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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: K. ]) S3 U3 k; A7 c
( o& @4 U* Q% Y. A6 c. Q- # 队伍最大人数
# |( X/ n5 V; H - MaxPartySize = 8
5 E4 y7 Q4 b6 |+ e& N/ n
3 h: b* \+ z2 s9 M7 g+ E- # 出战人数+ z( O4 o* n, ]* W( u
- MaxBattlerSize = 1
3 C9 b2 ] o' Y. p' ]
# h) X* J" N; B- # 换人语句
; \9 @5 e- O8 S1 b. v6 D; }& _ - WordChangeBattler = "换人"
3 b/ ~% a8 e; n6 s" W( c+ p
0 I" `7 J, L4 L: N/ \ W3 u& ^* T- # 换人时播放的动画8 i# \& N5 N9 z3 ?
- AnimationChangeBattler = 26
3 y6 n: U/ x0 u+ }9 Z2 l7 G4 @$ h( Q
3 [( L, I4 u# Q7 R8 m3 m5 t- end
( q: M( {4 R w% D - / P& Y7 c. [7 P8 _1 e q# p% L
- class Game_BattleAction0 G. m w+ M9 D$ z# b, q1 u
- attr_accessor :change_to_battler8 p$ L# d, J9 V L7 ^$ O) |* w: [2 D
- # 初始化6 o: s5 D( r! `
- alias lbp_initialize initialize
6 X0 x! l( L$ A9 X. k - def initialize
, ^% }9 r4 y6 ]9 z: a - lbp_initialize
2 S/ l% y2 A" j1 B/ S - @change_to_battler = 07 w3 ^$ |; q+ u2 |3 L
- end; p! o& l9 g) w: z% j' P$ a) E4 V% L
- # 欲更换角色编号) p& ?- d ?% i
- def set_change_battler" s, i; R0 q) N' ^6 O
- @kind = 35 a! Q) x4 r6 C$ I3 i; l5 H
- end' P& G7 T( B" ~* N5 C$ w2 d
- # 判断行动是否为更换角色
; g+ v$ e# ~3 x& Q; |) I - def is_change_battler?1 D1 a9 D* t; X
- return (@kind == 3)
+ i9 M/ t2 R9 s3 A. R. N3 q - end: Z. l4 P6 L& `% l0 u9 a5 o6 _/ ~
- end
* _# U1 V; \! W6 ~% f
; ~" F# h o2 I, [6 k6 E1 q- class Game_Party$ C) K! \- g/ a. h7 Q
- include LimBattlePlug4 e1 l2 Y. N( {; o" H% A% @
- attr_reader :actors2
: A8 N" P! H' _' w$ k5 ?" G# @: B$ X - alias lpb_initialize initialize. D' u1 P& R: o0 q8 a+ W
- def initialize
" L- y& `* @/ o - lpb_initialize
0 x; F: Q8 `0 H0 @8 q. i - @actors2 = []
% e3 S9 R+ M ]1 H% n9 z: h - end
$ \. j- E: E2 Z( s7 ~1 s8 ] - # 角色加入. l) G! _3 t8 ~- a5 X/ V1 ~
- def add_actor(actor_id)
8 [& A% S$ U/ g g; f# M) b" k - actor = $game_actors[actor_id]
& Y3 x7 L/ C1 t- u) [) m% M2 m! g - if @actors.size < MaxPartySize and not @actors.include?(actor)
& l6 M" m7 R {/ ?# t, H, G) c2 K - @actors.push(actor)
) T. e+ Q/ H. _6 f - $game_player.refresh1 c' \; z2 d) C3 t T5 c4 b
- end
7 n( U/ [3 `2 X0 t3 h - end. H! {3 L1 R k" E, F
- # 设置战斗的角色
- L' C! j6 F! J - def set_actor_to_battle, F! G. w7 |( u- n
- @actors2 = []7 j, s# j3 h0 ?" ?) Y0 A
- @actors.each do |actor|
1 k o2 `- V+ t$ O3 L& u! c - @actors2.push(actor)% e q# Z0 V* I. O3 X
- end, D G) y! _" w% y, {
- @actors = []" `6 X; C% O# p# Y
- @actors2.each do |actor|
0 O* z/ y* I& c! U/ F9 `6 v - @actors.push(actor)
' R7 g, C: w U( t - break if @actors.size == MaxBattlerSize
; R" X( a: j* e4 f" p, }$ ? l4 m- J - end
) h0 q& p6 ]8 a - end
5 f5 M' _8 j: }4 w8 ] - # 还原战斗的角色
& C+ Z. a% m' T6 K4 j - def set_actor_to_normal
: G: a' C6 u# A: C' t6 ]" I; i - @actors = []$ A# ?( M2 t1 }9 r. C4 m
- @actors2.each do |actor|
$ v$ G+ X5 a9 B9 O7 J1 M - @actors.push(actor)
' r5 w Z; K+ T+ p% d - end* s4 D1 o" f! O( L9 z
- end
3 N- q0 L& E, k% B! V - # 获取角色id数组
: ]0 B; y4 j5 H& M7 { - def get_actors_id/ n+ t$ v8 r+ Y6 F8 ]
- id = []8 F7 V; W1 \$ h+ Z, @# `# N
- @actors.each{|actor|id.push(actor.id)}
) C( x" x" }1 f: H2 r9 c - return id
( x8 Q* ~' u7 v - end3 p0 j6 u" L/ U
- # 获取角色id数组
2 {, x# ^: k5 g; ? - def get_actors2_id$ c+ H! W3 y( \" o9 U2 s) T: u3 {
- id = [], K! p/ F" C$ Z3 R, C) j
- @actors2.each{|actor|id.push(actor.id)}9 b: H" b% w7 @" e1 |
- return id
$ h7 |: J% K. s8 ~7 o - end
. G/ A& _8 ]2 ]# [& y - # 兑换角色/ Y* Z& T; g, k1 w3 j' i! J1 j
- def change_actor(index,id)
' r% u* Z; W/ D1 B) G6 k9 \ - @actors[index] = $game_actors[id]6 z- b7 v+ J# q& a% t
- end
) Z0 M' W! x' q- A+ l7 I3 N - # 全灭判定
; n1 [. h$ C/ K - def all_dead?
