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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+ t; `; \ [8 O4 \; m, c+ y
& d. u0 v6 U% `7 l- # 队伍最大人数 N! m' o0 g. \$ v* ^
- MaxPartySize = 8
; T& @0 ] ?0 }& j - , e8 C& _6 L9 J1 K+ B8 A% |) ^
- # 出战人数
1 ^% C& S; i1 @5 T) V - MaxBattlerSize = 1
: S" M( e7 v: Y9 }/ r$ |. L3 v7 n
7 _, o Q$ c" L% D; Q- # 换人语句# B4 M9 T- o) w5 ]4 ]4 R+ X! Y# ^
- WordChangeBattler = "换人"
) {9 i8 A( o/ w/ ?7 R5 D - / _4 Z% V; k0 i. w% f1 e: m
- # 换人时播放的动画
; g7 ?" u! e1 O1 | - AnimationChangeBattler = 26
1 B+ R' s! v) W3 Y$ P* j- C - ( V4 c) {, r. i5 Q. M1 p
- end# X9 t$ O& {0 w+ S
1 ?! B7 h* S) a/ e9 |- class Game_BattleAction% S* |! w% [! e: c) H4 d, ]
- attr_accessor :change_to_battler+ _1 ~: A/ R0 v. w0 _0 d- S$ N8 j& p
- # 初始化/ k; ~( p$ V! O3 R: t* ^6 U
- alias lbp_initialize initialize
! j2 V* J! B( Z' c! }! Z5 L$ X' g - def initialize* O3 I% z6 I8 ^, b2 v( ]1 y; Q+ u# S9 H
- lbp_initialize! V7 ~: e% d3 N6 r
- @change_to_battler = 0
t" [6 F: |0 q( \! B0 }; G - end& x; D' d' M9 C6 g& [. v" L$ C
- # 欲更换角色编号3 V0 W! W" N I4 k l: S6 F) F' p
- def set_change_battler
+ N3 ?0 ^" U4 V% v) v o - @kind = 35 _- z2 c/ O" b0 s1 @# R
- end* p" r2 \7 |$ B* Y8 R0 ?
- # 判断行动是否为更换角色
1 v" s$ t4 E. s; Y" m ^' l - def is_change_battler?! e/ L4 n+ f" Q6 v
- return (@kind == 3)
+ W% A% ~5 W! P - end
, t9 x% Z: t! ~8 _" |, d - end( {9 a2 c9 N3 k& p3 I: R
# |. f2 c$ W% w9 c b8 ^0 o) w- class Game_Party2 E' W" I, ?" l. O/ ]( ]% \7 x2 F
- include LimBattlePlug
- Y6 g% I9 E1 O/ ^( O% c) d2 p0 X8 { - attr_reader :actors2
; Q) y9 b1 q4 H& k' w$ h - alias lpb_initialize initialize
5 b4 `2 z' |4 I4 x- I6 {6 U, h - def initialize& q: @- f. _0 u6 A5 F7 m+ J9 _
- lpb_initialize/ X2 A+ v3 N7 _
- @actors2 = []
# L; V9 U4 q! z - end
' A& _; F+ s3 V - # 角色加入- F. ]. X" z. a: Q# H
- def add_actor(actor_id)
( l7 M3 D! A q/ R7 F - actor = $game_actors[actor_id]
& `1 v6 |8 y' C2 {( r- Q - if @actors.size < MaxPartySize and not @actors.include?(actor)( r8 U! f3 R9 m8 D- {2 `
- @actors.push(actor)
- s0 i n/ O2 f1 {* y) b, `- ~8 K - $game_player.refresh9 f' c! M) n0 q8 m% G9 |4 D
- end
" `& p, x! i/ p O& |3 E% M; t - end) i' Y& K5 Z k& t( T4 H* O; k
- # 设置战斗的角色" v6 |# H8 l7 z& f: s
- def set_actor_to_battle6 h; G- n6 S# Z
- @actors2 = []% x& y7 z% d6 M1 [1 W
- @actors.each do |actor|
- e" z$ E5 P3 X% e) A" L o! F9 q, X - @actors2.push(actor)) K5 u, b% m b' o. N% }) b) E
- end
; @) J8 Y2 G, _6 Y6 ^) p' u - @actors = []
. @# N( U+ F. I7 [ - @actors2.each do |actor|: C) \7 d0 i& J7 d e
- @actors.push(actor)
- L: |" T' z: s# L4 ? - break if @actors.size == MaxBattlerSize
* ~, \* ^2 d" e( _( v) ~ - end( N9 o3 v& o+ C
- end
0 \, w7 d; t6 V/ m9 L- U+ U - # 还原战斗的角色1 R) a, v' @+ ^; `% y! g
- def set_actor_to_normal
8 S- I6 y0 Z; \& p3 U/ d - @actors = []
; v! { [& C" @- |% D2 z - @actors2.each do |actor|
4 Y Y2 l4 W: d - @actors.push(actor)
1 y# a. j- X4 D- o' [5 ? - end
5 c. Q3 _4 s3 u, j - end
. K; e/ p3 k4 m6 }4 H/ P( m - # 获取角色id数组
: r, R- m' \) g! w. d, r - def get_actors_id
, z! ^) P, L' }$ j1 V3 R - id = []! m) M/ |9 L% K5 F
- @actors.each{|actor|id.push(actor.id)}% G! H% n4 r# a. l: e1 t5 _
- return id& l4 R) ]9 W3 `( r6 W* {' K
- end
/ k3 N, m1 F: E- A/ \ - # 获取角色id数组; P/ _5 W6 M4 p: \* H* o
- def get_actors2_id2 @, R3 `7 l p9 D4 E; R' R
- id = []
1 ]: ^" G/ ]) {' U3 c/ @7 g - @actors2.each{|actor|id.push(actor.id)}; w; u' n, F/ ?4 o6 b
- return id
2 w( g1 U( F K) G - end$ b9 P: t$ x% \; B1 c
- # 兑换角色
0 {6 M) _ g, e8 @ - def change_actor(index,id)
4 Z& [$ g) o% g - @actors[index] = $game_actors[id]
$ [ k' E' ]& E - end
! x% S, X/ ?3 W0 J- H7 C - # 全灭判定% Y" L: O) B7 D5 \
- def all_dead?
