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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 LimBattlePlug9 C$ i. S8 H1 ~- x
- $ i* {; ]- _1 b9 O+ d( \% g
- # 队伍最大人数
' r T* [- r& p5 p+ J: l - MaxPartySize = 85 i8 |2 I8 L7 \4 u L- i3 t' {" W
. l$ [" C) W4 H8 f6 o- # 出战人数
. M' N9 j2 P% Z, x- a" Z. m' m - MaxBattlerSize = 1
! U) ?7 U% O' U3 @# c - 1 x8 o, T, u0 {2 p) o& f2 F8 b
- # 换人语句+ e( g! G* H& O4 H
- WordChangeBattler = "换人"
7 j$ e1 A3 M$ b$ D - & [$ ^) D9 [( {; `# u& O$ L* v
- # 换人时播放的动画
6 ^2 {4 \/ u9 e- O0 v5 L - AnimationChangeBattler = 26
* w; Q& S2 S1 S( o: s
: C' N* F* V7 P( b' \- end& H, N% }. f$ X/ r; C
- e" D2 j- L0 E6 B$ F- class Game_BattleAction
3 b, o( o. d$ d9 u - attr_accessor :change_to_battler. i- S V" h# I: d; d" Y5 x# H T
- # 初始化: b8 S' j9 l; F* j- m& Z
- alias lbp_initialize initialize
! @! b$ i( p+ @' ?6 ^ - def initialize% ~! l& o2 o' T/ t6 l* C
- lbp_initialize
: B% \' T* T1 N; \ - @change_to_battler = 0
9 i: o& p% i5 z' x5 Y2 }1 H - end$ Y f0 \& M1 N* K+ @3 \
- # 欲更换角色编号1 X! b, I3 T- B' q0 ^
- def set_change_battler( E9 A% s7 O$ t s
- @kind = 38 I" F8 K5 F' j/ E* W+ h( e* P
- end8 p! `+ v& w8 {8 G, {8 O0 A
- # 判断行动是否为更换角色
* w- i3 J k2 {4 I - def is_change_battler?
7 c; X* Y1 D6 N* F+ ]8 ? - return (@kind == 3)$ [* q' I1 Z, A& m. J
- end
+ V' t4 L( H0 n6 q0 M J - end
) b- Y T3 @: b A. F4 r7 ]
& z# f* X( e1 ?) c' z- class Game_Party& T$ ^6 W5 ~+ a6 b4 s& |
- include LimBattlePlug! N% f* S4 Z3 ~) r
- attr_reader :actors2 C( G+ O5 P; p0 h: a6 r. T
- alias lpb_initialize initialize# A( T! @ }( P* y/ A7 u- ?' f
- def initialize
. V9 U$ n* ~* p* u* c2 R - lpb_initialize
]- E. r, b" U. p L4 V - @actors2 = [] l! B7 k, d d) W8 s
- end5 [- P5 c0 b! G+ C5 v- @/ n
- # 角色加入
5 G% G* J; P$ }, A9 W$ A5 J5 _ - def add_actor(actor_id)
& p9 S* O6 s3 m- z5 e - actor = $game_actors[actor_id]; |; K+ w9 l8 y, {; ~* e' e2 Q" l$ k5 k9 T
- if @actors.size < MaxPartySize and not @actors.include?(actor): f8 B5 [- d4 V9 p
- @actors.push(actor); u+ r) Z1 p$ r7 Q- y9 T+ G
- $game_player.refresh
8 r" y/ O* U7 x6 b J( R- `$ F, o - end' T, ]; t& i# ]2 d7 _+ c
- end* y, ?0 L4 m$ M0 ?