% x$ @( @" ]# ]% T, g- q( t6 j7 V - # 同伴人数为 0 的情况下
6 J/ }4 H- K3 }4 u6 @ - if $game_party.actors.size == 0, b% X/ f- C; d. C% ^/ t
- return false( O. k* \' l: Q+ ~+ X* u1 b# f" V
- end
5 s& k! o H) k# N) i& n - # 同伴中无人 HP 在 0 以上; Z, r3 ~8 H$ z* s% l% P
- for actor in @actors26 K! H/ t4 K, u1 q
- if actor.hp > 0
: ^* v2 M1 A4 O - return false$ w9 k. ^1 B; l: I1 e3 g
- end& P4 u3 n: ~* w; w6 b! J& [
- end
" U Z. U4 Z: |- k; I - for actor in @actors) s) |! ?% X7 t: {* ]2 c. d
- if actor.hp > 0! n/ [$ j8 E" @# B0 L/ u
- return false( g& ^4 ^9 i! T1 f- g6 }
- end
% p6 s: F5 ~) A - end
0 ^ g& A5 ?" J' p$ ~# L - # 全灭' @; {, d5 y! O3 z! n5 {
- return true: C. }' Z* a, A" e
- end6 E) s! ^9 g) {& Z4 u" z0 y
- # 其他角色: U+ l' D% e1 g7 {
- def other_actors% ~4 P; p: e" [; e" Q
- actors = []- W; @# ^# j+ b" F# _; b- Z- C
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}2 @" e6 o6 r4 @5 R5 j8 e/ J8 v
- return actors
/ q: k: ]" I+ `, ^- u - end: w+ _( k, Q7 Q- n/ m0 m
- # 角色位置互换
0 X5 Y0 Q/ u `" S( \5 k _# |" R - def change_actor_pos(id1,id2)' y; m+ d& J# _2 a2 g7 }0 i
- actor_id = []4 @7 V% T2 c8 X$ R. `* t% p9 N8 k
- @actors.each do |actor|! O# C, W+ Z, \1 j$ k
- actor_id.push(actor.id)* x" w5 I/ o$ p+ m% c0 b: Q1 a
- end: U6 { x8 T* t1 ?
- return if !actor_id.include?(id1) and !actor_id.include?(id2)% o/ n/ {& H7 i: S3 M
- id1_index = id2_index = -1
; o6 s6 W: A$ u- w1 | - (0...actor_id.size).each do |i|
7 F0 z( h u4 s - if actor_id[i] == id14 {- t3 ]0 U1 P+ x6 L7 {
- id1_index = i
# y# W) w, I7 g3 y l - elsif actor_id[i] == id26 W6 a, j( K: K! K k4 v
- id2_index = i
: m5 Y) O" q$ l8 A) B) y - end \2 h% j4 `( G
- end$ |) G; I( V8 ?$ i2 Z
- temp_actor = @actors[id1_index]) ^) X. c5 }8 c$ C2 C- C- r
- @actors[id1_index] = @actors[id2_index] t# w$ X( _8 g! d, P
- @actors[id2_index] = temp_actor$ Y) v# o! C$ D9 ]4 J
- end! X. T5 q t( ?: D. A. r' N
- end
/ `0 |% y# v* y. }* }
& ?) P5 W% s# U) g: L0 _0 d- class Window_Actor < Window_Selectable# W6 }5 M1 o$ {' b8 G! R
- # 初始化5 \' S8 x" _5 I5 q$ A1 [
- def initialize+ F; O* O/ v- P' ] b. D: E# x
- super(0,64,640,256)
5 J! |4 R1 x& P - self.back_opacity = 160
$ e% O3 i$ D+ j' y' f4 {9 F - refresh
% v# h! ], P% z - self.index = -10 X; I4 v' ]4 r, R
- self.active = false
9 D& Q- j1 { l5 B1 c+ J. O' o! x - end
9 V9 L# K* x: k8 x" b; ~; D! g$ B. [ - # 刷新( F6 Y' \1 g! x6 T) W$ O9 H v+ O
- def refresh% m8 Y( M8 O& t6 ?+ K2 }
- @item_max = $game_party.actors2.size6 N% z9 d$ b. J
- @data = []
( H/ Z' f* m4 `6 B* V+ e - $game_party.actors.each do |actor|
. N F/ z4 v( p5 X - @data.push(actor)* K5 l5 t$ ]9 q. ^' \" {8 {7 X0 B: l
- end+ t% }1 X* s( R0 i
- $game_party.actors2.each do |actor|( r9 x! l- J- b9 R
- @data.push(actor) if [email protected]?(actor); e# z8 C2 r3 s- q) Z
- end
4 \2 x5 P( t! P* ~; U - if self.contents != nil8 l, I* l k+ Z. R
- self.contents.clear
: i* x8 K: M9 r; D3 _7 d/ v$ J8 K - self.contents = nil
, _2 F: s6 b/ y6 U! T% }, l9 Q- x - end
1 U9 M1 H; m% R0 ~ T: S( x6 S - self.contents = Bitmap.new(608,@data.size*32)
9 }" ?2 J/ F2 c+ o! g - x = 4) \# n; L5 u& P+ ^% A$ \
- y = 0) z8 e. P$ [2 j, h2 a- i
- @data.each do |actor|5 I) h" b2 U- L
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
( ?4 w# `! f5 K8 A- n - rect = Rect.new(0,0,bitmap.width/4,31)
$ T) Y0 {) \% t5 T% u - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
/ g: g) J& [/ S. M- n* H - draw_actor_name(actor,x+36,y)/ n0 n6 g! x T# Q
- draw_actor_state(actor,156,y): u' ~/ l& P9 r& B9 q" |0 l h
- draw_actor_hp(actor,x+256,y,96)