( T9 H: s: h1 x1 x) ~ - # 同伴人数为 0 的情况下. [! m- H5 r' p9 I; p$ a
- if $game_party.actors.size == 0
5 [, e$ Y; @3 t( i/ d - return false
0 e( p3 P/ n( J9 \7 \ - end
7 L' X" l/ d. {3 r9 E: s2 f - # 同伴中无人 HP 在 0 以上. W+ M. W* |) F
- for actor in @actors2/ o3 \6 f) S; e3 Z& I+ q5 A) `+ c4 r
- if actor.hp > 0# X/ {* e, ^! J( ?
- return false* K+ C1 V" J0 V2 x$ H
- end1 k6 X3 ~' O: _' q
- end6 l7 q8 p9 W* n
- for actor in @actors. O; [( }( ? D* S f1 I( s
- if actor.hp > 0& k: X9 S$ V$ d& z; z+ Q. p
- return false! L( P) s* d! k6 \
- end
/ Q" y' X2 O/ k0 y& x$ | - end
$ {6 s1 M! c; \/ l) w - # 全灭7 r+ c/ k1 Q7 Y0 x! f# ?; Q
- return true" N3 q4 w; M. q' K
- end% s- B. ^2 W' w
- # 其他角色
$ h& v5 q7 P; ]: m - def other_actors# i+ V e/ }* k0 v1 V
- actors = []
3 v) W8 d( j3 H# {0 F - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
. \9 ~! x( J* b1 H2 T$ K8 G - return actors+ n% {6 D: Y& p9 f1 ~2 Q" @
- end) j7 G& o/ N3 V; B% g/ L' E
- # 角色位置互换! w2 ~: F6 r' V% J; ^& _
- def change_actor_pos(id1,id2)
2 G1 y6 M+ u& n. u7 ] - actor_id = []% y5 @. e. o3 ~! G; ~3 b
- @actors.each do |actor|
5 {& |3 J0 a) ~, O+ F/ i$ o - actor_id.push(actor.id)$ b Y% Y' v7 V; G6 \
- end
- D. e5 \' q# m- B2 B' i - return if !actor_id.include?(id1) and !actor_id.include?(id2)
, l/ a+ N$ V _5 X; r' \ - id1_index = id2_index = -1
" Q6 w1 V$ @$ |$ J9 n. Y - (0...actor_id.size).each do |i|
% ?# ]. H, X* Y# N& P! K! a - if actor_id[i] == id16 N: r% `* Z. {/ {1 P9 }: ]
- id1_index = i
, ?, @: B' i7 n) Z: K# u C - elsif actor_id[i] == id25 {1 K+ }( P+ K+ A$ ]
- id2_index = i/ e0 P0 M. b" g. @4 N' M& p
- end) R6 W. A; ^8 z" w6 ^
- end& x! K) O6 U6 s, `; W* f7 b" D" ]
- temp_actor = @actors[id1_index]3 R0 j1 D/ F% `. O1 ^
- @actors[id1_index] = @actors[id2_index]% Y& ^8 g1 {+ Z* u% O( d* d) {6 A
- @actors[id2_index] = temp_actor
" k9 C7 ?: U! n3 r - end& ~! V1 K7 i N1 Z! b: q
- end6 A6 ?8 S! K! c) `: R M
- + X$ ] f- T/ O: }: N
- class Window_Actor < Window_Selectable/ g9 w5 j# c- Y4 V9 Y
- # 初始化1 S. f m7 |% K t/ A
- def initialize7 y- E4 m% u% y* \4 o6 o
- super(0,64,640,256)
9 C* ]) [( C3 _/ \0 Y ^, W& A - self.back_opacity = 160
0 p8 J6 G/ @9 S; E2 D+ } - refresh- D- P0 \9 a2 }7 h8 {
- self.index = -1 M3 D9 D1 p# i: V; L& `" j
- self.active = false8 _* t! Z" k. y
- end
; T/ v' n$ f" }4 Z - # 刷新
5 \4 x* s0 i5 B5 u6 ~ - def refresh
: z6 v) j/ w- r$ M* v1 ?9 J# C - @item_max = $game_party.actors2.size6 R: l( T6 T4 E5 `5 @! Z5 n
- @data = [], O, Z# M, f$ e: g+ l1 Y( }+ M
- $game_party.actors.each do |actor|
/ D0 `5 r( c9 c6 K3 \" m0 `0 l: [ - @data.push(actor)
. N- }4 d8 q9 d! q - end2 l8 U5 r6 Y% w* F
- $game_party.actors2.each do |actor|
4 f3 A' C+ O8 Z3 ]7 T - @data.push(actor) if [email protected]?(actor)
% I1 o2 O @, ^ - end" I% o% c: Q2 `4 C1 q; e3 b
- if self.contents != nil
6 C( Q! B h! d6 J7 h' P: P - self.contents.clear/ l% v- M4 W8 l9 P0 a0 i1 t) E
- self.contents = nil$ d$ Z5 X, x4 e: c" n% W7 A( I
- end
* T- z Y# f/ l( W - self.contents = Bitmap.new(608,@data.size*32)