- # 设置战斗的角色
7 w7 W! D3 t+ ]* s# B' l - def set_actor_to_battle6 ?+ m" {$ u1 |. n0 g$ ^
- @actors2 = []
; l6 G/ v* l/ d Y- a9 v& F6 K- H - @actors.each do |actor|7 C, E$ h, i. G( }4 f6 H9 N
- @actors2.push(actor)( ~) y5 `: R) I9 R0 a
- end
. Q5 f6 ^! {0 h+ A6 z# E - @actors = []4 I: m+ I4 W/ ]. l
- @actors2.each do |actor|
* U4 r) ]8 z) o2 ` - @actors.push(actor); ~! e# q, V2 S/ e" f2 A
- break if @actors.size == MaxBattlerSize( m9 H; F% S: h# p( [& ]# G9 }( c0 T( Y& C
- end
6 r& N# \; O% F' [" G ^9 H4 x' @ - end$ ?1 Y1 H+ D4 c
- # 还原战斗的角色7 X7 q; c- l7 P2 B6 t
- def set_actor_to_normal
' ?. [; C/ Y1 h( ~ - @actors = []
3 F" Y- @, i$ b6 P. ` - @actors2.each do |actor|
" o' d f# t) {7 ^- Y; t - @actors.push(actor)7 F8 @! b! a: Z& K! Z' {' F; [
- end
$ `6 y1 @ n! d/ w4 N2 @9 H4 h - end
y2 S& |' ^, [! W9 Y( v - # 获取角色id数组& L" R( E7 C3 ]. p- G- k
- def get_actors_id
6 i, q3 E. X2 K8 k' \ - id = []
0 }9 M/ |& [7 z* o: O - @actors.each{|actor|id.push(actor.id)}
8 Y- Q; h* u5 z7 { - return id( i1 v: c; B. |$ Y7 E: t' ]
- end) N" d: V' J' c Q* T
- # 获取角色id数组
) N, }& n: ~5 o( O: j - def get_actors2_id
$ p, T! N/ O" E/ D4 C0 V( s - id = []1 R& v+ c4 M; O1 \% c
- @actors2.each{|actor|id.push(actor.id)}
$ Y. o' b* s2 t5 L - return id6 i# F7 V4 ~3 X4 [& _# o
- end
3 r) V$ C( ?( |) | - # 兑换角色
: q: [: X4 R8 {1 W+ ` - def change_actor(index,id). M5 @- Z/ e/ J$ }2 P8 q( }3 K
- @actors[index] = $game_actors[id]- T# L5 ?: [) C" R7 \2 w% L
- end+ t% }9 B7 V Y! z5 F7 y* ?( H
- # 全灭判定
7 [# S7 Z+ U! R0 p' n" }1 X6 q - def all_dead?1 ? f( v7 m6 [ n2 r' q
- # 同伴人数为 0 的情况下
( u+ a2 }( {& A. w - if $game_party.actors.size == 0: S; r9 {2 i) W' W2 Y% b. r5 g9 B8 p
- return false: X) J5 \ B9 A+ r7 u- k- u: V
- end
, ?. x" W9 i4 L) C0 A$ N4 c - # 同伴中无人 HP 在 0 以上
( g9 n; E2 ^$ P* ~5 Q - for actor in @actors2
0 j# R. b' \7 T - if actor.hp > 0! o5 A1 Q. w+ b
- return false9 W* O1 g% u* L3 I* n( `
- end
; B" L# k! y5 R2 | - end: V6 B& s- F5 ]5 R/ j: ^
- for actor in @actors& r; ~2 I. |6 H" Q- t i3 M
- if actor.hp > 0
4 }% M) ?" n( J& q - return false, V3 n2 ^7 r) p
- end
0 c! }/ b Q, Y a3 R - end
% S7 z& o$ ]! o# _+ `9 _ - # 全灭
/ V! e9 Q$ I4 _; g; G/ ]: e - return true
- G! M" S2 k8 C - end
8 K4 k: \5 l' B - # 其他角色
. \4 `7 j* Q- y% H - def other_actors
* _! D% W" n/ |; d7 r+ c - actors = []
1 G) D1 l) _' e, p - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