# `9 q: F8 H/ K$ @8 `0 |: @ - draw_actor_sp(actor,x+376,y,96)" X/ T. b0 w* X
- if $game_party.actors.include?(actor)
+ `# |2 r% u& c3 F" E2 C; o* X - self.contents.font.color = text_color(6)
- i7 Z- W% E5 V: J - cword = "出战"& e4 D/ n: u: }2 D j( c$ y
- else
) @/ G B& V1 k+ Z0 k - self.contents.font.color = text_color(0)- Q. Q* }% m* A @, z
- cword = "待战"
}! U9 E/ Z2 y, {( q. E - end* }9 O0 r, y2 o5 V/ Q3 r3 T, E2 _( |
- self.contents.draw_text(x+496,y,60,32,cword)! i) O: ~# K' u9 I
- y += 321 W9 A% x( Q, v W* Y1 \7 [, L
- end) {8 R' _5 e9 }
- end
9 Z) I: p! E; t' A6 \! E! d - # 获取当前角色编号! m1 b6 D/ s# _8 x9 v& h
- def actor_id9 k5 O9 L: L* ?7 R
- return @data[self.index].id/ A+ `# a7 I) d
- end# g) a; k5 h9 P& e5 A
- # 刷新帮助
) ]1 w9 Q" e6 i! Q* ]& H - def update_help
: \ L2 `0 B1 h7 V2 S - @help_window.set_text(@data[self.index] == nil ?\
' Q! ^& n; O7 K+ y- W b0 ? - "" : @data[self.index].name)
7 z) W# T1 t; F. }8 X5 c; L - end
# k" Q/ R# h0 E' E& P - end
+ m' H9 E% c8 U - 3 W( a9 A0 r8 M( I
- class Scene_Battle* r2 G- d% | U
- include LimBattlePlug* |! |* @# \# G5 Z+ @2 m
- # 初始化/ K% q% f& A+ q* s0 y) k
- def initialize
) |! B# N# {% Z# o - $game_party.set_actor_to_battle
5 E7 \% N- ^* E) S7 {7 P - end
1 e$ _% W c' M7 t8 N - # 主处理
% ]* C% P8 t5 v/ C4 q. m1 P# R" x0 n - def main0 s, z2 { U" z o& u4 L
- # 初始化战斗用的各种暂时数据5 m9 `, d& `, e7 b
- $game_temp.in_battle = true
4 ~/ r; T; R- o: l - $game_temp.battle_turn = 04 L" c- W6 E/ v1 i- h6 G7 ?2 X1 {
- $game_temp.battle_event_flags.clear
) d& R' x# S- X: h - $game_temp.battle_abort = false
/ Q4 S% H7 T6 p$ }- m - $game_temp.battle_main_phase = false
5 \) Z4 z$ g- {0 j5 U - $game_temp.battleback_name = $game_map.battleback_name
% n/ L& K- K8 y; M |' c& g7 ? - $game_temp.forcing_battler = nil
9 C W0 W: ?3 b3 |9 j - # 初始化战斗用事件解释器
* z: o3 _# A+ P - $game_system.battle_interpreter.setup(nil, 0)
0 E1 [. }, } m$ _ - # 准备队伍) q, s. ^! F$ l, ?1 v N6 a
- @troop_id = $game_temp.battle_troop_id( M. l y, `9 i
- $game_troop.setup(@troop_id)# C3 v1 k- v( J- b$ X
- # 生成角色命令窗口
' |. s( y/ r/ p - s1 = $data_system.words.attack7 [# x" W( U. S9 r- T3 v$ G3 h
- s2 = $data_system.words.skill
4 `, A7 Y# f8 |. I3 f - s3 = $data_system.words.guard0 {5 q. @" y4 {) s
- s4 = $data_system.words.item
4 v* k7 U% o% d# O - s5 = WordChangeBattler i4 J5 ]) l6 v3 Q, @
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])8 J) b5 [2 c+ D! ?# O4 t7 _
- @actor_command_window.y = 128/ a$ k3 L: U# Q7 Q! U5 X% L
- @actor_command_window.back_opacity = 160
( ^) W( F$ W' X) K2 Z' r3 w& J2 F8 c' ^ - @actor_command_window.active = false) A; R& v4 F# M v
- @actor_command_window.visible = false' w8 N H" b( D3 X
- # 生成其它窗口
8 R+ @' C4 J( Z% J - @party_command_window = Window_PartyCommand.new
) v+ L5 d) L' |' J, U - @help_window = Window_Help.new B. G0 P4 d) x3 A4 O9 Z
- @help_window.back_opacity = 160
3 P @! `- {4 a% K - @help_window.visible = false
K4 J. s8 k, @4 z: ?8 L - @status_window = Window_BattleStatus.new
2 B% o0 a* O' p7 X+ H2 P3 P - @message_window = Window_Message.new
3 ^8 I& t; S0 h# u+ y - # 生成活动块
2 K0 I$ {5 V0 h& V" y6 j" Q - @spriteset = Spriteset_Battle.new- e& s0 U3 x' _% p4 C& l1 h
- # 初始化等待计数
- G/ A0 g; R8 q" d5 C L7 ?5 G9 c - @wait_count = 0
: E2 U: P+ [- \. ~2 j - # 执行过渡
# `- g1 v( [/ L; C! ?/ W - if $data_system.battle_transition == ""
$ A- z! p0 T# t - Graphics.transition(20)
- V( L& E' Z( x# }# t+ J! W$ k - else6 _) N: h7 _+ T; R! l, U+ ~
- Graphics.transition(40, "Graphics/Transitions/" +2 _, r( T. O2 r
- $data_system.battle_transition)