& J& i/ q3 }( T c, l+ c' i F - x = 4% f, g. E; T% k5 n4 E
- y = 0
0 q: `1 z' n% \7 {( k5 y; m - @data.each do |actor|
1 x" c, b9 y9 z9 d7 u9 o2 z; x+ R - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
9 r( X+ ?) G" ]) i0 D - rect = Rect.new(0,0,bitmap.width/4,31)
( N2 q6 u( F) F* e7 x# O3 q9 g3 P - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
/ q2 |5 {, `2 e" I - draw_actor_name(actor,x+36,y)
% n9 V# i" a5 ? F5 Z: D5 b2 ~ - draw_actor_state(actor,156,y)
1 D; q% G/ m& d# O+ @ - draw_actor_hp(actor,x+256,y,96)9 Y/ t' K5 q }( \. c: D
- draw_actor_sp(actor,x+376,y,96)
" a3 K/ L* `' |% u0 | - if $game_party.actors.include?(actor)0 G3 B& N3 o% }# E
- self.contents.font.color = text_color(6)
9 U2 b+ N- e$ o, c( c$ _ - cword = "出战" b- R/ f7 S4 q) P* O
- else
0 r% g& X& y* |: Z - self.contents.font.color = text_color(0)( M8 l+ `0 o* K. {+ @' w
- cword = "待战"
5 L' q& n/ |. E5 o! ? M - end% _5 @+ T* g' h S7 h
- self.contents.draw_text(x+496,y,60,32,cword)
( o3 e, c8 v8 [& a/ h - y += 32$ D) r; m# l6 l! [
- end
# f$ u9 X& W. {- i9 f, h3 ~% g - end
7 w. t. u0 U( z - # 获取当前角色编号
! K& j& a( C: |9 f2 [ - def actor_id( p" d0 w2 q; @* M" w2 Q4 O
- return @data[self.index].id
2 X0 \3 ^: ^4 F - end
. [$ _' `9 Q; p% x# j( C, d( Q+ j - # 刷新帮助
) u3 o: h2 W0 ^6 b+ X7 M - def update_help1 O9 p+ `( V! |+ F
- @help_window.set_text(@data[self.index] == nil ?\/ d) o$ ?! q& c. I. K
- "" : @data[self.index].name)) h+ e" _) ~0 c
- end
$ N! T( X* }: d' n+ @$ U: Q - end
y, Y( {5 J6 L: d
, y$ ]+ K$ h* F+ U' f V& n; ]- class Scene_Battle. Q1 q- F+ c r' J! l8 g
- include LimBattlePlug4 D; s; s. D3 s S4 {
- # 初始化3 d: F$ k! X; A6 T# u# D0 t
- def initialize
& a, v/ X, N3 B! M; s - $game_party.set_actor_to_battle% U! T/ G- M) e, v# x
- end, ?0 _) @3 f# P0 E2 O& s/ Y
- # 主处理: M' s4 F2 U3 F1 B2 K7 n. \
- def main7 T( K6 L& i1 e \6 r' f
- # 初始化战斗用的各种暂时数据2 v! A( W" R/ m- B0 Q
- $game_temp.in_battle = true
7 [' {/ e5 O8 q/ k9 B - $game_temp.battle_turn = 0
h% [2 A4 [1 D, C2 s( [ - $game_temp.battle_event_flags.clear$ I& q1 O3 o/ Y$ \
- $game_temp.battle_abort = false5 k9 @+ Z3 a \5 Q' L
- $game_temp.battle_main_phase = false1 D! g! g7 ?3 i: H% y. ^7 s) E0 W
- $game_temp.battleback_name = $game_map.battleback_name
- J' O+ w/ t( |% J/ i: Z0 M$ w - $game_temp.forcing_battler = nil5 A- r. H$ L, A! y2 }) Q! p
- # 初始化战斗用事件解释器
7 ]% q+ q& x' ~6 F2 X# d - $game_system.battle_interpreter.setup(nil, 0)+ }$ L, b x6 o1 V5 S/ ^) Q
- # 准备队伍
6 m% w0 v! Q/ D5 \! ?/ b0 M) v - @troop_id = $game_temp.battle_troop_id
3 _' o% Z: ~% \9 Y1 G' s) e - $game_troop.setup(@troop_id)
! D' g! q, c! B1 { S( h! |, S) X/ w) C - # 生成角色命令窗口
6 w- N! i. F' z) v r! d, Q - s1 = $data_system.words.attack) j" @1 `) k& [( J% o$ |
- s2 = $data_system.words.skill
3 |8 i% V& }: @1 Q' y" d - s3 = $data_system.words.guard
8 }% h3 T; a( y/ C- p - s4 = $data_system.words.item
B+ A4 p! X0 P1 t" S p+ s6 d - s5 = WordChangeBattler
