h! l2 z' D, {3 T
- Input.update
' |& M- B9 ` p( h- K$ D8 M- ?1 R - @actor_window.update
, `9 ?6 p1 C7 O' I - if Input.trigger?(Input::C)) [3 h' H2 z) A% p/ }4 X6 K z6 S
- actor = $game_actors[@actor_window.actor_id]6 ^; m* K8 K8 V
- if actor.dead? or: ]: c- }$ G3 D9 |" R( w5 t
- (@changed_battler_id.include?(actor.id) and
. ~7 D, U9 V/ b3 n& I% c - target.current_action.change_to_battler != actor.id) or2 N3 x& h1 K6 J$ }: x
- $game_party.actors.include?(actor)
/ m2 X0 W1 p6 w* S8 x1 V3 g/ v - $game_system.se_play($data_system.buzzer_se)2 c! l: f+ l5 @
- else
" E3 q: R0 M7 \/ v3 t& Z) V - actor_id = actor.id
8 K. v* \9 C, N' a- e$ ?6 e - end2 ^2 ~3 T& y( R [2 A: h
- end
; u/ p; A6 {/ Q - break if actor_id >= 0
/ f4 x+ L" d! J. T, u. L - end$ c+ d2 }& S& a! N# A+ ^
- @actor_window.visible = false7 l2 u7 v+ E/ w) e# G
- @actor_window.dispose% J6 y( x$ ^5 h8 k. Q+ W1 e' w) Z
- @actor_window = nil
* ^9 P1 j4 v' p1 G2 K - @help_window.visible = false
) H# L) j Q4 G" x/ r7 m. R' X8 w - (0...$game_party.actors.size).each do |i|
1 C6 f, e, |8 f' c, R - if $game_party.actors[i].id == target.id J# P4 H# f0 _0 B e! k. F& A% W
- $game_party.change_actor(i,actor_id) D! h; X. {( p5 ], p$ _
- @status_window.refresh: d8 I$ l+ O) S A2 q2 H
- end: i. G4 V9 H# W5 V
- end
, D! [8 D- C! W1 b7 z - end! ^: k6 _* O% V' v2 F7 O8 N) @
- end
9 t6 C( w. s- ~ - # 清除强制行动对像的战斗者3 ]* N! q6 J& C) k
- $game_temp.forcing_battler = nil- W, ^) ^- o: k( ~4 p" s
- # 公共事件 ID 有效的情况下% P0 }1 ^3 Q( _8 U
- if @common_event_id > 0" I6 u. G* ~% Q$ p5 v
- # 设置事件
1 J; \- Q8 [8 g+ q - common_event = $data_common_events[@common_event_id]
2 y" t/ a' k e! b, P. l; R$ O' H - $game_system.battle_interpreter.setup(common_event.list, 0)$ U6 ^0 s4 m- F* U1 F2 W& \
- end! C+ h+ o- h6 t7 o& g$ K9 c
- # 移至步骤 1. `9 N: x3 x. z! f3 S
- @phase4_step = 17 }' S/ v5 X+ V( d
- end
, }& a9 z" O& z% c - end
5 t3 b6 S/ E) o& a. Q - 7 X( `6 m) X" t6 Q4 g; t
- class Window_MenuStatus
. g7 b/ [2 b7 c t. A$ y* O$ Y - def refresh$ \! Q' h1 A( ]3 J& i5 J. S3 v; \
- self.contents.clear6 @, q/ L: s% n2 z0 _% M
- @item_max = $game_party.actors.size) E4 _; N5 q5 g o0 e- M
- for i in 0...$game_party.actors.size* R# L4 ^8 ]. v, \% W
- x = 4
0 B! Q' x4 n4 m" D) m - y = i * 323 a- H1 J+ z5 t- _( G
- actor = $game_party.actors[i]9 v" i: Q. b+ l5 Y% ^, N
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)8 K$ v) T; ^* [9 P
- rect = Rect.new(0,0,bitmap.width/4,31)
& G1 W% _; c3 z7 D9 a - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)2 w% u( q) i( c$ j* h
- draw_actor_name(actor, x+36, y)
; p6 s! f- y w& Z) E. N, m y - draw_actor_state(actor, x + 136,y)5 L7 U/ [& a7 p& D5 c2 R8 i
- draw_actor_hp(actor, x + 236, y,96)6 ~" M! j0 g4 i- v" M: y% z/ B
- draw_actor_sp(actor, x + 336, y,96)2 y. W4 ]3 _" u' q. {: V* k
- end0 M# o- ^" W- u p
- end' U. b5 X+ p& e# ~$ L; Q s1 E
- def update_cursor_rect: f& \* N6 n. r! g& H/ O7 ~5 \
- super9 I0 w. b+ ~8 v" f
- end# }2 E! j9 b8 C+ [; k8 s2 j
- 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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