* g9 v: i! _: C) l' T {) Q/ [ - end( s+ |- q0 R) K( w
- # 开始自由战斗回合' v- v+ m/ e& _
- start_phase1
7 ?, l% D* ?3 F ^2 Z' Z - # 主循环
* `9 ?4 ^' w" e: J/ `: T - loop do
3 P$ B( c& R: Q3 t$ g' M- d% y) |. c - # 刷新游戏画面( f5 I+ n; P/ p5 o9 `) m
- Graphics.update
7 |% u* {8 @9 k$ I9 N% ^: k - # 刷新输入信息# i2 s4 J, r8 z+ X' Z# W
- Input.update& o/ ?5 g# l% U3 W1 J* i
- # 刷新画面
; t5 `' q7 _( U6 X# N2 y2 ?3 _ - update
& \# _2 V; G- I* w5 s c; N! m - # 如果画面切换的话就中断循环
. i& \" y( |! K* R% o" i - if $scene != self
# Y5 R- S: A' g6 `1 { - break, ]4 r/ `" \* O8 O4 d+ n, H
- end
) w( {" H: k4 M h - end
1 l+ q2 r _( R' G% a8 Q0 F1 d s9 ^ - # 刷新地图
- A+ _3 m3 d3 K/ P; ]3 v3 b# R7 K- n A - $game_map.refresh
: S- N8 y+ ?7 E2 | - # 准备过渡
7 I" J3 a$ E& z% c - Graphics.freeze1 n5 m) H `3 b! |- T6 q7 `5 w- ?
- # 释放窗口- b J8 F/ ^6 z& E. I7 i
- @actor_command_window.dispose
0 j" ~+ `* n, d - @party_command_window.dispose
; t O& q2 G9 e# B. k4 k9 E - @help_window.dispose$ w/ J2 j; w% G( K, j q
- @status_window.dispose
4 J1 W/ v. j3 D - @message_window.dispose, x7 G1 {4 d$ |- [ R
- if @skill_window != nil
v3 `0 ?& Y+ R - @skill_window.dispose
# N" f3 V [. N7 O - end4 I9 J; W. R: g8 w; ]
- if @item_window != nil, ~" a( p6 `* U
- @item_window.dispose% g p, g; T% [- u4 X
- end
% u* f1 v0 u6 n - if @actor_window != nil* r' S" {/ i( Z$ B& k/ E
- @actor_window.dispose$ {& Z$ \, m4 U- T- z
- end# r% A7 I% @3 r! k4 w+ n) u
- if @result_window != nil( Q0 I& ?, j- B3 M0 Z0 V2 w, ^
- @result_window.dispose4 p2 R( t7 Z8 ]8 K a- U
- end+ V4 E, ~9 D# P
- # 释放活动块
/ r# O- K- j5 G9 P" y - @spriteset.dispose/ H- B# o$ g. S5 C9 p; u' a
- # 标题画面切换中的情况
% g, b6 A' h, |7 {/ i$ F6 b; V$ H - if $scene.is_a?(Scene_Title)
& [5 [* [* H2 z' [8 y8 D - # 淡入淡出画面
) E2 j' I' F# m- |, [. M5 p. i - Graphics.transition6 V+ Z! Z4 E+ @; H. k: k1 N, C" f
- Graphics.freeze, W4 a8 X* q n' t/ r9 X0 }, a) N
- end
; _; F" \) O7 ~ R - # 战斗测试或者游戏结束以外的画面切换中的情况
+ {4 M- Z& m7 q" O% f3 u; ~ - if $BTEST and not $scene.is_a?(Scene_Gameover)& z0 C( T1 @4 g/ r/ R8 g
- $scene = nil
; Z" ]# j+ k0 f - end) w F2 q' Q& r4 p
- end
) j3 N0 u; ?' _) @, T - # 战斗结束+ n7 e/ p# z8 h
- alias lpb_battle_end battle_end& F n/ |) I8 B$ c! X6 ?
- def battle_end(n)$ C/ u% w3 Q) T8 A; K
- lpb_battle_end(n)
+ o) I& y$ A& m - $game_party.set_actor_to_normal- B/ J4 s$ @( U) G- H
- end0 z `3 d! n4 N1 V3 S! E& u/ L' }2 }
- # 开始回合3
2 }" Z u: W/ U3 f. X) G - alias lbp_start_phase3 start_phase3
8 Q+ k3 G7 d$ P/ K i" f( P2 U - def start_phase3% f/ s9 {( g% `' g( ]+ j
