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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( e4 x( I* `7 O B0 |, M( y
1 L4 |$ V# z. J/ h# y' B- # 队伍最大人数) i' s1 l: ^% j, f1 J( ?- Y, n, m
- MaxPartySize = 8
! }/ r$ c% Z% j7 |2 e6 z9 n
% k1 R9 ~ l1 L5 r1 \- R9 T( j- # 出战人数
; {0 }+ }! _2 @- H6 F; W - MaxBattlerSize = 1
( v5 Y) Y* e8 W& W. U- z6 [- m
3 i2 e! r3 k: A9 `. F/ m8 j- # 换人语句
8 ?4 z( P1 K7 o) e9 w - WordChangeBattler = "换人"% K! T( D l3 {/ C. ^
- . {$ F6 J* t9 q1 V7 K
- # 换人时播放的动画
* u# c6 d$ ^% t) n - AnimationChangeBattler = 26
# K1 p- C2 Q% ?6 a
; J' B' Q9 c% u4 |- end. w6 _7 s* \, ?6 s& N, f
- * _- h+ Z0 t! ]' {6 h) {$ o1 b
- class Game_BattleAction
2 w2 d# K& v5 V) d H$ o1 q& \ - attr_accessor :change_to_battler& e* i7 ~! a- j0 `! E( X+ s, A: i
- # 初始化
+ ]" a% o( Y% D- @9 U - alias lbp_initialize initialize3 \) B4 l; |0 U" a1 R& {
- def initialize% o; ]- T% I2 s
- lbp_initialize
* I; G4 F. L2 t0 C6 X - @change_to_battler = 0
/ h) x3 h) [, X$ \2 ? - end( [3 P1 \# n- \6 v5 g0 Y5 \+ q9 u
- # 欲更换角色编号
/ X2 W' j. z5 G, I! {& u2 U0 I4 S6 S - def set_change_battler
+ d5 H5 T* A: p. g; i4 J - @kind = 3
* _- B& J* Y9 p3 E: O0 p - end0 t6 d8 G* {. {0 q
- # 判断行动是否为更换角色
9 P4 M0 M0 m: F$ p& P5 P - def is_change_battler?4 g* V6 m- R: Q+ y1 F
- return (@kind == 3)' ?5 K) B4 e* m3 p
- end
- P+ d# | K+ M6 C - end. P' A; M" p3 ]& {2 q0 ^
. s- o3 M! Z0 X9 `! X- class Game_Party
3 v( k6 ^: t" }0 c - include LimBattlePlug
, B% K" u9 S- { - attr_reader :actors24 m5 \ }7 ~3 \- S+ c- ~
- alias lpb_initialize initialize; j* e5 @' i$ v% o. a
- def initialize
: z" D8 z: x# v - lpb_initialize
& e1 p1 b0 L& ~5 M - @actors2 = []6 J9 N% _( p6 z2 w' {( v' t
- end
8 ^( ?+ A0 \- [/ Y/ f - # 角色加入3 G- G" o0 s# ?1 [: e7 N
- def add_actor(actor_id)
/ e0 M/ T9 o; a1 S2 X - actor = $game_actors[actor_id]
) x+ q! `2 h4 ]8 M) _7 R9 G# ~( i; ~ - if @actors.size < MaxPartySize and not @actors.include?(actor)
1 S7 g# v# v) I( E# q4 n) M - @actors.push(actor)
' s; a0 E1 R* P f - $game_player.refresh( q. m' G7 i- Z" C
- end
$ }8 g7 f( |' C. d - end
1 d+ z6 M7 w+ m; x6 c$ \6 c! `5 d - # 设置战斗的角色4 z& @* k' l) T6 F& E
- def set_actor_to_battle0 Z- \' p4 d, t( M8 j% L
- @actors2 = []. }' D/ F' n8 Z( U% V* }
- @actors.each do |actor|
' z5 r3 c* }4 U J' y0 s' B - @actors2.push(actor)
( t- A+ K. V3 T- W( q9 I$ C - end
9 \; [- G# _ K - @actors = []
% R3 r4 `7 M# V3 Y - @actors2.each do |actor|
7 z+ o' u6 b9 m% _ - @actors.push(actor)1 d' [/ u- U. F' I3 U
- break if @actors.size == MaxBattlerSize
! C8 ]- c, y" ^/ h' u - end9 l& t3 O$ m) M/ q
- end
Q+ L, n) _% L! C2 J! k0 V - # 还原战斗的角色
+ g6 X0 g: d) l4 |3 a: e - def set_actor_to_normal4 x5 a" c5 M5 u! N( E8 Y. j: {
- @actors = []5 n' N, h" t3 q. o+ p; c: Y" [9 o
- @actors2.each do |actor|* k0 n! V1 j& T. _6 i
- @actors.push(actor)! X9 N% C5 `/ u8 ^ ^' O5 t- `
- end