# j4 b3 `6 O- H6 P+ m* w c - return actors
+ a3 k! r% Y v1 T6 V - end
, w: r" P+ p( q* P - # 角色位置互换4 z3 d6 E1 ~# y6 m( }
- def change_actor_pos(id1,id2)
. c( }8 y5 v9 `' w - actor_id = []
) z/ ~; X6 z) j% ?, x( T. G: s J - @actors.each do |actor|
2 \- n7 N. k$ @ - actor_id.push(actor.id)$ q5 b5 c) L: ^ l
- end
4 O6 [& E; \: a. B - return if !actor_id.include?(id1) and !actor_id.include?(id2)" I# K+ N$ H5 d) r* r! n+ i
- id1_index = id2_index = -1
5 R r6 G4 z5 |$ {; [( |+ y; I: L - (0...actor_id.size).each do |i|$ y; b3 m% P, O! v/ N* Y
- if actor_id[i] == id1
) d% d& z' t. h7 y q6 P' d: |/ L- m - id1_index = i
z7 m, b2 N3 D5 _% y+ ] - elsif actor_id[i] == id28 n8 x; C( p8 b1 f5 `4 t
- id2_index = i8 m: [; h# g- B6 R# E. x
- end$ K1 i, F: B0 Y9 Y! x; b& p- b
- end
: A9 A& o$ v0 ~1 O% {9 S1 {% S - temp_actor = @actors[id1_index]% J6 G7 W2 G1 |. ~
- @actors[id1_index] = @actors[id2_index]
7 T9 ^% g; T- Q& {! N - @actors[id2_index] = temp_actor$ z$ o4 _9 |7 ?" W& X0 `( E
- end
2 E" K2 Y+ g/ m2 v$ q# O; ~. ]! h2 T - end+ x, u3 c0 U# e3 q) w' \
- # X! o! y6 v/ S4 g9 P. v
- class Window_Actor < Window_Selectable' |+ e/ y3 l5 q ]& a
- # 初始化
6 z L/ ?/ L0 r+ h, h - def initialize, E% V, n1 ], m- g6 L
- super(0,64,640,256)
# e* _! Q- O+ ]* W3 V) k/ I - self.back_opacity = 160
9 j* c3 @ L' ~! X. k( a) Y - refresh
% a# H l+ b8 k* l; G - self.index = -1
$ v O a: g8 Y. G6 ~! [ - self.active = false
, c' ]! W8 M3 q( r8 k- f8 e! a- p - end5 S( R# o. T. a9 s0 P! a+ v
- # 刷新
0 L) U& K5 I' j2 {% E5 D- h - def refresh
- g' U# j* y) E, b/ I: g - @item_max = $game_party.actors2.size
- I8 @" b J: n+ g' j - @data = []
6 e, x7 q1 m5 q% u; t* W - $game_party.actors.each do |actor|2 N- @8 J/ O( Q% i: {1 C& a
- @data.push(actor)4 l; Q3 v- A+ c0 {5 R1 s$ q! R
- end
' A( \' T4 t3 g7 R; ?) S8 g - $game_party.actors2.each do |actor|
1 p7 t9 j6 s( t: b, C - @data.push(actor) if [email protected]?(actor)
. i3 N W6 e p' h% k) u& V4 k/ ] - end
% c# T1 ]5 g! t$ Y' z& R - if self.contents != nil
& k; l4 |; j% A; F! D - self.contents.clear9 ~- i7 Z- D; q: q% Y
- self.contents = nil
0 r1 B/ D# l7 ]. I% ~6 k - end8 s) t: c' e8 q6 Q h0 T+ `
- self.contents = Bitmap.new(608,@data.size*32)2 Q& \2 v3 |% ?. Z( p- N
- x = 4
& j6 p# b8 U: S7 u& n8 V. W) s/ B - y = 0- p' s4 H+ ?1 d$ H
- @data.each do |actor|