- @changed_battler_id = []
* O- Y! R' f9 `1 `( N0 ^. b8 ] - lbp_start_phase3. n( ~7 W. |$ v; `
- end
$ h" t: f7 j9 S3 {- S8 |) n' F - # 刷新角色命令回合画面+ X1 {# M" @# u7 B( e$ U% U0 e5 a* v; B
- def update_phase36 a4 Y2 ]0 B2 ^+ _. x
- # 敌人光标有效的情况下( S- U% c, b: I C
- if @enemy_arrow != nil. F7 i2 H# ^( Q' ~* U9 _
- update_phase3_enemy_select
- W/ ]9 z3 [* T3 l' t7 Y/ f - # 角色光标有效的情况下5 J- m* e( L* _: v9 z2 y3 i
- elsif @actor_arrow != nil4 O. v. A& i1 }8 L2 `* a- @
- update_phase3_actor_select: B, D4 i5 a& u, z$ d3 u. }9 {
- # 特技窗口有效的情况下( W% f K9 R8 ?& |/ i5 s
- elsif @skill_window != nil4 e% @2 f+ i2 X7 o4 C' @4 o
- update_phase3_skill_select
8 j4 G! `9 i' f+ `& O - # 物品窗口有效的情况下/ B6 m, o W; e; _4 ?* K. k2 O. k
- elsif @item_window != nil
7 K' u) s. [) M - update_phase3_item_select) ~( D$ |$ b! j/ J/ D+ Y g$ f8 X
- elsif @actor_window != nil
' u" e! E0 P9 F9 u - update_phase3_battler_select
# k- V4 j( q2 ^ r: { - # 角色指令窗口有效的情况下
* K1 d4 D$ k- f P7 c7 ]3 i1 W - elsif @actor_command_window.active
' B, Y& V8 P( D- F - update_phase3_basic_command
5 \) @' J+ ^3 q# h# X7 F - end; e) H6 l! x- x/ u) Y$ f9 e
- end3 P |: h1 G8 s% D h* ~
- # 角色基本命令9 x. P2 G t5 m' `! a7 k
- def update_phase3_basic_command, f+ h+ i: Q3 X, j8 `. m+ ^) R
- # 按下 B 键的情况下3 Q- i( @* ^7 Q, u+ D! D
- if Input.trigger?(Input::B)+ `5 r! s' s' E1 ~
- # 演奏取消 SE
0 s# X o; R! A8 P/ f - $game_system.se_play($data_system.cancel_se)
! {4 c, H7 c7 p; i% Y - # 转向前一个角色的指令输入0 Q' u4 N# @; m
- phase3_prior_actor. E7 [1 s) s/ B# { m2 T
- return
4 I5 N2 T, o( ~& P7 m4 [ - end
5 R- a* S+ i8 m+ a$ j4 _ - # 按下 C 键的情况下
5 i8 L& g6 W0 k# c - if Input.trigger?(Input::C)
4 p* @& y* d" R4 t* `. n - # 角色指令窗口光标位置分之) O& C" h; s+ _5 u) @/ a
- case @actor_command_window.index
! U$ v% i0 o( F6 c: y+ ]! s | - when 0 # 攻击8 @1 O4 D1 {+ g; T+ |
- # 演奏确定 SE( B& p8 o7 e( O$ `6 L: r
- $game_system.se_play($data_system.decision_se)/ n) E2 E% ~9 x9 T% o% j3 Q
- # 设置行动/ B% V+ f! M0 {0 A
- @active_battler.current_action.kind = 0- e" ^; k7 _' m) i" z) ^% Q
- @active_battler.current_action.basic = 0 r8 l. ], c( a
- # 开始选择敌人% ]$ U r3 E* ]" @- Y: i2 `6 @
- start_enemy_select
. H& Q- i2 f* s$ o3 I+ J9 y - when 1 # 特技& ~: Z3 ^' u& L! v* Y4 Z$ K
- # 演奏确定 SE
: h& h9 E) L7 O9 W& K8 x - $game_system.se_play($data_system.decision_se)
% }+ i9 u8 C& r- e - # 设置行动& p2 f# U6 d+ P" C
- @active_battler.current_action.kind = 1
. X8 h/ j8 T2 O* m2 V% x* i# d - # 开始选择特技
% ]. W) Y# s" M7 |$ f1 M - start_skill_select9 ~" A! j# z9 r) ?