7 B/ @3 e" L6 K5 l3 J; K U - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
; G. @% h0 y. }( ]/ ^ G7 K: Q8 k - @actor_command_window.y = 128
r& N0 T+ R* B: n - @actor_command_window.back_opacity = 160
( f% o4 Z/ u( ~! S! I' i - @actor_command_window.active = false
- j9 U7 z: N+ h+ u! ~ - @actor_command_window.visible = false3 B8 }( W1 Q7 N1 e5 W5 X
- # 生成其它窗口+ m0 Y: _4 V4 W4 ~/ q* o2 G3 Z$ z
- @party_command_window = Window_PartyCommand.new% b5 P) o! k1 _" v. o h
- @help_window = Window_Help.new
( @! ?1 s5 \4 C, `9 T3 g - @help_window.back_opacity = 1605 \; A4 O: J" o- R. I
- @help_window.visible = false$ m9 M! o1 g [' F/ M0 {, j. ^6 g
- @status_window = Window_BattleStatus.new
8 m% h0 d' E8 p) P2 H - @message_window = Window_Message.new
" G9 q7 X: H' T' s7 u3 B - # 生成活动块+ o6 o% e K1 \/ p8 w# K
- @spriteset = Spriteset_Battle.new$ O) [/ ]: k0 \: ]6 a p
- # 初始化等待计数
* p! m2 k5 a. |, q- y - @wait_count = 0# Y2 ?, ?: K2 i# _, d3 \
- # 执行过渡/ X& k$ T/ y: Q ]" ~
- if $data_system.battle_transition == ""
' d, i* b9 U7 r; b" _% \0 l - Graphics.transition(20)
" s3 q3 _9 D0 I: e - else
- w' B. ^/ Q2 w" L; B - Graphics.transition(40, "Graphics/Transitions/" +
: N* R; ~! s( o, z - $data_system.battle_transition): [/ G1 P; L9 l v6 p
- end
( H2 k4 n( \4 ~! n0 J1 z( r: ^ - # 开始自由战斗回合
( L# u$ F: h% V. E, J \# P - start_phase1
4 }- s+ o; d1 K6 Z& H - # 主循环8 y2 v. O- l6 C5 c, }
- loop do
& P8 G8 I, ?5 M' S9 [ - # 刷新游戏画面
8 b3 _6 c0 b9 [0 V0 N. z4 L - Graphics.update
# z9 C9 f# k4 G# Y5 F1 G1 P; x - # 刷新输入信息8 C- E: c* p* k2 z5 j3 Y
- Input.update" B; w" ` U9 L* r
- # 刷新画面6 o7 N$ l' I+ F2 o' r) A- ]
- update
& r: [, V( g' U8 j; `6 P - # 如果画面切换的话就中断循环
1 C5 i* |8 k, ^' c, X - if $scene != self
! S" c8 L' ~9 ~0 v2 q$ m3 K - break3 l0 \4 N8 F% ^) e1 V/ D
- end
( [ ~5 x5 }; |8 G4 G - end# E3 M; Y' j" V( ~: ?1 r* D
- # 刷新地图2 A+ ^3 g6 Q) `( C7 G9 J" ?7 \3 N
- $game_map.refresh( K. {, J- P3 Z9 S
- # 准备过渡
6 N! J: X" ^+ g: c4 P- B, s - Graphics.freeze
& e9 z+ U* u# y6 J* m6 O* o" F - # 释放窗口* S% n5 Q v3 v
- @actor_command_window.dispose2 D1 O1 i. p/ O
- @party_command_window.dispose; H1 Y- b5 |4 y' Y- w) r
- @help_window.dispose6 O4 |' w! B% L) M
- @status_window.dispose8 ?9 a& I& b; z. L5 t3 U3 V
- @message_window.dispose. N! e0 M; ~" |% g$ w: k
- if @skill_window != nil
1 Q! K. T3 q _4 g - @skill_window.dispose
! ]' w% `, C1 x- W - end
- f4 @. N, m" c - if @item_window != nil6 \) A% i ~5 g$ r3 U; C5 }
- @item_window.dispose
0 ? F- h: t' [0 p - end" q9 @# O2 f4 i4 K% I/ ^
- if @actor_window != nil( r5 e& V3 I" ]! l5 |
- @actor_window.dispose( @0 H( L# n( |* J4 J
- end3 P8 Y0 i0 ~5 Q k2 D) [5 P
- if @result_window != nil
! X. @$ W! e8 X. a) H4 u2 T/ S: y0 V - @result_window.dispose3 a& b2 y3 H0 h+ v
- end
. [9 q8 b. T. H% V+ X) J! C" C - # 释放活动块
- g- _/ @/ S6 t/ |' | - @spriteset.dispose
7 @7 i& p* Y& L/ B - # 标题画面切换中的情况
: |' w5 D j- S2 y- r% a4 H/ V - if $scene.is_a?(Scene_Title)
, |4 z" W/ f" J0 r& B5 F - # 淡入淡出画面" J; M0 X- H E8 h* G
- Graphics.transition
