赞 | 5 |
VIP | 52 |
好人卡 | 19 |
积分 | 6 |
经验 | 4394 |
最后登录 | 2023-5-29 |
在线时间 | 961 小时 |
铃铃塔的守护者
- 梦石
- 0
- 星屑
- 626
- 在线时间
- 961 小时
- 注册时间
- 2010-10-24
- 帖子
- 2768

|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
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% M5 p; h( Z z# g$ r
' d9 E4 z- L" k/ P) a- # 队伍最大人数
3 Y# [7 f7 @* R+ @6 P8 i1 q5 f- j - MaxPartySize = 8$ `! N' F' I: \4 Q
- ! d( c* N) e! S
- # 出战人数0 z. [9 f$ x, N# G( |. [
- MaxBattlerSize = 1, F$ ^: x. C2 o" r
- 2 R7 c: [1 w5 [& B z: A/ H7 D w
- # 换人语句' O6 I. r1 h* o4 g6 S. \! X
- WordChangeBattler = "换人", r( E: I/ h+ G8 t! `
- " C( s# u9 F2 [. ^" \
- # 换人时播放的动画
& M9 S1 ^( j U/ W - AnimationChangeBattler = 26
4 g3 {( G6 C9 E. D/ w! f
( q2 M/ e8 M! R- Y- end+ S- r; o: \0 K' U
- ) e* f* ?" Z# L2 |' I
- class Game_BattleAction+ ~* h' b' i! ?) g! @* P4 V
- attr_accessor :change_to_battler% ?" {+ m( d* V' w+ g
- # 初始化9 R0 C$ V% w( @' }9 ~4 J8 B- w( b
- alias lbp_initialize initialize, V9 t, w1 K9 F- t
- def initialize( b1 j4 O/ E2 t9 a
- lbp_initialize
L& X- X2 |+ S8 l" U/ q2 b$ ^ - @change_to_battler = 0
. F8 s. t/ x+ v6 x( B - end
+ R' w) D5 G: A- ]* l! b* g - # 欲更换角色编号/ M6 U* O# j6 o" V. j
- def set_change_battler
$ v! y4 ~ ]; X - @kind = 33 U4 X$ I# V# ^, y+ \. O( ^1 `
- end
# R! y1 I6 G5 H: G* A% x - # 判断行动是否为更换角色
- y- k0 C: H- I, M3 d4 C8 k - def is_change_battler?
7 g- E7 [, E4 i* t/ q- `) S. Y - return (@kind == 3)) T7 u! k! o P" s( w
- end
. @% R: b& j/ B, I H% S. h - end0 h! Y% x! ?( x% `7 W0 |( P F9 P4 N4 \
- % c! T7 A p* Y0 K, C( ]
- class Game_Party1 _: x+ l& s: t) M0 n( b
- include LimBattlePlug; d0 c O; y3 w- R | ` ^
- attr_reader :actors2
* \: ^0 V' E ~# P4 V - alias lpb_initialize initialize
) r8 }* x/ y; ~6 e" h - def initialize+ r4 V$ |- o$ L+ j3 a: E# M6 Y+ ?
- lpb_initialize# W$ T! q7 e# J- q2 B! R7 @* b
- @actors2 = []# `. g7 s2 r% |% s7 R! V4 t
- end
, k6 a. p d% ~1 K! C - # 角色加入
/ I8 i: Y6 j. a7 ]& U0 e% e - def add_actor(actor_id); x3 O3 n' f E6 Y; E' o
- actor = $game_actors[actor_id] G/ c+ e+ X4 Z1 c; ~6 l
- if @actors.size < MaxPartySize and not @actors.include?(actor)! z% A9 l- |# p. H% |3 ~
- @actors.push(actor)( v# F# F* D" ^: D* H$ r
- $game_player.refresh* a+ G- K' Q, }/ c8 ?) |
- end
; Q# S6 A% j4 Y! g/ r - end
& W) t; D: Y* b9 C6 T - # 设置战斗的角色
$ R) h" P: j q/ V$ s - def set_actor_to_battle* L. I% T) l& n M& e" u/ g
- @actors2 = []
1 Q. Z& k0 u, b$ Z - @actors.each do |actor|: P7 t5 } C# u6 b/ v$ m- K
- @actors2.push(actor)
- r4 q. M. G4 a# U - end
$ |: q$ R7 g, _( U4 L' D1 X% R - @actors = []4 P f8 t. W2 X; y' g
- @actors2.each do |actor|8 ~2 b9 }5 q9 L E% A
- @actors.push(actor)
! K) l4 U$ U( C/ Y( T2 K8 ?/ }0 _ - break if @actors.size == MaxBattlerSize
) Y9 u' L( ~- [+ e* Z. c3 F5 \! V3 U - end) f: F1 [6 W6 r0 K' O4 P
- end$ e+ Z; f; M6 r3 O
- # 还原战斗的角色
/ W+ k/ b; {5 J. x7 L - def set_actor_to_normal
4 s* i+ \% Q# m5 Y8 o1 v - @actors = []
$ b6 n1 x9 Y7 b- e - @actors2.each do |actor|4 b$ O8 D( x& W3 ?. }7 g, R
- @actors.push(actor)
8 |7 R4 j+ O3 V! B - end1 G' _1 C' V6 I
- end$ V# }1 S% L( _7 t. A