- when 2 # 防御( A. O" s' T5 o4 B
- # 演奏确定 SE8 |# u- C# Q" X5 `+ A8 F
- $game_system.se_play($data_system.decision_se)
( q, I+ Y3 d, C1 h C5 } - # 设置行动3 x* G0 ^' |; l8 j% I* F: h# Y
- @active_battler.current_action.kind = 01 g. a2 L/ J H
- @active_battler.current_action.basic = 1+ e: y7 J( F" C
- # 转向下一位角色的指令输入
1 b4 C2 c ^$ a& h& r# z" w& p - phase3_next_actor& M# C) V; r2 f
- when 3 # 物品" q1 ^- h, t0 j7 C6 C1 t
- # 演奏确定 SE6 t1 J [/ ^) b W+ q
- $game_system.se_play($data_system.decision_se)8 q: j- D8 U" B" q
- # 设置行动# i @# v; q# _" o
- @active_battler.current_action.kind = 26 E E: Z8 F% U. Q4 _" L5 p
- # 开始选择物品9 [, a/ h8 D; B* A3 q( ?& P
- start_item_select
' g. S |6 o4 @( z5 B2 R" a - when 4 # 换人) R% X" a( f( X/ I$ U+ Y2 M
- $game_system.se_play($data_system.decision_se) E& K' y9 O0 v6 h* u) n) z
- @active_battler.current_action.set_change_battler
1 X M0 c( L. W" j - start_battler_select; i3 U% c3 w! I& w( x/ [& W4 K
- end
2 v+ p* _& z6 D- G ^7 ^ - return
g6 _2 V/ P U" i* A - end
' z3 P# W+ R/ `: @! |+ T - end ~+ r9 T6 j& W
- # 开始角色选择3 R* d0 [& y& ?0 N
- def start_battler_select5 P. D6 E7 r& b+ w
- @actor_window = Window_Actor.new2 m3 f1 f5 d9 F: {* r5 j
- @actor_window.active = true
; |' h4 |* {# w' I - @actor_window.index = 0
& O$ r5 @- t4 k: G7 v( s - @actor_window.help_window = @help_window# }" p; G+ o) s% c6 ]" D4 d
- @actor_command_window.active = false7 E$ J4 S2 _' ^. ?* A" g' b
- @actor_command_window.visible = false
/ {7 z* Z$ `8 _* o5 z( t - end, {# V2 n9 \% s" W1 L
- # 结束角色选择$ C- H" D M5 l, m" i/ \1 B" d& q
- def end_battler_select
4 {. k+ ~6 r8 i& @4 d - @actor_window.dispose! r( F4 J1 x) L4 ^( X" {4 r
- @actor_window = nil6 @$ t8 N# G' @: D, Z
- @help_window.visible = false
$ L, u( l l$ h2 C# ~- B - @actor_command_window.active = true( [3 A; z! n/ W, L7 l9 P
- @actor_command_window.visible = true
/ r' E6 b: S" L, m - end
9 i7 ^- f& l8 J; {0 } - # 刷新角色选择2 a' }. q N" L j* O
- def update_phase3_battler_select( I( Q7 G( z- {6 _7 v9 ?