' W( H& P- d7 m" K9 ~ - end8 {* W9 p( g3 w' o6 S' O% s
- # 获取角色id数组9 t; }# E0 X" o2 x
- def get_actors_id! L$ Z8 e4 M- q, b$ j, G
- id = []: {9 w3 o& o' r' s, q+ w7 j% k# a
- @actors.each{|actor|id.push(actor.id)}: X t. l a1 D( Z8 | k
- return id
8 a& h- r2 w+ P5 Y# H6 o - end
- L3 _: ?; |) ?6 R - # 获取角色id数组9 Q3 s7 \1 `- h+ U
- def get_actors2_id
- f7 i. ^1 ^* e% l - id = []0 y! T' f5 T) V# @
- @actors2.each{|actor|id.push(actor.id)} o8 u; `* _, @+ P# R7 G
- return id0 m4 t. Y) k# d2 d: w2 K. f
- end% @( h3 P, _" Z0 U
- # 兑换角色6 N/ {3 e* t& N
- def change_actor(index,id)3 G( p0 e6 ~5 O
- @actors[index] = $game_actors[id]6 r* I, Y. a( }
- end
& g; J& v% K/ c: j& I6 s& E, N* j( i - # 全灭判定# M8 N3 U, Y) y
- def all_dead?4 j0 v6 h4 V! w
- # 同伴人数为 0 的情况下" J; k5 M. r M3 I6 C" ~) ^+ V* K
- if $game_party.actors.size == 0. m) }4 Q' ^9 {9 I: Y
- return false0 c: W% a' x8 E. e* ], c
- end
% |; {' Q9 k: D4 D1 |* l - # 同伴中无人 HP 在 0 以上
! z+ S7 x6 E8 ^1 D# h! t - for actor in @actors2
0 j% f/ u: H; G- @) Q- s, d - if actor.hp > 0
. [6 v2 Q& A3 K2 Y+ c - return false1 G L5 h2 A0 K! Z( Y8 g
- end& N* R U4 a/ s' @/ ?
- end5 b& n2 v) n: c( ~) A! ^5 K
- for actor in @actors2 h0 ~; f4 J9 e5 D
- if actor.hp > 04 _2 k: X1 q( |7 d) q
- return false
q2 j, ]. d7 r$ n; W, T - end# A! M5 `4 v* p4 ^2 ^# U) n# k
- end
- |, W1 W* i2 r% t - # 全灭4 U7 ^ B) d0 v% ^& T
- return true5 @9 u! {4 E$ l
- end
6 j) e4 B6 W3 n8 @4 z+ j W - # 其他角色
! v: r/ g, e7 ?" b* f% _( A. N - def other_actors
7 ^) E: p2 G& s' K; {8 _( t5 _ - actors = []5 o% D4 q w: E7 g- I5 r7 m
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
8 z. x6 p3 U' Y1 | - return actors
1 I/ t) C; Z9 u0 u - end
, w5 Q6 C, w( B- g6 h6 ? - # 角色位置互换
' x W8 _+ S4 Z& o; X - def change_actor_pos(id1,id2)
! d! \, o) G5 g2 l - actor_id = []
: @% r* e" _: @2 b - @actors.each do |actor|
# D; I4 s4 t2 |- J* O* W, R - actor_id.push(actor.id)5 a" I1 f# L4 f+ d
- end' F R" H5 p% i( K A6 ^% K) ]. S( m
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
. F- Q" x( p" `9 @2 H7 R: M$ Q/ r - id1_index = id2_index = -1
' [8 D! b: w' c# t! I: X - (0...actor_id.size).each do |i|5 D( @. X) W2 Y( D) V
- if actor_id[i] == id1/ {) ^3 T. i% o$ P
- id1_index = i
+ I2 U* J% R6 |# I4 O - elsif actor_id[i] == id2% ~" ^* ]' e) W e' w) y' t& N
- id2_index = i
7 `; O1 u2 a6 ^) O5 ~5 I% R5 x - end
; k; c" F7 i# Z) b" Y6 @ - end i3 b" Y' d8 \# t' E( j. A+ }6 B
- temp_actor = @actors[id1_index]0 x1 A: J e5 Y/ u: S. E
- @actors[id1_index] = @actors[id2_index]
& }% M/ [6 s; n4 \3 F. B - @actors[id2_index] = temp_actor
- q) L9 l: V5 ]$ c0 J. Y8 B( | - end! ^3 o, ]% F$ J- @5 t
- end) V: g6 \$ ]4 U* l# L4 W
/ M4 e9 T8 a7 ^; E/ }7 I- class Window_Actor < Window_Selectable
( Q& ]5 v& a! S& m( l+ r0 D: c% f - # 初始化
6 G1 Z+ _, I% Z ?- e" _8 M6 p% _; _ - def initialize# d# s& Z u+ i: Q j