- # 获取角色id数组
/ l1 u# V4 x* E! p3 Q: X8 s - def get_actors_id& c0 g* J% } j @
- id = []
" l( Q4 Z0 D- v/ j6 e0 K b - @actors.each{|actor|id.push(actor.id)}# @# }$ @* s" @3 j. {) c$ J2 Q
- return id
* j& F/ w* z$ ]/ B" k4 V S - end" z5 N* O s/ c: n9 C! b
- # 获取角色id数组; a4 v4 g- C0 i' h' k% M- X
- def get_actors2_id" @6 ~8 ? u: {1 v- F$ g
- id = []
3 l/ K) |1 t7 p$ e - @actors2.each{|actor|id.push(actor.id)}
* ?4 }: W- T* @; K0 U - return id
& b9 q9 `1 {% c' A6 e" x - end
# ~( H0 a! {5 r* P) {5 t0 P - # 兑换角色2 l; D3 A: m' o/ q% v' ?# L$ }
- def change_actor(index,id), l0 C0 u: c1 i, @" q) R& l
- @actors[index] = $game_actors[id]
3 i5 G3 u9 T4 k `9 r" E) H - end
+ H8 X# F. x2 P - # 全灭判定
0 ^9 A, a1 ?9 w3 ] - def all_dead? E$ d" V4 B8 L6 }7 @& o
- # 同伴人数为 0 的情况下
d# M# `' r* `3 V, V - if $game_party.actors.size == 0
' m- g0 f, h/ z - return false
3 ?4 H1 s6 |! n - end9 O7 u' p, S( L. M) b& z) E
- # 同伴中无人 HP 在 0 以上* |5 ~& ]2 o& g0 W
- for actor in @actors27 r- c6 P5 s1 T8 N# I: d. I, f
- if actor.hp > 0
u" @. v$ B: n# Z; A7 [; ~# S1 E - return false2 g0 V! J+ a; V) q( I
- end; p7 Q; b ?, E' E8 @7 w
- end
8 t6 [, h! k2 X; ~ - for actor in @actors7 e- N I% i& V6 g
- if actor.hp > 0: q" P( m- o) ~5 i$ s P k* h& M
- return false I' n* G) A, T Q* M
- end
7 t/ g4 V/ C; N/ j/ } - end0 {2 y1 b2 B7 n1 z2 V' t
- # 全灭$ f. u+ o# A. D8 L# l: G9 B
- return true) M# ?; {/ H/ m( n; ?3 o! s8 E
- end
% q2 ?. l7 L* R/ W4 t# N - # 其他角色6 ~$ O8 u, @3 ?+ S& I; e, G
- def other_actors
" s! m/ W$ g: @' W - actors = []: I5 j1 e4 t7 C
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
* O9 k- h. L' U8 y6 i. | - return actors
0 k6 }8 {' m5 C, j4 f' l+ w; i - end' m! Y) p& B& K; s9 M
- # 角色位置互换8 q% X x: u5 J+ c6 ?
- def change_actor_pos(id1,id2)
1 U8 l1 i# o5 p2 M8 e/ g - actor_id = []1 Z2 ?6 }5 @* W
- @actors.each do |actor|3 W% ^2 `5 b+ B0 w8 {/ M8 U1 H. z
- actor_id.push(actor.id)7 r1 g, E6 j- a! @; E7 s1 h! x
- end! ]& M3 n5 W+ [* u9 L2 s
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
4 O I, ?8 l. y, P( S - id1_index = id2_index = -14 m- k' `& C3 P9 ~, \
- (0...actor_id.size).each do |i|& w" i% V7 w: }9 O, A
- if actor_id[i] == id1
) e$ v! x e9 r- G$ m - id1_index = i
( t; T- I! `- |7 V4 a2 b+ L - elsif actor_id[i] == id2( i3 m. Q: h& M
- id2_index = i# d/ b5 u, _$ w' c4 b
- end
, p* i+ @" J1 X) i( T - end- i* T8 G+ l( v& N
- temp_actor = @actors[id1_index]
H7 Z/ z2 s* r" J* G2 k7 q. g' u - @actors[id1_index] = @actors[id2_index]+ G: d; A+ N+ U0 m) x: I6 Y
- @actors[id2_index] = temp_actor
4 S8 [4 V" I: h7 ?2 n+ B6 E0 T - end5 V; `3 L' f5 p3 g# h5 q! I: G
- end
, @% N+ q. W$ B* H7 m1 @9 K I
" v! A* m6 S2 h# a- class Window_Actor < Window_Selectable' N/ f h$ {3 X2 Z$ u7 W7 K! L
- # 初始化
1 J* E. |" G4 o7 b! B - def initialize+ g/ u7 t, l6 F; ]1 T, p
- super(0,64,640,256)# F* i+ `! s5 @8 }. D& I$ _. p
- self.back_opacity = 160/ f3 f. R* G8 [9 J; T
- refresh
$ F* o# ~2 R2 [9 [ - self.index = -1
/ S6 ~* e' M+ O0 J! i - self.active = false" X9 Y- S7 n0 S) y' C* w
- end4 C6 Y; A, P. w% Z6 U- h0 W
- # 刷新7 q' V, `, }5 g/ I4 ^ j1 Y