6 T- f( C7 t1 \$ p5 W( {' ? - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)) c$ B9 {" E& |( T, m# a5 d |% p
- rect = Rect.new(0,0,bitmap.width/4,31)
$ b( Y; A4 F( X - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect): J7 [5 t7 Z& d+ c
- draw_actor_name(actor,x+36,y)/ Z1 x: G# P- E1 j
- draw_actor_state(actor,156,y)
: w. w- O# n. Q. i) V2 U - draw_actor_hp(actor,x+256,y,96)2 z7 M$ ~! q! a* L& W K! @- _, Q
- draw_actor_sp(actor,x+376,y,96)
. z' r. Y! w2 t3 @- D& \1 ^ - if $game_party.actors.include?(actor)
3 T- Q* J' w$ c+ T; m - self.contents.font.color = text_color(6)7 v! S. h. X8 O/ B. Z8 F6 N* F7 c
- cword = "出战"
% g* a; J8 G/ A; | - else, L0 {7 `% H2 }' E3 O& p* f. Y
- self.contents.font.color = text_color(0)( Z _7 [. O- j% V/ R
- cword = "待战"
# S2 k$ `+ j# C' G: ?( A - end/ ?5 M3 b7 L7 \ M, }1 q
- self.contents.draw_text(x+496,y,60,32,cword)* i8 f* ]- d3 o
- y += 32
1 `% o, j" h; `& \) A: [ - end
" }. [1 f/ ~4 P, e - end
% ]% E g' H9 z* t* I4 |1 L2 T - # 获取当前角色编号
1 D7 B6 k! d; h/ Y! ~* P - def actor_id. ?8 M+ i& e) Y" I' f# f) q
- return @data[self.index].id! M N7 Z7 ?. M7 C/ o
- end) y0 X$ b. j: u- C
- # 刷新帮助5 J" y2 d& d# d* S% W
- def update_help
, S6 q3 g) Q2 J6 ~) T - @help_window.set_text(@data[self.index] == nil ?\
. j- I. c& p7 o8 ]1 k1 C0 g - "" : @data[self.index].name)4 C* E4 o% C/ r' h6 D
- end S m& z0 i \
- end
" q \" v4 t% [: h7 ]# E
) ~: k, E& J" b( o5 [- class Scene_Battle& |/ @# s: {: w' P5 `% b: i
- include LimBattlePlug* |+ y/ ^+ x1 h8 A1 H/ O
- # 初始化
' S4 R/ v- E, a2 `6 S) Q! | - def initialize
. Z! ?0 E+ m. I- P1 z) v4 R8 l - $game_party.set_actor_to_battle' N3 c( T% [( @2 k# f1 z. r L
- end
6 Z0 z8 E3 Y! s6 S- w: X - # 主处理
* C( d$ O* y% F3 N0 [* G& j - def main
5 R; e8 _' G) {. c - # 初始化战斗用的各种暂时数据0 k0 x4 ]# {6 S3 P
- $game_temp.in_battle = true. R1 {* r3 ~- Z3 |, ~$ y( i+ S
- $game_temp.battle_turn = 0
8 @: Z; O! |& L - $game_temp.battle_event_flags.clear, Y# O5 Q8 u2 h8 R, ^
- $game_temp.battle_abort = false+ ^+ A# U1 V4 G. e& H% M
- $game_temp.battle_main_phase = false# o$ ~; n' `, N) e8 L5 L. i: y/ E
- $game_temp.battleback_name = $game_map.battleback_name ~7 B8 i- y8 D. f
- $game_temp.forcing_battler = nil
8 T$ Q* D) y# ~; Y - # 初始化战斗用事件解释器
: S& X7 i& n b1 b# d' D - $game_system.battle_interpreter.setup(nil, 0)& y8 `" }( D: K
- # 准备队伍, X2 g4 L/ X; j% T
- @troop_id = $game_temp.battle_troop_id- N# y. W- t s2 d4 K# q/ `) ]