- super(0,64,640,256)
. H+ O" v* Z( f9 S - self.back_opacity = 1601 g# [% z: c! A+ ?% [
- refresh
( q* D, B6 r% }% u4 m - self.index = -1* f: c9 U/ y& U/ F2 v
- self.active = false
7 r/ g# ~$ Q- ^9 n6 b, V5 H: n - end
( b0 d- x5 W6 b - # 刷新 @- G# ~7 q& ~0 Y, v8 u
- def refresh* @" Z$ g/ b* |& c8 q+ f
- @item_max = $game_party.actors2.size2 B! H5 p8 G! y5 c
- @data = []
8 q8 u- T0 T, N - $game_party.actors.each do |actor|
" G3 X& z4 X, h3 F1 y - @data.push(actor)& @6 K# D: k9 q& b
- end0 P4 L @4 O" A
- $game_party.actors2.each do |actor|( _9 z% v/ d2 N! r" j4 {
- @data.push(actor) if [email protected]?(actor)
. L' u7 y, ^, [* h; L1 Z/ @: e, v. T - end
( W; N. l4 o6 y* ? - if self.contents != nil [' R1 r8 _% M
- self.contents.clear/ y1 o# [+ m1 c9 Y9 F
- self.contents = nil/ C9 F4 n$ Y) b" A
- end' `3 Q2 q) U: y3 S/ s% p
- self.contents = Bitmap.new(608,@data.size*32)- o- m$ H$ k& b/ r1 v
- x = 4) _- |% P' A$ v1 ?7 j+ ^- s |
- y = 0
# B9 n2 C9 I B. K& R& K2 R - @data.each do |actor|0 N7 a/ e; i. w3 Q4 G+ K I
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)1 ~" ?) c1 A2 E3 j4 {5 e. L
- rect = Rect.new(0,0,bitmap.width/4,31)* ]( q1 f- o# `! G! X! T
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)! `5 }' P. a- t" X; G% `6 I% F( M
- draw_actor_name(actor,x+36,y)
6 n6 F( h; Q% ? - draw_actor_state(actor,156,y)
$ G2 s u, W3 ] - draw_actor_hp(actor,x+256,y,96), y, r5 q& T; D3 F' z
- draw_actor_sp(actor,x+376,y,96)- x F: `5 _: E- B! S
- if $game_party.actors.include?(actor)* G% _8 {: H6 G" O. d: F% ~
- self.contents.font.color = text_color(6)
# u- N. _: f+ S' e - cword = "出战": F% E3 \, O, ?" ^
- else: k4 o: x; p" ~
- self.contents.font.color = text_color(0)' _! i0 V/ u+ ~, Z) o$ t
- cword = "待战"- [4 v- V. E1 F7 [
- end" p q4 t7 I$ P) Q; v6 D
- self.contents.draw_text(x+496,y,60,32,cword)
) w& L6 M# M- O/ C - y += 32+ e+ N9 x4 j2 [2 v) E4 c
- end* p0 @+ H7 o1 U1 J2 w: ]% `
- end
3 Q8 Y& j9 c/ c# X0 W, | - # 获取当前角色编号
8 w' _5 s5 q# ?4 s' p% J" i! Q - def actor_id5 t2 S( M W' p: k
- return @data[self.index].id
' s; {4 l2 i' J) V* k3 i - end* J% Q1 v& D: s0 D
- # 刷新帮助5 U4 [, f2 m, y, b% S0 ^* V! ?3 H5 J
- def update_help
; k1 o3 k; g: H& x! f - @help_window.set_text(@data[self.index] == nil ?\+ P \& {. P! D( Q
- "" : @data[self.index].name)% Q T2 f5 @; I1 a! p/ m$ b0 y
- end& {: ]; T; U$ O8 n5 \# L' }% I6 E& W
- end, T X- B$ T, ~, B- J ]
: Q% u4 H/ `$ a9 ], G( B9 Q* i% ^' T- class Scene_Battle9 `" T* R2 H# f; J% X# J, F6 U
- include LimBattlePlug
! _6 [- \% }7 q, Q6 x6 ?0 A - # 初始化
; V( k, j3 a1 K6 ~+ R - def initialize. [( t$ j4 Q9 e9 m5 _+ R6 y4 w
- $game_party.set_actor_to_battle' l9 S/ c; k5 J8 X& f2 k, k7 ]
- end
+ r0 {) @5 x2 x! X9 K$ I - # 主处理; A3 Z) w8 r* V; V+ C8 d
- def main5 Z. A% }1 ]2 `, f7 |' v
- # 初始化战斗用的各种暂时数据
/ A1 @3 g! `) v/ k: Y - $game_temp.in_battle = true- v/ @5 t/ _. ?