- def refresh
) O6 `3 a& J% S( ` P7 Z' e - @item_max = $game_party.actors2.size3 i/ O, V& v0 X4 t
- @data = []
: d! l5 w' L1 t# q - $game_party.actors.each do |actor|
7 j8 u2 m' I6 e( l2 ~ - @data.push(actor)! S- F V3 U' ^- m
- end+ C+ `+ W3 k0 x2 z7 g. V
- $game_party.actors2.each do |actor|0 B* w& | u: W: L4 b; }9 u
- @data.push(actor) if [email protected]?(actor)
( L/ h0 m/ E R5 H8 b0 [% d1 q - end5 J6 s8 n5 k: T
- if self.contents != nil
8 I* h, M) ?8 H. u - self.contents.clear3 I+ V% R V9 l' _
- self.contents = nil/ u# x6 J* [5 U# _+ Y d( W
- end
7 _* ]3 X% t5 R5 z( Y+ T' e8 J - self.contents = Bitmap.new(608,@data.size*32)
4 _. o: z2 V7 [* _ - x = 4
! K* h- e5 }) I; y - y = 0
4 ?% ]) p3 v8 ~6 Q3 N: d - @data.each do |actor|( {4 D2 M. Q3 L% x1 a/ N9 x* S1 V' t
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
1 `1 |9 G$ l* Q5 p- F8 X$ l* ~ - rect = Rect.new(0,0,bitmap.width/4,31)
7 @: [) Y7 \! a( B0 A6 N) _ - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)# \# m& s3 L7 I9 v7 L: L
- draw_actor_name(actor,x+36,y)8 e1 K3 l4 R: t. I! z# d4 N; I9 L6 y
- draw_actor_state(actor,156,y). k- C0 t# X H4 |- ~2 w) q
- draw_actor_hp(actor,x+256,y,96)
% B! a/ ~! W, U - draw_actor_sp(actor,x+376,y,96)" k9 d2 g! {, r7 r' s
- if $game_party.actors.include?(actor). [0 ~2 A0 t* L; V3 c
- self.contents.font.color = text_color(6)
0 c0 M" G- J! C: l - cword = "出战"1 P" \. v0 @1 C5 e* R/ G# X
- else
5 h! s4 ?# m5 y) v - self.contents.font.color = text_color(0)4 s/ \# D8 ]0 i! z! s
- cword = "待战"
0 X9 T$ \7 M3 j3 }2 e: N# u - end
0 B7 b1 m' M8 S! M$ `3 L - self.contents.draw_text(x+496,y,60,32,cword)
. T& }1 G0 ]! d - y += 32
5 m3 ~1 B1 o, m7 }% `5 W0 |+ M& q - end
4 i: f) |+ s% M& V2 ` - end& H) Z$ e3 t/ X) `8 C( N
- # 获取当前角色编号 v6 l4 X) O, W+ F. d
- def actor_id( \( g0 {5 X$ K, I- r. x
- return @data[self.index].id
& C% `! Q2 y+ a9 w5 o, D - end
$ ~( Q; C8 A( K4 S5 G4 B - # 刷新帮助
; u! b: s( \; W& f ?" |5 n/ O0 ?9 X; @ - def update_help, ?) N( z* k+ O+ E c
- @help_window.set_text(@data[self.index] == nil ?\
. ~7 y, O* V$ Y' B. ? - "" : @data[self.index].name)% s( L2 R, a! ?# X. Y1 N; U2 n: S
- end
6 T4 G& Z. w( c8 V5 ]+ R" B3 b - end
1 p3 p% }+ a9 }$ G1 M2 \ - , O H P& p$ F- \
- class Scene_Battle
' e) h0 F5 E+ K0 z3 @3 W" ]& I- N# P8 I - include LimBattlePlug0 f7 ?" ~1 i+ t, o' S
- # 初始化
( e+ V5 j4 T+ I4 W) S) D" ~ - def initialize& k9 B- B/ b1 q) G* a5 Q3 B
- $game_party.set_actor_to_battle0 z5 `# ^9 v' i# s5 T2 T
- end0 Q5 G1 A/ U4 N: z& n$ Z" [' Z
- # 主处理5 F6 |3 ^; O, F4 e3 s5 {# E! |
- def main' `2 s/ }7 @/ ^
- # 初始化战斗用的各种暂时数据. s' l9 t, P& W; A& W
- $game_temp.in_battle = true
' H( s: B; K" c; R - $game_temp.battle_turn = 0
* c* v) I: M" Z" {* r7 v0 V - $game_temp.battle_event_flags.clear3 F5 S' G" {( T. D
- $game_temp.battle_abort = false
+ l7 x: j" N! s+ P7 y" P - $game_temp.battle_main_phase = false# p# E; j5 ~% F6 e$ O3 _5 |( O
- $game_temp.battleback_name = $game_map.battleback_name
% }1 Y3 p" d* {- C( } h - $game_temp.forcing_battler = nil
' L& o( c* G1 p' p - # 初始化战斗用事件解释器3 V* R9 g. C( F) C! R9 z