% S/ p- p; u8 U+ L9 y$ [. C" e - Graphics.freeze
5 X4 Z1 \6 e) r - end
1 Y" M" I5 l8 R Z. |" p - # 战斗测试或者游戏结束以外的画面切换中的情况, M( A. D" o6 G1 D6 _7 q
- if $BTEST and not $scene.is_a?(Scene_Gameover)
+ J/ k6 }4 X h: @: L/ W1 m2 a8 n - $scene = nil
3 W* h- o' o0 I; A+ m - end0 |1 _8 b1 g! Q5 D2 r9 f
- end& O: v2 P6 X. ?8 @& N
- # 战斗结束
& @1 S- P$ \' e; B2 h- {% V+ T8 E/ r - alias lpb_battle_end battle_end; V4 w! Q! b5 u4 q' g9 h
- def battle_end(n)5 R, h+ b) z3 t- Z& t6 ^7 e; w
- lpb_battle_end(n)
# { f) E7 C3 b6 W - $game_party.set_actor_to_normal. p; p. ]' m6 h
- end+ Q, k6 Q# n# j6 X" Y1 M/ C* w
- # 开始回合3
8 J2 Q! m+ d5 {5 {/ v' _# _/ u - alias lbp_start_phase3 start_phase3
" s, N' i/ s/ e4 g+ z, r# ?1 i& ` - def start_phase3
8 q' `! ~% K# E5 O0 x) E - @changed_battler_id = []
# O8 d8 @ u% I/ e( ~: A" ^ - lbp_start_phase3" K; ^1 J* ~, V% b" P5 F) d* k4 K1 s
- end3 {, O8 g. S/ g6 W) A: b
- # 刷新角色命令回合画面
: l1 Y& V. @7 Z- O - def update_phase3
" g( q% N4 h2 }- B- {! v3 b - # 敌人光标有效的情况下
$ h4 R9 P8 |8 q- x' b: I - if @enemy_arrow != nil& ^# G/ x. l" }9 j
- update_phase3_enemy_select
: D. d+ k, A/ a. w - # 角色光标有效的情况下+ j. m' g- D( E/ R$ p% d
- elsif @actor_arrow != nil
+ y9 [) S5 q" D4 d1 @' c - update_phase3_actor_select* f5 M P) ]! Q3 u+ w
- # 特技窗口有效的情况下, q0 b+ G, Q Q3 T
- elsif @skill_window != nil8 e) ]' z9 J* g
- update_phase3_skill_select2 u$ x, i7 n' f* J0 M. X
- # 物品窗口有效的情况下- o, c$ U3 x+ n5 h' b
- elsif @item_window != nil
, _, {- G4 _( i - update_phase3_item_select
# I j2 [( Z7 h3 L8 | - elsif @actor_window != nil0 R+ c& q! x, x2 o1 W
- update_phase3_battler_select6 |2 g* n; F `- g" U M/ `
- # 角色指令窗口有效的情况下* J. U6 y5 g# @
- elsif @actor_command_window.active) z: f5 b! ^7 ^
- update_phase3_basic_command% G0 b% V! O; u9 F8 t
- end6 J8 o5 g* K2 ], J
- end
- o' k3 Q9 O' d1 S; N% O - # 角色基本命令9 }4 J/ B! g; e z4 Q! j
- def update_phase3_basic_command! c: ^* x: M7 X7 S8 E( O" E
- # 按下 B 键的情况下
% U e: z e( \' T# { - if Input.trigger?(Input::B)7 I# a, R$ b+ O) o; z3 D8 M
- # 演奏取消 SE! v. @$ R" m: m* G: z1 I
- $game_system.se_play($data_system.cancel_se)$ z; L6 w- B9 s- Z9 |3 N
- # 转向前一个角色的指令输入2 @+ `. K7 y7 A1 l8 H( f4 s- i
- phase3_prior_actor
, c1 O# F% j4 I' g; \. k - return
- s- ~6 D3 v; E0 O' e - end8 f1 v/ `1 k1 u
- # 按下 C 键的情况下; e2 d# _4 [$ D! j$ ~, C' r
- if Input.trigger?(Input::C)
6 w* ~+ b9 X/ q; D! U$ } - # 角色指令窗口光标位置分之2 C/ ~0 L; g- z7 Y
- case @actor_command_window.index
D1 h; `: {2 }7 \8 O/ ] - when 0 # 攻击/ h3 H" H6 \7 t9 X
- # 演奏确定 SE6 u* v1 C9 q& e1 v
- $game_system.se_play($data_system.decision_se)
0 Q z o& ?! p8 d6 ~& D. j - # 设置行动
1 u+ Q1 C$ ?* b3 d! M; F/ l$ { - @active_battler.current_action.kind = 0
; k2 @- g7 z% w; |* r3 e0 | - @active_battler.current_action.basic = 0" Q( F7 J# ?6 K
- # 开始选择敌人
9 w8 `# ?$ \ v8 I; ~- G, r7 E8 o! L - start_enemy_select
& Q, h2 z7 ]; @, ?& g+ ] - when 1 # 特技
+ T# z( L+ I6 O/ i. ? - # 演奏确定 SE
" u" W7 P7 w% `% m - $game_system.se_play($data_system.decision_se)3 g& R- R; L* R( Z, A, I5 c! U
- # 设置行动