- $game_temp.battle_turn = 0
; N$ S- n: y# c0 p6 c4 { - $game_temp.battle_event_flags.clear5 C4 k+ K. D5 X
- $game_temp.battle_abort = false- r, b. [& |0 U$ j2 J
- $game_temp.battle_main_phase = false
' @0 J/ [6 |2 n, A# l - $game_temp.battleback_name = $game_map.battleback_name) R' f5 [' ?7 }/ [! {( p( z
- $game_temp.forcing_battler = nil
6 x! B$ A+ O; S - # 初始化战斗用事件解释器
: E* W; l' L+ M - $game_system.battle_interpreter.setup(nil, 0)
, q6 ^" z/ G( R# t3 |# M - # 准备队伍" [: L7 `8 I. \) P5 v, }
- @troop_id = $game_temp.battle_troop_id$ Y" \9 { H* u- k7 Z, n
- $game_troop.setup(@troop_id)
2 X0 G9 ~7 g& t1 j - # 生成角色命令窗口1 c8 r/ ]1 Y; T2 X' {/ _
- s1 = $data_system.words.attack
: J! @( a6 F: G% k" @4 i" W. Y& [ - s2 = $data_system.words.skill6 |3 ^$ J" v$ y7 Z, v5 c7 o0 @
- s3 = $data_system.words.guard& L7 v# I( A# Y6 ^- w, |
- s4 = $data_system.words.item B! U. C) g+ b& R
- s5 = WordChangeBattler
2 X# N! D a4 J; Y! n4 Z - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5]), h: q% G# J* J9 A) m$ Q
- @actor_command_window.y = 128 s4 H5 y/ N+ _# Y
- @actor_command_window.back_opacity = 1606 M1 c) m" e$ _+ q2 e
- @actor_command_window.active = false2 B- M v2 c8 U
- @actor_command_window.visible = false
3 n, }1 s! c- e& x- ]6 ]; Y - # 生成其它窗口! V- |( M' l3 F; M$ V, M
- @party_command_window = Window_PartyCommand.new$ L) x* E3 a0 _" A
- @help_window = Window_Help.new. D- e; S C% a- j
- @help_window.back_opacity = 1605 y2 H) P; ~- s5 }5 o( b* S
- @help_window.visible = false
* E" Q* b0 I9 j' v6 L$ L$ U - @status_window = Window_BattleStatus.new
" Z+ X' w; s, I8 J2 s, G - @message_window = Window_Message.new" Y: _+ G* Y& b4 A% q
- # 生成活动块
* M. }) h: _2 W, x" L- I5 |' { - @spriteset = Spriteset_Battle.new c! c! T! J' r6 J; p* a- k, X& k
- # 初始化等待计数3 l3 m4 \ q7 f% w/ P
- @wait_count = 0
: `, c5 N: ^1 S$ ], a - # 执行过渡
- P- ?+ M8 a0 T' A8 @3 y( P - if $data_system.battle_transition == ""5 G$ Y+ L8 c+ g4 C$ ?% V
- Graphics.transition(20)( e, i$ Y8 m* t! W: Q
- else1 q( D: r8 _8 q p% b8 I n
- Graphics.transition(40, "Graphics/Transitions/" +
8 F' a9 Q1 ]" P1 ?* P9 n1 f - $data_system.battle_transition)
/ r9 i0 r. T% U0 g5 m; `, A9 J$ | - end
1 P; }0 e6 N# G2 R; ~- d - # 开始自由战斗回合1 ?" E+ h) N, n l
- start_phase1
8 [& P: w% v/ k' G( H& ^, F+ | - # 主循环
6 W1 w9 M5 b, c j, Y5 b - loop do7 h7 W6 f8 q& H7 m+ Q
- # 刷新游戏画面
; N8 e" B/ d7 P4 q: m2 ] - Graphics.update
/ q3 T; `1 A$ Z& c V - # 刷新输入信息
X" h% V! \: v% h4 `" u6 x. o& ` - Input.update F& Y) U% T% S3 {
- # 刷新画面
{3 U( C e* y. W5 i" e - update1 K1 T' O4 F8 E3 x( L7 O- ^
- # 如果画面切换的话就中断循环' N2 D" A9 M% Z
- if $scene != self& c0 Y6 h0 V5 x `
- break I& A- d( e* u" n6 Q- w, e
- end
! A/ m8 {; [+ s4 x" P - end8 j1 w$ q1 ?% L# _2 C& V8 b
- # 刷新地图% O+ p! @1 J8 {3 g# r
- $game_map.refresh7 b" } r. i( F
- # 准备过渡
' [3 M- u/ |8 M m! Y - Graphics.freeze7 U5 w5 c( `5 t$ T, }
- # 释放窗口5 j7 d1 m% v2 O
- @actor_command_window.dispose
5 b$ S: g. E+ e B, y7 T/ k - @party_command_window.dispose
W5 X, r3 d0 w0 q - @help_window.dispose
* ]7 s, L7 s% M- P - @status_window.dispose
5 n" g8 p$ |/ Q9 L - @message_window.dispose0 A' n d# K: l9 Y+ Y$ c9 J
- if @skill_window != nil+ z& t0 F0 q# R( c) ? l# L% x+ \
- @skill_window.dispose
) }5 ~5 P H9 G - end
& k* K: ^* L& Y- _% ~ - if @item_window != nil4 P* P4 ~) c* }. B
- @item_window.dispose9 H# u; Q4 O+ M$ ^9 ^) H. `! J' S
- end1 a) j$ p* E3 c/ p) E6 p
- if @actor_window != nil
( `3 P, k p8 y- V9 B! ? - @actor_window.dispose( V0 h% U! Y. u
- end A9 S% l0 w7 B. Z3 {) v# H& ?