- $game_system.battle_interpreter.setup(nil, 0)
4 c% L4 M, V0 O8 y6 r9 D9 Z8 P - # 准备队伍- R4 O. H' D6 p! Y! @
- @troop_id = $game_temp.battle_troop_id% x- {) [/ _" A% q l+ v) a S
- $game_troop.setup(@troop_id)& W6 C6 f1 Q6 G. n# \3 m
- # 生成角色命令窗口
% X T. X P2 _+ K - s1 = $data_system.words.attack( z9 t; n1 e+ ^9 Q% e% A5 W
- s2 = $data_system.words.skill; K E: y8 [* l1 B" O
- s3 = $data_system.words.guard
3 P: {' {( Y3 N9 D - s4 = $data_system.words.item
$ s/ H5 }" W7 g) A - s5 = WordChangeBattler, u' X2 k1 {9 y8 Z4 ^ B% L
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
$ u, j- c% D* g6 \4 U# H - @actor_command_window.y = 128
1 Z. h4 e8 C2 X! n: C9 F. _ - @actor_command_window.back_opacity = 160( f7 ]' F/ ^, @, P0 c9 T3 {8 E5 h
- @actor_command_window.active = false/ `) P$ L, ?- R% X
- @actor_command_window.visible = false
$ ?! a7 f# `# h( I, D, k - # 生成其它窗口3 C; e+ v# F3 `% Q
- @party_command_window = Window_PartyCommand.new
1 C2 Z. Z" J; {1 @/ x7 g - @help_window = Window_Help.new5 U/ ]. f$ f: M6 a9 X y# }/ @
- @help_window.back_opacity = 160
4 J' W% s3 w D/ G* a0 t - @help_window.visible = false
5 r/ |: X" v: I# ^ - @status_window = Window_BattleStatus.new# q# r2 {/ Y. e7 O
- @message_window = Window_Message.new9 T1 ^* F$ M: d! t
- # 生成活动块
8 U, u# ]+ v7 Y9 }% O$ F* Z - @spriteset = Spriteset_Battle.new7 L6 ]; t- |7 f" v
- # 初始化等待计数
: a6 x5 ?5 I: q p$ W - @wait_count = 08 b) J# T. k0 s1 `* J- |
- # 执行过渡
& ]6 Q' ~) S7 L: K6 X - if $data_system.battle_transition == ""
7 @, z+ C7 p( u6 g, @ f9 b6 y0 A - Graphics.transition(20)
9 F& U! t( }# [; E - else
- x( y' Y5 ?+ Z. z, @. L( U5 y2 ` - Graphics.transition(40, "Graphics/Transitions/" +* _( Z& Q1 h" d) S! ]
- $data_system.battle_transition)
3 G6 T. R- ]/ e% U) S. O - end& N. v. L7 d5 V+ C
- # 开始自由战斗回合
* e9 X% A( g1 D+ T - start_phase1/ b: O8 f" y8 w" W4 F* J& j
- # 主循环3 E1 b2 [) C% Q6 a
- loop do
0 n( U, H9 Q3 c& X: E. \& j - # 刷新游戏画面
! M: p5 B( ~# `/ [ - Graphics.update
$ B& ?; w; H- n: y/ ~1 P9 ~ - # 刷新输入信息
0 X2 X; V2 \1 U% W - Input.update3 h3 V, X. \. d
- # 刷新画面
7 _* r0 b- b! K1 J" g - update4 E. N! C% t# i4 [" n) H
- # 如果画面切换的话就中断循环/ |2 f% ?4 n3 C5 z( e3 Q6 P
- if $scene != self
- u2 X" {5 i& R+ M/ U - break" p3 }+ a" e5 f9 M9 s4 f& \4 g" p
- end
$ a" ?6 {0 Q3 y0 [ - end A \# O/ f( V" s7 _: [" ]: z
- # 刷新地图8 A+ K0 {2 x8 |7 u
- $game_map.refresh; |# O! i8 Y( ?$ q. {& a
- # 准备过渡
: G( m: w) x4 f, h$ Y: J& I - Graphics.freeze
; g! a5 u z4 C, V( i9 e4 I - # 释放窗口
0 a. i- @3 x, c. o) p+ x - @actor_command_window.dispose
' s8 k V4 J+ p9 ~ - @party_command_window.dispose4 \- s* C" V$ S3 _7 C
- @help_window.dispose
$ w Y$ ~, z! O$ S - @status_window.dispose
# \1 x: J0 X6 k; g5 W - @message_window.dispose2 g3 u+ m1 l6 \+ B" S+ H
- if @skill_window != nil
4 z6 f& j9 i- C - @skill_window.dispose& a* `- [( e* r
- end1 _9 s6 o$ r) C7 x A. U( |; A
- if @item_window != nil
( B( T d+ J8 A - @item_window.dispose
& I: m% D, ?, u5 a2 c - end0 t8 h, o* i [+ L1 y' N0 @: ?5 n
- if @actor_window != nil! \! d9 i" g6 R# o( l
- @actor_window.dispose2 X x4 p' |/ q
- end