) v$ _( Q2 e0 A; v, F& Y - @active_battler.current_action.kind = 1
* f% B; j' u9 F' d. e2 ]' {) v - # 开始选择特技/ Z! G( P$ X( U9 N
- start_skill_select
! m5 ~- f1 S/ @( n; {! _( a0 t - when 2 # 防御
$ y( t: _- }+ ^ - # 演奏确定 SE% _5 z- ~: n0 g1 P) j
- $game_system.se_play($data_system.decision_se)
8 S/ [6 E' n2 O( | - # 设置行动
+ ~0 l/ [+ q# v$ r - @active_battler.current_action.kind = 0
6 Z9 g$ B/ z1 B - @active_battler.current_action.basic = 1
9 M- T- C* l( V - # 转向下一位角色的指令输入
" v P" M7 P0 Q F. f: w) C - phase3_next_actor
3 X! Z' T7 _$ f4 Q9 P: S - when 3 # 物品
6 b" b( u- `* u S/ P4 @ - # 演奏确定 SE
! y6 ^6 K) x; N n5 N* p8 i" D* v - $game_system.se_play($data_system.decision_se)3 ~ u; i M" n5 U5 a
- # 设置行动
% ^. n/ P" \" ?" R3 |8 q - @active_battler.current_action.kind = 2* ~9 d a' X$ c
- # 开始选择物品
. o# h$ A# @9 I% b( d; O - start_item_select S; G7 }# E0 ]8 f$ P
- when 4 # 换人
! c6 ^2 e2 M: Y* {6 ^% Z) F2 V - $game_system.se_play($data_system.decision_se)
! [' e9 @6 {! A' { - @active_battler.current_action.set_change_battler
0 w% `- l# D4 x; X) Y! R! L# X - start_battler_select' ?& A/ t6 H3 R% G
- end
2 l* {; S8 x# x - return. o4 p' v/ R( v h! h
- end
2 C% m6 P& T$ U0 {+ o - end
% i B/ u% T' U - # 开始角色选择* Y) z- Y$ _$ B
- def start_battler_select
2 f8 \: \: X- f - @actor_window = Window_Actor.new& p: x6 K' B$ J: E5 F2 E
- @actor_window.active = true
8 Z- C: L9 [5 Z7 U4 W) t - @actor_window.index = 0
2 n; ?, T" {& @' V) e) K# o% v - @actor_window.help_window = @help_window0 {3 J) ^) A# H$ Q7 `/ c9 `, X
- @actor_command_window.active = false
$ o! d& W% g6 G; U' @, [4 V - @actor_command_window.visible = false
! e \$ W9 }0 M - end
6 V) J4 ~/ \: P - # 结束角色选择+ Q7 r% _6 R: A) o4 i) z
- def end_battler_select
" q6 S7 m, q8 {3 y8 I3 _ - @actor_window.dispose) |* M: s: W! E; b# z: W
- @actor_window = nil6 e8 g+ N" Z& W2 f
- @help_window.visible = false1 R- r7 l: f' ]: H
- @actor_command_window.active = true: p( X# D3 o' @1 ?: ^' }
- @actor_command_window.visible = true* v5 p- u6 f g
- end
. S. T4 X5 V2 \. |, T4 j) f - # 刷新角色选择) P% B' ?4 H6 \* b {: L$ a. S
- def update_phase3_battler_select
& t2 `% `$ Z! \2 K9 V. Z - @actor_window.visible = true/ f1 R: K. T9 c5 z5 x
- @actor_window.update, m0 j- n% w; I6 e$ F$ w7 l) r+ h) P# ^
- if Input.trigger?(Input::B)
; n% t2 H/ T' R - $game_system.se_play($data_system.cancel_se)7 d# u/ y% u1 q3 O
- end_battler_select# `8 C( P9 n0 e$ p6 s4 f* W: b% H
- return# N) M$ U6 ]& f, l$ E8 m1 m; J
- end
/ D0 |! U+ \( A - if Input.trigger?(Input::C)
( V: F F. |; x* I, Y9 S - actor_id = @actor_window.actor_id
! s; k/ v/ K! @: T: G+ X: ` - if $game_party.get_actors_id.include?(actor_id) or
/ c4 B3 S! Y0 [7 H: F - $game_actors[actor_id].dead? or
0 N' `4 F# C! q+ _8 ?/ u - @changed_battler_id.include?(actor_id)
: k+ j* @6 |+ `' [9 ~% ? - $game_system.se_play($data_system.buzzer_se)
- D" a+ f; m# W$ P" `8 c; p% T) } - return, Z) Z- w4 h% L6 Q& R
- end. P1 a6 _0 i3 n+ E: h& p {4 P
- $game_system.se_play($data_system.decision_se)