- $game_troop.setup(@troop_id)
( @0 D S2 M! w0 x4 I$ |/ x5 H. a - # 生成角色命令窗口
# f+ y! P8 @4 L: Y' C - s1 = $data_system.words.attack2 _4 @9 H o: Y* ^1 J( f
- s2 = $data_system.words.skill" O: Y7 |% h; j2 B9 _
- s3 = $data_system.words.guard
5 k: p- F4 U% \) t! t - s4 = $data_system.words.item
: x) _! g- e! X" w - s5 = WordChangeBattler
* p# |5 l( f, e0 k ]6 ~0 W2 N - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])7 e' j0 ] ?* D) D
- @actor_command_window.y = 1286 [5 K2 t$ G* ?6 U0 u
- @actor_command_window.back_opacity = 160
" |2 S0 m' J! R; K' @ - @actor_command_window.active = false: a9 H9 @, ^- @
- @actor_command_window.visible = false
# E, p1 p; p4 H" R6 _8 s3 _ - # 生成其它窗口1 t$ N* j: l ~$ S' V- b( k% k9 W
- @party_command_window = Window_PartyCommand.new
' _' X& b& z5 U6 r9 }' A) x - @help_window = Window_Help.new
0 U& o i( p/ {( i* T/ Q - @help_window.back_opacity = 160
1 D3 B) \8 y! n; K% h - @help_window.visible = false- V% ?3 e6 Y+ [2 d* C7 K
- @status_window = Window_BattleStatus.new+ w. X6 X U1 v7 y
- @message_window = Window_Message.new
* L: O' e! b& q - # 生成活动块
: A5 a9 T' D, q" T. i! i# E - @spriteset = Spriteset_Battle.new" o& n; `. J+ B3 j5 M
- # 初始化等待计数
8 @3 r" e1 b: @4 h0 A# [9 L - @wait_count = 06 ~+ i: [/ J) T+ Q4 ?
- # 执行过渡
\# e* U1 i9 f6 B( h7 ? - if $data_system.battle_transition == ""5 i$ G0 f7 f4 W
- Graphics.transition(20)
. f3 m2 }- d8 y! @! I% @# h - else, n3 ?, J# @4 F8 i
- Graphics.transition(40, "Graphics/Transitions/" +5 c8 ~. \: }" }
- $data_system.battle_transition)3 Q @: }# P; c+ b$ H% D, Q
- end
9 @4 w- E% e3 L. s# E: _8 W - # 开始自由战斗回合$ k" |1 o# l8 j) V0 I7 V+ o
- start_phase1
7 }# q+ v1 t6 Q% u4 U: y - # 主循环1 x$ @; Q7 [7 q7 c
- loop do
! R0 n4 F9 U: w+ C* ` - # 刷新游戏画面
7 _, i7 f. N- } - Graphics.update
* Y; [( P/ [+ N5 g; z7 j - # 刷新输入信息3 D+ I: G" N+ I1 B3 z
- Input.update
1 S: b& X r& Z3 Z% J1 v0 i - # 刷新画面8 R8 i4 T! {/ d/ D
- update
# L/ P& q/ Q0 M4 E/ k! b2 T5 W3 ^ - # 如果画面切换的话就中断循环* T- X2 r$ D6 i
- if $scene != self& U2 d9 d5 m9 N% R
- break) K6 j4 z1 e" A9 B, D! K
- end
+ X* P: K% B/ e+ `. q( B - end
9 O, [7 y: F6 ^; n' B% U: ] - # 刷新地图
0 s. g, L1 h) f& G - $game_map.refresh
) Z* {( Z' D! L9 F5 Y. g - # 准备过渡7 U! c7 h2 [3 l) X( y- b
- Graphics.freeze& W7 r$ e9 }# p' U; G
- # 释放窗口; @' A; {% f! s1 n
- @actor_command_window.dispose$ L# g7 H4 _6 C; r1 ]. X! H5 R' V