# M- U5 _' k' S) G' r/ V3 J - if @result_window != nil
3 y d* G, z; b - @result_window.dispose
/ H* c/ M7 {6 v - end
% v% \. P3 t$ T - # 释放活动块
- U, ? w0 \9 A1 k! r+ Q - @spriteset.dispose+ p* U# g i* j* j& D
- # 标题画面切换中的情况6 X( ~8 d9 S; b
- if $scene.is_a?(Scene_Title)! Q$ O6 p$ ]2 w5 \& i6 _
- # 淡入淡出画面2 }# ^ j4 F7 v U" U; S; w% }
- Graphics.transition- D5 ^/ d' l1 ^' S6 L [
- Graphics.freeze! |! S- ]6 b0 i
- end
" e, s v$ k3 s2 Y3 H' B - # 战斗测试或者游戏结束以外的画面切换中的情况% W7 h6 o: U( e/ V2 E
- if $BTEST and not $scene.is_a?(Scene_Gameover)
* D3 f! [8 r. @ y - $scene = nil7 U$ R% j7 r, @* u# K1 ]
- end
/ D! f0 F' `% [1 @% @% z ^; h - end
( O' P; K2 g7 T9 m! o# k$ } - # 战斗结束1 |% L& Q$ y; s& }5 x
- alias lpb_battle_end battle_end/ _& J. J! a% P: f. ? S# n
- def battle_end(n)' e5 Q( |. p) s- d( P4 _
- lpb_battle_end(n)
0 @0 }3 }$ N. c2 ?% [) i - $game_party.set_actor_to_normal
/ Q6 l: B# H/ ~: ]1 } - end
7 e8 G& ~, B7 l' M Q/ N$ H6 U; p - # 开始回合3
) ]! k0 M& }8 c# n3 x - alias lbp_start_phase3 start_phase3* o1 z6 V8 J2 C' c$ `3 P( ]; T1 I
- def start_phase3
$ S( n4 `% T u0 }/ u% m - @changed_battler_id = []
( V7 {4 z7 r# I) A - lbp_start_phase3' ~. d. g$ B7 q H; {: O
- end3 G3 u. J* Y c5 f% C# ^& o5 y
- # 刷新角色命令回合画面# ]$ Q4 f. G# `
- def update_phase3+ a' l. h1 |, O$ r$ `" `* x, d
- # 敌人光标有效的情况下
- D+ @$ l7 L4 L. O; r - if @enemy_arrow != nil
; L* X& a/ w* G B# n6 ~ - update_phase3_enemy_select
- V# a% S( R1 i - # 角色光标有效的情况下. `) ?7 {1 c0 u6 u6 r
- elsif @actor_arrow != nil8 w. _$ x5 \5 J. i% P0 K
- update_phase3_actor_select
' p+ h+ h' }1 C- t0 H$ l3 E - # 特技窗口有效的情况下
/ ?0 U% l+ S% v( w) K9 L! a+ h# \ - elsif @skill_window != nil- f' \: Z, j% _9 [# J% U
- update_phase3_skill_select# v, v! i8 w( [" C) \
- # 物品窗口有效的情况下$ n/ v& B2 Q; Z1 }& x, }" p/ H1 O
- elsif @item_window != nil. n* h% }0 U. R0 l4 O( A
- update_phase3_item_select0 t" a- P; P' I# z2 j
- elsif @actor_window != nil
9 J6 ?% O% Z; @ - update_phase3_battler_select) U7 y1 D7 p( X# ?) D0 q
- # 角色指令窗口有效的情况下
* n. G9 g+ R Y/ n6 T7 e/ m - elsif @actor_command_window.active& U2 L- `" ?- A5 b& i
- update_phase3_basic_command
7 N, k: R0 @8 P. [6 ]& O - end' |. p+ r: g* D( ~; F; r
- end
. F" d( d2 B5 i2 X; z Y - # 角色基本命令, w2 O5 m5 n: x
- def update_phase3_basic_command
; g- i; |7 L" n9 f0 M( ] - # 按下 B 键的情况下' M4 P3 L* m, v% w/ b: Q
- if Input.trigger?(Input::B)
+ s, z; f3 P2 F6 t$ X - # 演奏取消 SE' U: i9 \2 m, ?7 }( ~+ Z. r
- $game_system.se_play($data_system.cancel_se)
% m7 [( P* ~* T f) w - # 转向前一个角色的指令输入
& [" p1 M) o+ I& z - phase3_prior_actor
! t( O: Q( x. @$ B - return
% W- e6 D1 I" T# S& _# o - end
2 c+ H6 q2 z5 d. B1 F; |: p - # 按下 C 键的情况下/ Y7 g) m Q8 ]0 X
- if Input.trigger?(Input::C)
- D) [ p5 P0 A; ]4 o - # 角色指令窗口光标位置分之. R# L5 Y1 C! K2 N, R
- case @actor_command_window.index0 E( ?! X0 E! n% P% }2 P
- when 0 # 攻击
4 e9 V: r$ { P0 a6 U3 L' Y9 l* B. k: I - # 演奏确定 SE
# r$ [" b! q2 a9 H: c( M) U( V - $game_system.se_play($data_system.decision_se)) b7 p6 J+ I. i. F6 ?/ p8 c' S/ q
- # 设置行动
, S) W; o- ]$ J* X4 b- O( \ - @active_battler.current_action.kind = 0