- @actor_window.visible = true
[( R7 p/ P# ` - @actor_window.update+ L- l6 x9 J# H" P5 s8 D
- if Input.trigger?(Input::B)1 F# d0 G* b4 ]' w+ D" b
- $game_system.se_play($data_system.cancel_se)
9 ]' b$ e2 ` } G* w - end_battler_select
' O$ }! x& N Y4 {' T - return; H* g) C8 P2 H
- end
* O" z: x2 z3 Y2 A. Y* `- ` - if Input.trigger?(Input::C)
& ^& N% q0 z2 r - actor_id = @actor_window.actor_id
) L( M" y# _- v0 u. |+ g- Z - if $game_party.get_actors_id.include?(actor_id) or1 \& {1 N# k& {4 x9 S% T
- $game_actors[actor_id].dead? or
! \( ~6 v& L! L3 K( n - @changed_battler_id.include?(actor_id)% ]3 P* M/ H0 y& C
- $game_system.se_play($data_system.buzzer_se)' w. [6 m0 U. Q9 k1 ~. q
- return
% J2 W- \, r# Q/ B* }# C& E" o/ ? r - end0 r% ^4 K6 l( t9 K
- $game_system.se_play($data_system.decision_se)$ U( B5 P9 R8 H) ]$ L j
- @active_battler.current_action.change_to_battler = actor_id
; j1 w# [9 \: n7 F" y2 {# r8 E1 ` - @changed_battler_id.push(actor_id)& j3 z" ]) Z {2 q8 u" G( M
- end_battler_select
* F+ C! p/ Z! J- P9 J0 ` - phase3_next_actor
& n) K- ?' y8 d8 [5 z( d2 Y& |& j! B - return5 E0 n; E* b2 X+ C
- end
9 U U4 M/ s0 u - end
: C; m1 J3 s! q3 h# }, j! @ - # 行动方动画6 x7 E' J9 w6 ^* H' R
- def update_phase4_step3
/ V. Y% h. v9 ~$ x. J* ? - if @active_battler.current_action.is_change_battler?) p( v# U& V; v
- @animation1_id = AnimationChangeBattler+ a. D% U) g# s
- @target_battlers = []$ t0 F5 E7 h6 M0 }$ g
- end
* N6 S. M* |. H9 [ - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
4 R/ G: |. a% R* F; O! W - if @animation1_id == 0
$ @, g" p4 O4 J) j% S( | - @active_battler.white_flash = true
$ A# b$ @7 K0 K% J, z$ V% y - else* l! r# d+ i' K& W
- @active_battler.animation_id = @animation1_id j. R) s6 A/ P# n* m
- @active_battler.animation_hit = true- m/ z$ }& }& q: s8 r
- end
7 g9 O* R! I u% _9 B; m- l) t" m3 B; J3 U. ~ - # 移至步骤 40 a5 I- R. x: `. e% \# u" n+ i
- @phase4_step = 4
2 q' k( k" j0 g" q' u - end0 z9 K- t8 g! E6 H5 l( j" ~; _) _5 ]
- # 对象方动画
# o3 k3 G9 I" x+ v3 ? - def update_phase4_step46 J2 n `/ r' K
- if @active_battler.current_action.is_change_battler?2 X4 G! ?2 I6 @2 C" R
- actor1_id = @active_battler.current_action.change_to_battler4 f, G: M7 b6 s" @+ l
- actor2_id = @active_battler.id* g) O+ Y6 _* b% O
- (0...$game_party.actors.size).each do |i|
4 C) \$ I3 o) u& F2 ?- C+ T) K$ { - if $game_party.actors[i].id == actor2_id. M5 u# \- T: D# ~7 }# w! L! B
- $game_party.change_actor(i,actor1_id)
4 m* e: f& V2 |/ @ - @active_battler = $game_actors[actor1_id]
& z8 ]3 w+ E5 V# |! C - @status_window.refresh
/ e0 n0 [+ V1 C& c0 a* @' V4 I# K - end; w9 c5 @+ U8 }+ x7 L M/ ~
- end
' X: e. c# `) a9 K3 n3 R# N/ c0 I - end
. f, L# w$ V w" w - # 对像方动画
) P/ a {/ V! K - for target in @target_battlers
8 V9 B5 i. Z8 e$ g/ S9 |! O - target.animation_id = @animation2_id; I+ f9 H& u8 [$ X7 p
- target.animation_hit = (target.damage != "Miss")& e1 C2 G3 @0 l# f( `% Q1 _
- end0 f: ]6 A7 x T
- # 限制动画长度、最低 8 帧2 B6 }- L3 y3 U' _: C
- @wait_count = 88 |' ] d6 n! i2 S' F* Q
- # 移至步骤 5' p6 p1 q. f! ]7 D& }
- @phase4_step = 5) P# B0 I* N6 Z: h! S2 D9 l8 @
- end* \ W. N6 q: E3 j u
- # 公共事件" A w4 x9 D. C5 a- E$ c
- def update_phase4_step62 C8 D$ X2 ^* I! S4 k" Q
- @target_battlers.each do |target|. ~6 o/ n6 N" ?) u- u1 r
- if target.is_a?(Game_Actor) and target.dead? and
" h1 d7 E0 b: C' n/ c j/ r - !$game_party.other_actors.all?{|actor|actor.dead?}# q2 F) l J7 O5 P( q2 V# ^4 |