- if @result_window != nil4 k0 Z' }& f) N: W4 h5 H" x1 n1 p
- @result_window.dispose
( \! G* b/ k/ J/ c" D - end
3 O/ w2 u6 L$ p9 C- S f# S - # 释放活动块
/ d% ?5 `9 h8 m: @2 n - @spriteset.dispose
' L! [" [' A `5 _- j - # 标题画面切换中的情况
: N' \9 `: J$ R0 `2 \- \ - if $scene.is_a?(Scene_Title)* J# B2 \; [9 x I8 n. O4 f
- # 淡入淡出画面
: m9 o! `" P. y3 t$ y2 X% d - Graphics.transition
7 O" m# T' Y5 |: \2 ]; { - Graphics.freeze
, P, l5 G8 y" d" r* p3 h - end5 D6 i& B/ Q$ q H9 a" n
- # 战斗测试或者游戏结束以外的画面切换中的情况' S5 p/ w4 ^: k) m5 Z& u
- if $BTEST and not $scene.is_a?(Scene_Gameover)4 t9 {0 M4 j! I+ \
- $scene = nil/ a/ X) B' [) \! Z
- end
3 G8 N, x' c: h( a" {1 u0 e/ g - end
+ ^- s9 X; t& ^; C& Z* g - # 战斗结束: g; z; D7 M. w9 c" b k# }. o
- alias lpb_battle_end battle_end# t% {7 L& [) Z$ j' @; ^
- def battle_end(n)
' K& n& `" {0 S - lpb_battle_end(n), k" A( T+ r2 x' F; ^
- $game_party.set_actor_to_normal8 C* L" d4 ]8 n
- end0 _1 P0 u' e" F9 d* t( L
- # 开始回合3" m5 ~6 s8 F9 x" F
- alias lbp_start_phase3 start_phase3& ]$ p9 z, s/ R
- def start_phase33 g+ k [7 V' e: v3 I" ?: H
- @changed_battler_id = []
$ l! s5 Q& U# u - lbp_start_phase3" }; y, v! M$ T6 v4 z4 a4 N
- end# g8 d [0 X4 i- P* T
- # 刷新角色命令回合画面
; x4 g9 h& l* l5 U* P5 k - def update_phase3# q" X/ D/ } L, d4 A j
- # 敌人光标有效的情况下; R0 R' i& }2 b1 L3 r8 |! K' A: |
- if @enemy_arrow != nil, m& P; X B) }" ?2 }- ?
- update_phase3_enemy_select% q4 e( D1 m& |( c+ ^; f' @
- # 角色光标有效的情况下
; P3 |' s4 M, G - elsif @actor_arrow != nil
6 X1 E+ a F7 Y; B6 J S$ A - update_phase3_actor_select
' U1 V' d9 |, a1 S2 E4 [ - # 特技窗口有效的情况下
# S7 x; ?/ J$ x6 J/ e3 \ - elsif @skill_window != nil6 W" p6 a& v+ K, a
- update_phase3_skill_select
1 K% e: |$ ?( X { - # 物品窗口有效的情况下( `$ y/ p% \ g* [3 j7 w: X
- elsif @item_window != nil+ U* z# W. r& w9 D: d5 ?/ ~
- update_phase3_item_select4 x) \) W& Q& C3 Z7 q
- elsif @actor_window != nil3 h/ p/ F5 w# `; a0 {5 r a
- update_phase3_battler_select5 d0 x! n- j6 G, R0 b0 f) J/ ?
- # 角色指令窗口有效的情况下, }, I" @, G+ T2 H
- elsif @actor_command_window.active7 ?% {+ l5 C, g* Q( ^# w) o. c
- update_phase3_basic_command
; Y2 ?/ M8 p# j5 @& h% E. S - end
2 {5 `; @7 n: |3 {* u - end) k& y* T9 f2 V, H3 j+ g$ D0 h% g
- # 角色基本命令3 _4 f0 ]! F6 R0 u5 O" W
- def update_phase3_basic_command1 l4 ^* J& k) f5 r7 |0 y
- # 按下 B 键的情况下
2 v: b: K! q) v - if Input.trigger?(Input::B)
* I: p# Z7 m/ S& Z1 ] - # 演奏取消 SE
$ Y$ e; W V1 o/ }7 R( m& h9 U6 g - $game_system.se_play($data_system.cancel_se)" j8 s& j$ g0 q9 t) ]/ D, E: J
- # 转向前一个角色的指令输入
* o' O8 B1 S0 s2 H0 q: v. N3 C - phase3_prior_actor
: h# {( X; j! s u7 D - return1 w b5 u9 H2 A* ~! m: u
- end7 O( k3 o t' N2 @/ M" ^, C
- # 按下 C 键的情况下; s2 Y- U5 T# h4 f
- if Input.trigger?(Input::C)" a) x4 I/ f7 u: b! p8 q- Y
- # 角色指令窗口光标位置分之- w6 Z% I+ ]) n+ C/ l# o
- case @actor_command_window.index# J4 ?; t% w' p; P/ j
- when 0 # 攻击8 U% P& p8 \ O6 p% E2 y. |
- # 演奏确定 SE
/ n7 T, ` k4 n' O: e; h - $game_system.se_play($data_system.decision_se)
# T0 o0 w- I' x; T' T( W* f% E - # 设置行动1 I: m* t2 E, i5 i, m8 l
- @active_battler.current_action.kind = 0" E$ W7 T) T! z2 D3 j! P" {; L