. P9 c, m6 Q# @1 V4 k - @active_battler.current_action.basic = 0
9 D7 {' O" p( p0 ? - # 开始选择敌人7 _5 F/ s) d$ Y ?2 I9 g& k9 l
- start_enemy_select* q6 V" g v2 e8 F! a9 ^- d5 F: p6 L0 m
- when 1 # 特技
* _3 v8 k" j! f7 c1 j - # 演奏确定 SE7 I w: k4 v6 c7 o, t5 F1 q
- $game_system.se_play($data_system.decision_se)
H7 p( O' o S: j! Q8 k' c - # 设置行动
/ J3 ]3 {1 F Q% P) R: { - @active_battler.current_action.kind = 1
9 E9 t4 x/ b7 d' z6 _ - # 开始选择特技" E) F$ @6 g9 A. n: u# ]
- start_skill_select, G6 k5 @9 s1 `# A, Q
- when 2 # 防御
! s. g' Q" b4 V" X - # 演奏确定 SE
" \" l1 G q% y. N& \% E2 ~% S - $game_system.se_play($data_system.decision_se)1 A& V/ S. I4 f% ~! _
- # 设置行动
5 v) W# Q1 J/ y7 H$ ] - @active_battler.current_action.kind = 01 {1 y" Y4 [+ e: O0 P0 C- c
- @active_battler.current_action.basic = 1
- C+ T( k3 c( | [) q4 K - # 转向下一位角色的指令输入
( R( j" e; p4 q - phase3_next_actor
- ?" C* Y0 s) T7 i+ d' [2 E" I - when 3 # 物品, T0 X( M" P) q7 }
- # 演奏确定 SE
5 F& o( B0 n; R1 ~6 a1 t( |' q - $game_system.se_play($data_system.decision_se)) `" W# ]9 c# R) _. O
- # 设置行动$ j6 p* @! Q- A0 t
- @active_battler.current_action.kind = 29 ]9 I; {# ]. b
- # 开始选择物品
7 u$ F7 I! s- w& F - start_item_select
2 k7 I: z" i( o: p0 h - when 4 # 换人
' R# }0 _9 y1 D9 L - $game_system.se_play($data_system.decision_se)' U% i$ a3 N$ S. \" b3 z1 @
- @active_battler.current_action.set_change_battler2 W/ ]. K4 A5 R6 |, f7 k' V& ~
- start_battler_select- R3 S) Z) A4 E' K' t! d( I
- end( v% u4 E/ V3 w2 J1 @: o3 z* T& n
- return
% m& c& d, ]% x! X - end
2 W) Q2 @' h- B% y6 S( v4 w* ] - end
7 b1 \3 U$ M) x$ ^) y - # 开始角色选择
5 e: \7 C. U* z0 n, F - def start_battler_select
; D7 u7 G% e; `1 {" A# S - @actor_window = Window_Actor.new
7 b; M2 T3 B* \( C, [ - @actor_window.active = true2 G- [ x: F P7 C
- @actor_window.index = 0
3 B( i1 i( I; N# U - @actor_window.help_window = @help_window
; o! V% V" m0 C4 F1 l - @actor_command_window.active = false
# [5 I7 E" ^6 L3 g6 { - @actor_command_window.visible = false# R/ j3 D5 Y- \ B( c r
- end- C, l5 M7 U# }
- # 结束角色选择
J, E" o$ G' z" N3 z) ]1 H Q. ?# _ - def end_battler_select- z; B1 q7 _: ^1 r0 V) @+ X
- @actor_window.dispose( Q, v. U: m- m, P) \ p4 U
- @actor_window = nil
: j& d' N6 O4 F; s - @help_window.visible = false- _' O. }1 E0 G" }
- @actor_command_window.active = true, n9 F7 i' {: v5 j% a6 b+ y5 F
- @actor_command_window.visible = true; J0 s+ I6 Y/ g! i5 S3 \6 I
- end) i3 C9 q @" L0 M
- # 刷新角色选择/ r$ b3 N: ]# f
- def update_phase3_battler_select
3 O# W2 W( C* D - @actor_window.visible = true
+ ]/ O. g6 d0 f d+ ^ - @actor_window.update
) u5 d9 A, S! g/ l L1 u - if Input.trigger?(Input::B)" w+ W+ |0 n( [
- $game_system.se_play($data_system.cancel_se)" }" K: c0 M; A# u) d9 i
- end_battler_select
' |3 {0 Z, P a4 M; j - return+ k/ d b! ?& h% W+ v7 n" g
- end% a7 `- U/ K( W7 D3 q
- if Input.trigger?(Input::C)1 a7 s% d- h5 J% F* {/ Y; |- f# s, V
- actor_id = @actor_window.actor_id8 F% T3 i7 W! |5 u/ {" ?' V
- if $game_party.get_actors_id.include?(actor_id) or+ V1 p, n" c d% F8 t
- $game_actors[actor_id].dead? or # J i. A- `9 N t