- @actor_window = Window_Actor.new
% a+ `' k3 [ o - @actor_window.index = 00 m. O+ H" L' V6 q) |4 v/ J4 l
- @actor_window.active = true- T8 ?/ O# M6 N8 F0 k& L- x+ a
- @actor_window.help_window = @help_window
7 u$ t+ r% a8 P- E - actor_id = -11 s+ l% I# m0 G" }; u j1 P" K9 p
- loop do$ }( |$ i3 N) }3 b5 B( |
- Graphics.update% }" ~% S: l, P: {: b
- Input.update
3 S' b* i) m: N: E( Y* i - @actor_window.update4 G% j/ u9 T6 ?2 W& a( j+ B
- if Input.trigger?(Input::C)
, V; r; ]( t: P3 i/ r: h - actor = $game_actors[@actor_window.actor_id]# z6 r* j# d/ D8 R) B: y6 z, U+ d; T
- if actor.dead? or5 W$ I& [7 C5 q9 i& Y+ {0 _3 `
- (@changed_battler_id.include?(actor.id) and
! e1 i% p2 H% g( U - target.current_action.change_to_battler != actor.id) or
; |5 b1 G% p, b4 g- s _5 P - $game_party.actors.include?(actor)
- y* E: i$ _& h; c6 B - $game_system.se_play($data_system.buzzer_se)% @) n# N* A& l+ M J
- else n9 g" r; G+ R% C
- actor_id = actor.id2 P5 n x) o& @% K |' ~* f5 q
- end' Y6 M+ E, r2 k. C) v, \6 d. ]: S
- end# i# O/ R+ }9 O/ z) T
- break if actor_id >= 0
+ Q/ p! A3 _$ a+ W: A1 z - end
+ G; l A0 O, t* K+ R: i - @actor_window.visible = false0 T8 y8 @& o6 S" `2 k
- @actor_window.dispose
' d) o3 ]3 T8 Z; T: e - @actor_window = nil
) {: a- T, G4 L% C - @help_window.visible = false
* @" ?3 G$ n1 X- A% J- L - (0...$game_party.actors.size).each do |i|
: j8 h9 P7 q2 h/ x) w+ C4 b8 V7 _ - if $game_party.actors[i].id == target.id5 U2 x6 b- u' l6 ]% G% ~; U( ` U
- $game_party.change_actor(i,actor_id)) M% p* s! i- K/ d, J
- @status_window.refresh. A1 x( F+ Y7 G) G: L. W% G9 w
- end1 y$ `8 G% N B
- end
0 W* ^% U$ n) f0 B+ E: N - end0 r7 n, \6 r% R
- end1 p% b- R% x7 {; }
- # 清除强制行动对像的战斗者
: S# g' J( v( \+ u2 ~6 l - $game_temp.forcing_battler = nil" j2 m0 U# C. U
- # 公共事件 ID 有效的情况下
" m9 W8 l7 I- |1 h( V6 e$ B: ^) d) j - if @common_event_id > 0
5 w7 R7 R. Q& E+ N, H - # 设置事件
' Q. S0 Z# b% } ^9 ^ - common_event = $data_common_events[@common_event_id], }3 ~6 D& `6 ~' k$ y6 M
- $game_system.battle_interpreter.setup(common_event.list, 0)+ t9 n. l# N. S& j8 {3 @; u
- end0 l1 S( q; g( c, H# s
- # 移至步骤 18 l1 Q' Y9 \5 k) J6 S" W
- @phase4_step = 1
( H- j& Y, {$ [% B! l2 ]% X - end; z& w& Q; _$ p5 _6 G: t: @1 T v" a' M
- end
& T) [" d! t/ K" D4 R- ?0 ^7 r - * I9 p5 c% X% a' k( V
- class Window_MenuStatus
: T* j H7 w+ n! J - def refresh
4 \7 R8 G5 {# W/ N1 F7 ^; _ - self.contents.clear F9 `; W! {, W4 ^) w9 {# L
- @item_max = $game_party.actors.size- m* y) J) h4 {% ~
- for i in 0...$game_party.actors.size
7 Z; f. m- {& D2 b' ` - x = 4
, H" f, o, ~( S8 @6 f& ?9 |9 U - y = i * 32
) h; d6 u) w" \( M8 y! x - actor = $game_party.actors[i]- [* j( ?; H- c; W( M, \
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue), J, }6 \' y1 h% t# A$ g- @% Z; P
- rect = Rect.new(0,0,bitmap.width/4,31)
# T' P8 S9 ^0 [( q7 p - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
T1 Z) |6 ?$ b2 U D - draw_actor_name(actor, x+36, y)- r1 d" h1 |+ U& h" L6 S1 e0 q
- draw_actor_state(actor, x + 136,y); A1 S# ^; h! U; R
- draw_actor_hp(actor, x + 236, y,96)$ w8 o2 r3 J( s
- draw_actor_sp(actor, x + 336, y,96)
3 e7 @' u& i! M, H l* W - end; p4 Q1 P' O( U) V( w" n) [) L
- end
0 G- s G3 g6 _4 b - def update_cursor_rect4 s" y& ^! h' i4 w& P
- super/ F; k, [) s5 H+ Y- Q8 J
- end
* E% ?! A8 ]) C) l# |, Z6 l6 I - 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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