- @party_command_window.dispose3 I) j% c$ v& v+ T2 B
- @help_window.dispose
{2 e$ v4 c$ n9 `8 Y9 T - @status_window.dispose
, Z' N5 t& ?; J# x: n7 S F7 D - @message_window.dispose
) T7 ?" `" _/ q1 Q7 }7 z( X2 ] - if @skill_window != nil5 o4 v8 i v" v2 e
- @skill_window.dispose
0 D5 b# m/ r, g; l1 P - end
9 L' W4 P4 C1 _- K - if @item_window != nil D, W/ m% s/ w3 H5 L% v
- @item_window.dispose% a7 w8 @. j8 p4 l: M& k
- end! Q4 B! ~3 y) U3 M
- if @actor_window != nil
6 I: O6 B. X2 g - @actor_window.dispose
/ L# g! O3 h3 A* S - end2 \6 y. Z# v+ ~
- if @result_window != nil
5 B1 b0 }, T0 O s - @result_window.dispose6 @. |/ _ y5 J9 |) c+ R$ \
- end
! x# R! u; s. U; x4 ? b - # 释放活动块3 g2 k! o9 ^- i9 S
- @spriteset.dispose2 z& ?& Y2 i$ _6 T5 w
- # 标题画面切换中的情况
/ j& k8 i* @3 K+ [. D2 }0 X' ` - if $scene.is_a?(Scene_Title)
% O( g9 x, A2 N4 h - # 淡入淡出画面
9 C T, H6 c# v$ m1 B: y2 s( Y - Graphics.transition
4 Q; G+ u: R' A" r& C$ \# @ - Graphics.freeze$ ~# l {* c; I5 ?+ P) w7 `
- end
; l6 o, I( ~2 j5 n7 A3 A - # 战斗测试或者游戏结束以外的画面切换中的情况
2 @- C8 [0 A4 K' y: O - if $BTEST and not $scene.is_a?(Scene_Gameover)
, |2 ~5 K3 e+ [ - $scene = nil
+ y8 t# \' c# w; d - end) s, j) {2 E* n4 Y" q }4 R2 _; Z, ]
- end
4 S! x5 t9 D: C9 Q3 M7 G - # 战斗结束1 }- l. s/ X9 m
- alias lpb_battle_end battle_end
/ [# v" ?, [, l4 }' J4 p$ q - def battle_end(n)1 j* c; K4 B, g6 R% P: `" J6 b; A
- lpb_battle_end(n)
' C& P0 w5 K/ J K5 }- P - $game_party.set_actor_to_normal7 y5 M5 A: w1 }; g# w q
- end
4 n( ~" w, H/ I# ^ - # 开始回合3& u* ^) R. b5 v: ~' _
- alias lbp_start_phase3 start_phase3
/ C7 D5 M3 d8 d - def start_phase3
0 n3 @+ u% y/ h/ r# D; ^/ s - @changed_battler_id = []
/ e# a+ e5 M$ g e( R& u( ? - lbp_start_phase3
. G W( a+ A$ s' r; }8 C! f - end! G2 @7 }4 t1 y0 X
- # 刷新角色命令回合画面
: Z+ E& y- P$ ~) o4 Z - def update_phase3
- Q' t2 ~# d1 M% `/ a+ S - # 敌人光标有效的情况下! \ R+ o! m* \6 i
- if @enemy_arrow != nil
) n' W6 n! G' G+ w - update_phase3_enemy_select
; n5 `5 R+ H9 r' @. V - # 角色光标有效的情况下4 v$ S L% T1 y/ T
- elsif @actor_arrow != nil
4 f3 \) Q& k( C" Q8 y6 B3 F - update_phase3_actor_select
: I" W" \9 ^* Q' {6 _ - # 特技窗口有效的情况下6 k! L {8 o! t9 [! ~0 f
- elsif @skill_window != nil" ]" P1 u$ s; M. _3 ]; Q n
- update_phase3_skill_select0 E; |! d: ]9 X+ R: U2 n# Z
- # 物品窗口有效的情况下
8 f; T3 _& l# E1 y - elsif @item_window != nil