- @changed_battler_id.include?(actor_id): Z2 c/ @" j; R; A& G0 a# H
- $game_system.se_play($data_system.buzzer_se)) Z3 R5 r/ d: j, b8 R
- return
, B) }6 I. L) `6 ^% Y! |8 [ - end
5 Z" C+ r! e9 h6 H4 \( ?+ B - $game_system.se_play($data_system.decision_se)
' P }& N7 L' b - @active_battler.current_action.change_to_battler = actor_id' e+ q' W9 ^# P! d: [# _
- @changed_battler_id.push(actor_id): ?3 w: v1 B2 c4 f1 U9 B. U
- end_battler_select( K) t; X9 O/ S
- phase3_next_actor
$ v I' n6 X2 b& K8 H - return
5 q- U. u+ z* Q* D - end2 U. [; Q4 j. }# _" H
- end& ]0 R0 c' P# c
- # 行动方动画
4 @" q' r1 {2 q2 i% @& H$ |" { - def update_phase4_step3- y; `) [7 e4 b
- if @active_battler.current_action.is_change_battler?, H) `- i- _0 W, E- }
- @animation1_id = AnimationChangeBattler" w, R" n { l3 E& G) \
- @target_battlers = []
) q4 D; K+ A/ @/ V( p2 `: Z% h - end2 _1 p7 U# {3 ` [( V0 r
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)' ]' h3 Z# w [. w" U% w9 x6 ?: x
- if @animation1_id == 0
7 i' d( \6 `# T* Z - @active_battler.white_flash = true
" u: p% D" [% }! q* d7 t) [8 H. x - else, o0 O7 f9 k& c! f0 m) f# ]/ q
- @active_battler.animation_id = @animation1_id8 k( P) } d2 j3 D6 ]6 _4 s5 b
- @active_battler.animation_hit = true
# a' n( v# r( w4 { - end% h& u; i) ?" D9 Y( ^7 }
- # 移至步骤 4% h* l' r" l8 R. A: Y1 `
- @phase4_step = 4
4 O& J7 o# S# Q" y: K& W - end4 E0 L! @" b6 i* J3 i' A
- # 对象方动画
: r& q5 w' ~9 P8 D1 U# ]$ i - def update_phase4_step47 `0 d) r; S8 H% F: `5 [
- if @active_battler.current_action.is_change_battler?
9 J" {6 u3 b0 n6 \ - actor1_id = @active_battler.current_action.change_to_battler& Q2 N' c2 I0 h: w) j& N6 R$ S
- actor2_id = @active_battler.id
4 q- j+ [/ e5 Y% j, K - (0...$game_party.actors.size).each do |i|1 a, H1 U" t, l8 c2 ^, W
- if $game_party.actors[i].id == actor2_id
5 E4 b' Z, F3 b2 x - $game_party.change_actor(i,actor1_id)2 R; e: b+ b9 b4 F9 \5 J
- @active_battler = $game_actors[actor1_id]
2 ]; \; l+ e, V A - @status_window.refresh
8 s' G. H" {- l3 ~/ }. v - end0 ~1 R" r4 G, N; t; H
- end
" x/ z" l) q( }2 _) {7 L N - end
; t" H" g# v, J5 h% I - # 对像方动画
8 b& D; ]; `8 `' M9 x - for target in @target_battlers
8 q6 o7 h6 V( g - target.animation_id = @animation2_id
3 i# y& c! ~, O# E J8 ^ - target.animation_hit = (target.damage != "Miss"): \ D, S' Y. k: a( M8 v' |/ c1 X
- end3 o+ J* \3 p' C
- # 限制动画长度、最低 8 帧
% T0 K1 ]0 J6 z, K0 g: P - @wait_count = 8
a( X5 f3 ~5 q6 n8 H0 b - # 移至步骤 5
6 H" \% Y5 V# q) B - @phase4_step = 51 C z+ p. w7 Y1 S4 g- c) u2 I
- end
7 t, ?# D2 m8 l Z, ] - # 公共事件( f$ k8 C9 h( _! l1 e
- def update_phase4_step6
( a- x' j Q8 R - @target_battlers.each do |target|
: h- T" n5 l, P( B - if target.is_a?(Game_Actor) and target.dead? and0 F/ y# S+ u3 k; U
- !$game_party.other_actors.all?{|actor|actor.dead?}
' S# H, B) A4 L( k1 y4 d - @actor_window = Window_Actor.new
) K+ F }, o; q2 Q/ L6 U6 n" Q7 t - @actor_window.index = 0
* L5 a9 D D! @/ r - @actor_window.active = true
, b; n k3 X7 n9 G. I% O - @actor_window.help_window = @help_window
0 M% r# B l( S; c }: S( J - actor_id = -1
7 }8 T ^6 c/ R4 i% o - loop do