e+ ?8 w# k+ O3 B7 T - @active_battler.current_action.change_to_battler = actor_id! Y3 R; E) C: I5 `! e& p: m3 a
- @changed_battler_id.push(actor_id)+ z. z# L3 r3 w+ c! L
- end_battler_select
0 f$ \7 A) f* z5 r% h S9 u0 s - phase3_next_actor/ F' F, ~) Y5 z) Y$ B
- return
7 k1 m) H* K' H! E) N1 O5 ] - end
3 J- t' M; s% h - end$ W5 P) v8 a, v% `/ J& [$ v7 G
- # 行动方动画
+ K4 e" k5 P" I8 n- Y6 D - def update_phase4_step3( N% n+ U o3 w( s1 g
- if @active_battler.current_action.is_change_battler?
) [3 }8 \; r% c - @animation1_id = AnimationChangeBattler$ [2 s) F$ ^( l
- @target_battlers = []
. B1 O# F- J# A# i - end
+ n6 f3 B& S6 B( |$ t3 t - # 行动方动画 (ID 为 0 的情况下是白色闪烁)/ d1 T( G' _9 t, m# _* b
- if @animation1_id == 0
+ x8 }& e4 u; i4 X8 q% i7 ]5 ] - @active_battler.white_flash = true
* C% m& K! ^" @' O - else) Z9 G2 w' U4 N" G b7 n
- @active_battler.animation_id = @animation1_id6 M2 j4 [" j# q; z% U0 H
- @active_battler.animation_hit = true+ @0 b2 d( O+ l, f$ D
- end
w4 a: \/ ^* M7 z+ o - # 移至步骤 4& S" z' k G1 @
- @phase4_step = 4* `0 o' H8 d4 I }9 K# c0 m
- end
0 S9 ~' I- Q2 _; N4 h( x - # 对象方动画
- z% y, V5 R# A; F/ n, N' Z6 x j - def update_phase4_step4
: P6 O' Y1 w- ]2 ^& ?) D - if @active_battler.current_action.is_change_battler?
( t# [3 A/ N3 { - actor1_id = @active_battler.current_action.change_to_battler! P; ?! w" [8 e. n( T
- actor2_id = @active_battler.id
v, y, h5 ?/ h1 S9 Q) e9 ~ - (0...$game_party.actors.size).each do |i|
; M9 l* A5 j9 G2 \& Q+ x - if $game_party.actors[i].id == actor2_id" m2 X( d5 `! x: b3 P6 g0 z4 j# j
- $game_party.change_actor(i,actor1_id)6 t) D; g" l8 h; I2 k! t$ [# Z
- @active_battler = $game_actors[actor1_id]) T! P7 \+ G! r$ {) U0 W* o4 C3 ]
- @status_window.refresh/ b' Y4 \9 C! v4 W& a; d0 P
- end
0 o4 S1 \& o; P+ h4 @* A - end# L- O `; T; X" \/ B
- end
1 O- r8 G9 Q4 i$ a - # 对像方动画- e8 H0 T# g4 G1 e( L
- for target in @target_battlers! p. A$ w4 S9 v0 z& h2 c$ r: Y
- target.animation_id = @animation2_id
. q a3 N% W- H - target.animation_hit = (target.damage != "Miss")% N3 O' M0 a9 u3 q/ P& W
- end: w! }8 l, W( @ C* q/ N
- # 限制动画长度、最低 8 帧
6 l4 V' u. W4 _% A, g - @wait_count = 8
( T/ x% _# [# H/ f' I/ t; b# h - # 移至步骤 5 t) X! ^: U; m8 P( d( V
- @phase4_step = 5
* ?0 E3 M9 ]9 K' B* Y5 N - end
" I$ [) y: x% t- l+ v - # 公共事件; _) H7 ]) ` ~1 \# d
- def update_phase4_step64 P- c/ b7 s) F
- @target_battlers.each do |target|/ D! ^3 a+ \5 L
- if target.is_a?(Game_Actor) and target.dead? and
# I$ d2 n2 Q- E/ G0 f - !$game_party.other_actors.all?{|actor|actor.dead?}
0 Y9 G7 r6 E' k4 \% ~# u, E( x - @actor_window = Window_Actor.new7 q( i8 O6 k/ S# ^, S( \; P
- @actor_window.index = 0/ H; r/ V4 A6 D3 W# q k+ O' ]1 N) E( ~
- @actor_window.active = true; N" G7 {; a( G. Q& _$ d
- @actor_window.help_window = @help_window. p9 p+ t5 N( r9 t: y+ A
- actor_id = -1
6 S% L# V9 y# Z8 r$ d. r - loop do
' m# T4 Z# b( O6 R6 R - Graphics.update
; c; U5 L3 s) z' u - Input.update