- @active_battler.current_action.basic = 05 g2 m8 R4 R2 \0 R
- # 开始选择敌人
! d0 }7 F5 ]& m, M - start_enemy_select' f3 H6 l1 z% S% K
- when 1 # 特技
6 I. d! q- P# a$ g - # 演奏确定 SE
3 N# ~( ~& w& S' j6 B1 c) M* y - $game_system.se_play($data_system.decision_se)0 I4 M! Y/ b' A8 B3 H; e! M
- # 设置行动
5 {/ K- D l0 S7 J# c' V( `; ] - @active_battler.current_action.kind = 1
4 Q+ ~: ]7 E9 a+ s - # 开始选择特技/ r; X* [, n9 O$ `9 O) Q' P
- start_skill_select
; f! s& z4 @# W% Y2 ? ]1 V% x - when 2 # 防御- `' l1 e, [0 p& S) H$ `
- # 演奏确定 SE
, y2 i) F0 Y2 B4 W L; S2 W - $game_system.se_play($data_system.decision_se)# M% W5 h, W/ N( { `6 L0 \& n
- # 设置行动
7 w& N( `$ `) a9 O" Q g8 `6 G" E - @active_battler.current_action.kind = 0" H' [# n, Q9 u& b! F
- @active_battler.current_action.basic = 10 X- Z; |+ ^) X& `. [( p+ y8 l
- # 转向下一位角色的指令输入6 l+ g u' P. `/ Q
- phase3_next_actor! g$ B* e! Z4 H5 E) M" k- k% H
- when 3 # 物品' R9 L6 a* L, f6 I# J& x- H1 A6 f
- # 演奏确定 SE
% W/ N& s. K2 ] - $game_system.se_play($data_system.decision_se)( W6 p( Q1 x/ q2 T! {0 i
- # 设置行动. Y: I7 }' H# S
- @active_battler.current_action.kind = 28 W# ~3 s, B" F7 b' ~& _5 f
- # 开始选择物品
; p) O2 P9 R) s& j, K" B - start_item_select$ F5 P/ m% J( v+ s/ L# G0 U
- when 4 # 换人
/ U3 U. l; X9 e1 Q) }( m# R2 _' z - $game_system.se_play($data_system.decision_se)
% h p/ @) l" r$ e, H7 D - @active_battler.current_action.set_change_battler
! p! I2 D0 {: B! V# a5 h9 u - start_battler_select
! D$ \" U% C }& f - end
9 S# |* K6 S# C3 N - return
3 Z. q" N* ?5 w* j! t& n5 u - end% x2 s& j; Y6 y y
- end
2 j0 P( h( S" V- n/ ^ h6 W - # 开始角色选择
5 r. t5 |1 |, O+ { s7 C( o0 \ - def start_battler_select
: E4 K0 L* W. c! K; T" f! \4 J - @actor_window = Window_Actor.new
8 S8 f' V' E+ E9 K- `/ \ - @actor_window.active = true
, X ~2 w- I0 u1 r8 q( T; v - @actor_window.index = 0
6 G1 Y' _3 s6 d1 R9 a - @actor_window.help_window = @help_window
G/ T6 P# E4 C8 P0 P - @actor_command_window.active = false
) \7 P; ?9 M2 |# Q; i3 c - @actor_command_window.visible = false' p& D' }+ f& O, ]7 X
- end% P& t- s: ]' \
- # 结束角色选择8 a7 _/ E( ]8 O1 q/ j
- def end_battler_select
# b Z/ y: J' \+ ~5 u8 J$ c - @actor_window.dispose9 `3 \3 ~2 K+ }1 g6 V! c& s
- @actor_window = nil' N; x* e$ ]: W0 v
- @help_window.visible = false! }2 Y, C9 a- E' q( s
- @actor_command_window.active = true4 }0 M+ a4 l) M! P+ C1 R# J
- @actor_command_window.visible = true1 I# q3 {! H$ |8 L% |8 V; n
- end
1 h" M' R4 Q1 m# s - # 刷新角色选择
7 e% L& p' h* Y: r2 e; G - def update_phase3_battler_select
' s2 @2 o T, P! ?2 Y+ d. s - @actor_window.visible = true
. j& Z. i, }$ R6 J7 a2 } - @actor_window.update
* j j+ H" `6 {* K' @ - if Input.trigger?(Input::B): h. U- S- L! J1 d( W; M
- $game_system.se_play($data_system.cancel_se)
0 x1 V0 ?0 O* m; _/ y - end_battler_select
+ s. L/ p0 w& Q' o# f) v - return
, V. A& R0 L% R5 z! [- U) I7 t - end
* j' [) k) q# _6 d! H- A8 t' G - if Input.trigger?(Input::C)
2 u2 v6 k5 b9 a5 B F/ [ - actor_id = @actor_window.actor_id
. E" D1 p6 `, D - if $game_party.get_actors_id.include?(actor_id) or
9 Q# {/ o( W. R/ p( {& O( @, U - $game_actors[actor_id].dead? or # z6 L7 E3 I; D2 c' ]. A) V8 C