0 N' ^) s& {) }6 E4 C) F* f - update_phase3_item_select
+ K( x @6 k8 l, u1 J! I; p - elsif @actor_window != nil
# n f5 C* I, `- ]: f: T8 f1 L - update_phase3_battler_select* ^3 w: u% f C0 G0 O, k) q
- # 角色指令窗口有效的情况下' a8 F; f( h+ f2 d
- elsif @actor_command_window.active
/ D$ t4 H) F/ r6 x - update_phase3_basic_command
7 o( _9 z. T* [ - end% t+ {) P% l, z! S- M$ b6 L- e. R8 J+ ~
- end
; i. V# H8 j; P5 g Y9 z7 p& j/ {) M - # 角色基本命令
. p% L: \, m) s" ^+ K3 m - def update_phase3_basic_command' ?" B) I. K) q& z& o& i) b& E: B
- # 按下 B 键的情况下
- _" y* V' ^. M$ y5 ^4 [8 E - if Input.trigger?(Input::B)" ]. B0 r4 Y k( K/ K, V! E
- # 演奏取消 SE
7 e" J: y8 Y' {9 U% `& W* P! T4 p - $game_system.se_play($data_system.cancel_se)
9 s$ J q/ {% X; i) P5 V2 U - # 转向前一个角色的指令输入
' \4 u' H( }9 k3 c$ \, @ - phase3_prior_actor
7 n- c) p" m# ~! N% y" r) J) [ - return# c" e6 E/ l. v" L( x
- end8 P- N) |) _: V& v) f
- # 按下 C 键的情况下4 `; M; ^8 X# A$ g
- if Input.trigger?(Input::C). p/ H' J |; j8 l; Z7 M8 y
- # 角色指令窗口光标位置分之3 Q- F/ X& s7 A V* q2 P
- case @actor_command_window.index0 l( Z3 T1 y7 P' G* `' R5 w/ ]
- when 0 # 攻击- S+ \0 b+ ]. f. R, g' V- l
- # 演奏确定 SE( M4 J1 q+ O% w U, r: e
- $game_system.se_play($data_system.decision_se)
0 n5 @& R& V1 S6 T - # 设置行动
; ^/ l# @% Q1 R1 R0 M2 a - @active_battler.current_action.kind = 0) s) P& p& p" O6 G
- @active_battler.current_action.basic = 0
# K# [' f; y, n9 n - # 开始选择敌人
! X1 y( W2 C+ I# _! I - start_enemy_select [) ^3 L. ~: m$ a# k; K. N0 f
- when 1 # 特技# E: R: ~/ v! Z3 |6 Q3 R3 k- Z' {- d
- # 演奏确定 SE$ M# A- O! |6 T( B |7 W% l2 v4 t
- $game_system.se_play($data_system.decision_se)
& q) L& ~. ?9 m. h - # 设置行动
- J% Y. s) C0 `6 }- s/ x - @active_battler.current_action.kind = 1& s! X& p R+ A) V
- # 开始选择特技
6 }2 o# @3 c8 n3 Q7 p5 o' i - start_skill_select$ t& b1 ~/ H* h) F9 e
- when 2 # 防御. x3 }. g; h, J2 h" O1 K) C! [$ O
- # 演奏确定 SE! r: L; s: K/ Y, o
- $game_system.se_play($data_system.decision_se)
0 s, z) a$ n; v6 I - # 设置行动# P) g* o4 d$ j' V
- @active_battler.current_action.kind = 0
+ u. s4 }& L2 T$ m, E4 s* y$ y, Y - @active_battler.current_action.basic = 1
# U& ^! H9 Y. P! a) W, w9 N - # 转向下一位角色的指令输入
6 I4 m% g( G- ]3 p: D6 P4 E ~. Q - phase3_next_actor
+ y* k0 u9 A8 F5 s, b' a - when 3 # 物品+ ?: u2 c' [8 `
- # 演奏确定 SE
& ^/ V8 E+ M! f; D- J# R% c; l - $game_system.se_play($data_system.decision_se)+ [4 C8 j. M6 |8 Q9 W# @2 J& ]