1 e5 d; |3 q- \, C - Graphics.update" _$ D9 S0 A! E7 y1 E# z9 O/ @
- Input.update
5 @7 P0 ~3 z# a2 i' T - @actor_window.update
0 j) U5 }8 L+ N4 P) ]9 W - if Input.trigger?(Input::C)
* N) K8 H% h* E7 B& K g - actor = $game_actors[@actor_window.actor_id]
' c3 R2 p# I4 y, u' U6 C( \ - if actor.dead? or
9 X" z& q# m( j3 v8 ] - (@changed_battler_id.include?(actor.id) and
3 b6 V: ^/ ` `$ a2 _2 c! M - target.current_action.change_to_battler != actor.id) or
2 D) I) z1 b4 ?7 r2 R6 c - $game_party.actors.include?(actor)
6 x: t4 I" A+ p5 A - $game_system.se_play($data_system.buzzer_se)
4 q7 Q$ q' q6 ]7 v' i; O - else
4 V( R1 _3 q# k - actor_id = actor.id+ T' k% m2 G$ d0 ]9 v* T
- end
$ _) }- }& k1 h% d& D$ o - end5 g% S- _5 D9 U" k7 J
- break if actor_id >= 0
, K8 o- _: P" K - end/ A/ @! f/ o% u- ]9 w) n( z
- @actor_window.visible = false
, w) U2 h0 o# U) K, I% `( g4 { - @actor_window.dispose" [! e9 @8 Y# o$ y
- @actor_window = nil7 W V3 h6 n5 q2 T/ h
- @help_window.visible = false
* M- q0 d3 L( { - (0...$game_party.actors.size).each do |i|
- e. v8 |- X. I8 ^' d - if $game_party.actors[i].id == target.id5 T- ^6 J6 b/ ?; x1 \
- $game_party.change_actor(i,actor_id)1 H! ~1 |- f+ ]' Q) m& ]
- @status_window.refresh0 I+ V& X. R! b& h
- end
4 o( X, Q8 X7 X% P# I - end" O, p: f. q4 Y/ Z. b1 Q
- end/ n' u3 w. \/ ~3 v. [
- end J$ h8 N' U0 G
- # 清除强制行动对像的战斗者6 n/ D- ]! h) V
- $game_temp.forcing_battler = nil1 ?7 ?7 R9 t0 t$ |
- # 公共事件 ID 有效的情况下
8 V8 J N4 G: [) f6 O3 o' w - if @common_event_id > 0
! U, z' }( o$ V# G$ X* g% l - # 设置事件8 i& n* _8 [# }' M% I- j4 p; z
- common_event = $data_common_events[@common_event_id]0 w& ?5 n$ A( I+ C8 \& }! _! |8 Z
- $game_system.battle_interpreter.setup(common_event.list, 0)
+ M3 F3 H* I* N/ D* k) {' k - end) N, \: f5 Z$ ?/ ^
- # 移至步骤 1
" Q5 w: r3 H k7 W) \" K9 s - @phase4_step = 1
c3 Q# v9 R3 Z" O L' ?6 B3 E9 r% x5 | - end
' H* i9 Z0 F& ?2 x, \# @& O$ J/ ^9 L% l - end
. ~+ L) `" G# i5 C4 I) S' n% u - $ { |5 m I3 u7 k
- class Window_MenuStatus
' X+ X# z3 D& c3 N7 q2 u. V - def refresh
1 z" u: h c# k0 T* c. k - self.contents.clear5 v: f( W- o2 Q T
- @item_max = $game_party.actors.size
% |6 |4 }" J+ ?! f2 u6 E" [ - for i in 0...$game_party.actors.size( f0 v/ V8 V& g8 ~& P' Y* u9 n
- x = 4, A; c+ a# ^ k6 d7 m
- y = i * 325 Z( |8 I/ J- O" }
- actor = $game_party.actors[i]
) [/ H) U% F! ?; N9 J) ] - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)4 A4 u' K. f! s/ v8 r- X( H
- rect = Rect.new(0,0,bitmap.width/4,31)( ~9 {$ x+ o* T/ E4 M0 C
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)$ U8 r/ {4 }7 H5 s0 d
- draw_actor_name(actor, x+36, y) Q: P. z( F: W& {7 T
- draw_actor_state(actor, x + 136,y)9 j5 c0 _* e4 U8 N0 @
- draw_actor_hp(actor, x + 236, y,96); l4 ^9 w3 X1 h5 S2 z" j
- draw_actor_sp(actor, x + 336, y,96)
3 F5 ~! p: p2 A5 L* y0 ]9 H# m* u - end1 z* R$ a# J; `( r1 s+ H* l
- end" X7 i* C/ l$ p$ W! m5 J3 U
- def update_cursor_rect
( U; t, w' B- B; F - super
; ]/ k2 b' w6 y( o- \: u" p1 }6 D - end
^/ _( y( W$ C - 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。 |
|