- @changed_battler_id.include?(actor_id)
' L! b5 ]0 F8 E. g K; e - $game_system.se_play($data_system.buzzer_se) n0 @& z$ T) I* M# K
- return* C( q% _) a' }4 ^
- end N1 r5 y E# ?* \/ s0 o
- $game_system.se_play($data_system.decision_se). M% d2 A" n) _9 O
- @active_battler.current_action.change_to_battler = actor_id
8 T0 }* O3 x0 c& f( G4 i. A - @changed_battler_id.push(actor_id)- v7 x6 e& R1 q6 h2 c4 }9 M
- end_battler_select. L8 H$ [, G" S" k
- phase3_next_actor
# _+ y. ~! ?. @) p$ w - return
, u U8 U& V/ }5 G9 y9 |, t - end
0 K. o7 r3 V$ }4 _5 L - end" [; O) g0 {) m6 u4 Y
- # 行动方动画6 n) S l+ h# `& ^
- def update_phase4_step3
2 b" r. p8 S- G4 _$ B; A - if @active_battler.current_action.is_change_battler? E& V6 T5 M% [0 A% |
- @animation1_id = AnimationChangeBattler
% l3 Y) Q: @: j$ o7 J6 K8 [ - @target_battlers = []
& S8 u, c% x6 r9 N3 `5 K - end! h' S: t8 b9 ^4 ?5 j
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)& L! H: {7 u, M$ w0 r M5 V
- if @animation1_id == 05 J) |. ^5 G9 h/ D( J% Q7 F: U
- @active_battler.white_flash = true7 |1 M) c" b6 A( t
- else" D' C; E, q7 W2 [( C$ i$ F% j! m
- @active_battler.animation_id = @animation1_id
1 \; f9 Y0 J% g; J8 a6 ?/ R - @active_battler.animation_hit = true
$ {* e; J& U8 J, k, x5 f+ r! A. G - end
+ }; P! a5 r% j9 x - # 移至步骤 4
' X2 E( ^3 r: y# C$ Z9 q# B - @phase4_step = 4
0 f; {0 }: {8 l1 ^9 L& b+ `1 ? - end, z, y0 E# C) ?- U
- # 对象方动画
1 N# W8 |8 d$ P4 ~2 u - def update_phase4_step45 N6 j# s- c. W5 z
- if @active_battler.current_action.is_change_battler?1 P) x) w; @9 t! N; U
- actor1_id = @active_battler.current_action.change_to_battler; ]2 U! ]1 r, [4 _4 w0 \5 x8 E
- actor2_id = @active_battler.id( H: d( ^% u. `: L6 O
- (0...$game_party.actors.size).each do |i|% B/ N6 E5 C, M/ x: t& u' ^
- if $game_party.actors[i].id == actor2_id9 ~) w* t4 U( x2 S0 p8 p
- $game_party.change_actor(i,actor1_id), G+ `' c7 Y9 @5 v
- @active_battler = $game_actors[actor1_id]
8 Y8 L7 v3 C M4 s9 D. @9 f - @status_window.refresh
! \+ \% |& ~ F6 T- b7 ^3 ] |* o - end3 a: c; b3 r: ~6 W M
- end2 L# X5 Y2 |" [; z& }. A5 V+ N
- end
2 W o% W6 ^9 F* w, | - # 对像方动画8 B5 {" ^ @# ]8 S% `# R" W
- for target in @target_battlers4 H4 t( k6 C& j4 K. I7 E. P
- target.animation_id = @animation2_id$ P+ u- l- L) F2 G
- target.animation_hit = (target.damage != "Miss"): L) b" L4 r- L; i. D
- end+ ]* @& Q6 h: }+ I
- # 限制动画长度、最低 8 帧
J# N; p* i* M - @wait_count = 8
! L# }( h2 e& A8 O& y4 |7 Q - # 移至步骤 53 Z0 {% t5 [4 D6 `& O4 E5 F" M
- @phase4_step = 5- C% m$ T I J
- end
: I" S+ R M' L; R/ Q1 v; N - # 公共事件! p) T7 T& a5 w7 J; ^9 X$ s
- def update_phase4_step6
_4 g* a" I1 C# i" I2 q2 [ - @target_battlers.each do |target|; M5 w4 Q: v5 Y+ Q, M5 `
- if target.is_a?(Game_Actor) and target.dead? and
: ~2 j, E+ `; e8 e& o3 [0 O - !$game_party.other_actors.all?{|actor|actor.dead?}: d _; b4 I! g* e- N+ ^" o
- @actor_window = Window_Actor.new# f Y% S! q7 n# E- T' b
- @actor_window.index = 03 Z2 K6 Q* O( V
- @actor_window.active = true, D- o" u# F% p7 k. ~: o0 y
- @actor_window.help_window = @help_window/ v7 V6 _# T: @2 U; Z, J
- actor_id = -12 @8 T& R8 t" g/ O: U