% H8 e; c" Q/ N - @actor_window.update# e6 N y: w( j m- f
- if Input.trigger?(Input::C)6 J; I+ P6 _ G3 t1 f0 ^5 q1 m
- actor = $game_actors[@actor_window.actor_id]8 J" q e- [. V" C6 O
- if actor.dead? or
% G) B! I* {/ I/ w6 @ - (@changed_battler_id.include?(actor.id) and ) h: \7 w; Q& a M
- target.current_action.change_to_battler != actor.id) or3 O \+ ~1 k# C
- $game_party.actors.include?(actor)
4 l, y S) v4 q, v# z - $game_system.se_play($data_system.buzzer_se)2 E) G, G/ R3 \( T- N
- else
* d! P z3 Y1 V8 S% ~0 K3 j4 D - actor_id = actor.id
# B# ?* p/ r" D5 h" @ - end
1 N, d- A# R( o& E - end; F$ _1 o/ I. {
- break if actor_id >= 0+ \# P( ^2 h: Y7 D9 n
- end# a2 n% M/ d4 ^9 a. E Z+ P" I ^
- @actor_window.visible = false: u8 {- i2 A. s3 x+ V3 `! P3 S8 n4 [
- @actor_window.dispose
3 \ P/ N3 ?+ o$ ?; G2 @3 q - @actor_window = nil1 L& F+ Q- {% e' [% ~
- @help_window.visible = false
5 a u# {' \# ~ - (0...$game_party.actors.size).each do |i|
7 `2 t- L; c2 R; O2 b' [8 a - if $game_party.actors[i].id == target.id0 B* w) i( `( P) n
- $game_party.change_actor(i,actor_id)
: U; H9 x6 N! G: x+ ` - @status_window.refresh$ Z: H6 _8 _/ e
- end
' s' `* v; s. s - end
: Q6 Z5 H b0 Q1 Z - end
9 M" A7 u# {; V+ L! | - end
7 A& d% @# k) ^/ t$ c6 i8 i ^ - # 清除强制行动对像的战斗者! C" E: `( t! k
- $game_temp.forcing_battler = nil
( d4 T, k4 O- Z - # 公共事件 ID 有效的情况下
9 e% B: t% n6 g( W* V- d5 X1 Q, K - if @common_event_id > 0
* S5 K) I1 h4 r( C: b" o/ [$ a( z - # 设置事件% B1 U. D$ ^% [# C% S* f/ v" t1 u
- common_event = $data_common_events[@common_event_id]" g8 k; t2 e! [1 z& a4 v9 g% D
- $game_system.battle_interpreter.setup(common_event.list, 0)( A- ?5 n1 ^# S
- end
2 N' P% W! Z8 F7 K - # 移至步骤 1
3 R Q( i: C, ^6 O - @phase4_step = 1
! J6 f% y4 i! S6 ` _: C - end
! y) B" Z8 S7 ` - end
5 p2 ]5 c" E( k5 \% z: |
) M9 G$ F8 e- e8 O" g4 p" u- class Window_MenuStatus
) G. S% x) o: z: H* h3 o+ f" i. d - def refresh4 t1 j) V0 c5 C3 u) d- Q
- self.contents.clear9 G1 v- b8 h0 m7 ]3 W# m
- @item_max = $game_party.actors.size
4 o! X1 r) G& p6 n0 O - for i in 0...$game_party.actors.size
, B& [# E# `& f - x = 4
3 p6 M2 a7 R3 I2 n# l+ i - y = i * 32& G0 k8 B) a* k8 z7 w9 ]% N& p. a
- actor = $game_party.actors[i]
6 }9 @! U# k& t: g% d7 e7 K - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)5 }! \) r; _0 J+ H" O
- rect = Rect.new(0,0,bitmap.width/4,31)
% t3 C& q; W: L0 q7 v: E2 Z: F/ d - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
! `% L G2 ~' q2 M3 v N - draw_actor_name(actor, x+36, y)2 d8 d- M) j3 b
- draw_actor_state(actor, x + 136,y)5 M: k! \9 |4 C5 b3 w7 V
- draw_actor_hp(actor, x + 236, y,96)
1 m: @2 q2 k& J. K9 } - draw_actor_sp(actor, x + 336, y,96)
7 O5 y# r. d: F& W - end6 p" \$ C# E- o9 _* M& |
- end! ~& Y+ c; V3 f5 w( y! z9 D
- def update_cursor_rect
; j$ B' d) B* S$ c- Z3 q1 X - super) ~9 S% f7 h7 g" x% I) K
- end) N/ }& z5 c1 ?8 V6 |2 A8 w+ J( x6 ?9 W
- 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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