- loop do% D) `+ T8 I! t9 e8 v& @5 \6 @7 [
- Graphics.update
! W! P+ l; J0 n5 O/ C+ f+ U - Input.update
* q+ d& ~1 Y, t7 ]" y$ l - @actor_window.update2 o3 U7 s$ y* z* {$ n5 h7 B+ C+ y$ e
- if Input.trigger?(Input::C)
" I" j- V& y. D' [ - actor = $game_actors[@actor_window.actor_id]! c; x- }: }- G$ P
- if actor.dead? or( i9 p8 z3 k6 P! |3 J: W
- (@changed_battler_id.include?(actor.id) and : M7 F+ s/ L& |* h, |
- target.current_action.change_to_battler != actor.id) or
8 U& Z' e: m/ b/ z0 S/ A - $game_party.actors.include?(actor)! g1 i4 U/ C' y8 P( Z
- $game_system.se_play($data_system.buzzer_se)
. S* B" {" ^( c2 [7 G# ^ - else
O2 Z% L% x& x4 ] - actor_id = actor.id# K; t" T8 p$ h% m6 c3 s
- end: e4 l( q' y" n0 M$ I9 |' v
- end. B8 t( g+ \2 G9 J/ H; X! a
- break if actor_id >= 02 K2 ]4 o/ G% b' V. e
- end& d& ^0 ~8 P3 V' J' o3 p
- @actor_window.visible = false
6 s% t$ c$ W a4 ]# ~ - @actor_window.dispose# L0 J" D. d# {/ h
- @actor_window = nil H% b- i0 ~0 ]! z0 ^
- @help_window.visible = false
) S( T- w' H* j' c, } - (0...$game_party.actors.size).each do |i|
$ L: ]% B7 i4 j# V& t" M - if $game_party.actors[i].id == target.id% u; a) h! B, S/ l7 V( ?
- $game_party.change_actor(i,actor_id)
$ G5 r4 D7 O" z7 ? - @status_window.refresh
; h( I& j% U {* o/ [ - end
5 k6 w8 K' R% A) _" Z# g - end# ^. d: d* c# A6 G! f6 m" A
- end8 |$ o, ~+ B9 Q4 W3 I
- end
4 I- h/ X; ^# c/ w - # 清除强制行动对像的战斗者% e' P; I* ]- Z! C
- $game_temp.forcing_battler = nil/ ?7 @; G9 Q( p
- # 公共事件 ID 有效的情况下
2 r$ D0 N% h1 Z. W, m - if @common_event_id > 0
; v. s# ]. X9 h. H7 u - # 设置事件. I7 K; D9 V* F, O: k
- common_event = $data_common_events[@common_event_id]( T! S5 B6 q$ g! U/ a- M7 _
- $game_system.battle_interpreter.setup(common_event.list, 0)
* G. h% M" S/ @, F7 ^2 n; Z* ?8 g$ l# H+ Q - end
# h/ C9 n+ s; [7 Y0 \+ j- ? - # 移至步骤 1
3 s6 j z$ Y2 ^6 V |/ M/ J - @phase4_step = 1
* }8 b) s0 F8 p) H+ w - end1 u" H$ U3 U% w- H
- end
" n, b+ x) f1 m7 ^+ V8 H) @ - ! K4 c. F+ z! p u6 c
- class Window_MenuStatus
( K1 u& @. d+ M1 [, l - def refresh
$ ]+ a# h5 @7 n% I - self.contents.clear/ h* |' @$ t, F. {0 H7 }$ a, R9 V
- @item_max = $game_party.actors.size/ i! a! ~7 G9 s& O, e y" C" I
- for i in 0...$game_party.actors.size
0 C+ A$ r+ e7 I8 F - x = 4
( F7 i7 ~/ l) \- s - y = i * 32
2 u& `* W5 T2 X( T+ ~ - actor = $game_party.actors[i]
L# \6 n2 ~- c: C L - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)" W' N$ V5 U3 d: V8 W4 j% T
- rect = Rect.new(0,0,bitmap.width/4,31)
" Y" }7 M6 T. ^! V/ i - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
2 O, @. q u5 w, y7 n - draw_actor_name(actor, x+36, y)9 [* T; a3 R: {& I; x0 n5 A
- draw_actor_state(actor, x + 136,y)
3 R8 C, K0 A6 j2 B8 [ - draw_actor_hp(actor, x + 236, y,96)
4 x1 G# z7 V" B9 {8 d - draw_actor_sp(actor, x + 336, y,96)
8 T/ h1 i7 M/ D4 ] - end
/ t& y2 i0 j# Y- |( d+ @- ?. O* X1 m - end% y! v- n1 D# h; P( a6 J) r
- def update_cursor_rect4 f; \: K! u6 c5 o2 s6 E) g
- super
7 g! t' m( ]3 T" \6 M6 Y - end
`0 _3 N6 i4 `+ f: r: D' b# {, ~$ 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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