- # 设置行动
9 y7 z: ? h0 K' b h. G& z( X: @ - @active_battler.current_action.kind = 2
. D: V7 r, _6 D$ e. e - # 开始选择物品; ?6 l$ r* P1 R* b L0 E
- start_item_select; o6 K% z4 a+ y) X2 G
- when 4 # 换人& T1 z7 N* _4 b* G6 Q
- $game_system.se_play($data_system.decision_se)
* k- Z" e: i7 b - @active_battler.current_action.set_change_battler
& ?1 V* [8 V! S" X( y - start_battler_select% Q ^# u" ~4 ~6 Y/ U
- end
" i6 l9 f& ^% z - return: E! U# u2 f7 [
- end$ K2 @" ]9 M' |1 E m3 d- `2 t7 V: \
- end
' W2 y; k" S* b0 u - # 开始角色选择
# ^9 ]) v: T6 ?. h/ [5 W - def start_battler_select0 k" Q* c( w1 {4 E3 J, C
- @actor_window = Window_Actor.new
6 ~! d v$ Q$ l# e - @actor_window.active = true
; V. o3 O1 T( z. D1 Z3 ~6 s5 N - @actor_window.index = 06 Z+ a8 G, q. r3 T2 I- H3 `2 |5 i9 D
- @actor_window.help_window = @help_window
$ a+ z( j9 {4 [$ v2 r4 u6 d - @actor_command_window.active = false
) Z/ b( Y& V6 F& }$ X - @actor_command_window.visible = false
- |6 [4 N: r- C$ z- a( S ^ - end8 z! Y# {2 q: G8 C
- # 结束角色选择" m0 F* H* t: s- s8 R" G, j# C/ Q
- def end_battler_select
# s L! t/ Z* u0 F S+ h; Y$ V! G - @actor_window.dispose* a2 r. D5 j1 D* t+ w0 C1 \4 p& b
- @actor_window = nil* D" G* U, s6 V. P S0 l
- @help_window.visible = false; U0 H& E+ e5 q6 A ~* p2 g T1 I
- @actor_command_window.active = true" P9 Z, Q- m0 J& n3 s
- @actor_command_window.visible = true
1 U+ {, Y' f% B6 M% ~( } - end
+ i% |, J, m, F - # 刷新角色选择
k7 H7 ?4 |% q - def update_phase3_battler_select: v, x1 `+ h, D0 r
- @actor_window.visible = true$ b# v* r; B% [# W" w; X
- @actor_window.update
4 L5 M8 M& a9 S0 L - if Input.trigger?(Input::B): y* _0 z* P+ B6 Y6 k; r4 y# S
- $game_system.se_play($data_system.cancel_se)5 G3 @% Q% f' E
- end_battler_select
1 W7 y/ j5 V! I2 h3 j. e - return' K) R) X0 e9 J' A
- end
" @2 E5 @& w1 p# j( }5 o- R - if Input.trigger?(Input::C)# H) J g& i( Q. G0 P
- actor_id = @actor_window.actor_id
. o. N* j! O9 h8 Q5 n - if $game_party.get_actors_id.include?(actor_id) or! K% B$ d: E! | p' s% g% |! `7 S6 @; Y6 {
- $game_actors[actor_id].dead? or
. F1 N- ^* I, L1 P$ ~# H - @changed_battler_id.include?(actor_id): z* {, U: D4 R* L. f
- $game_system.se_play($data_system.buzzer_se)1 P7 A: S% T+ f8 S9 y
- return! z% o: _( U% s% Z% w0 E
- end% {! N. E+ E" ?* F: f3 O- G
- $game_system.se_play($data_system.decision_se)3 j. ~( d" ?5 U0 H
- @active_battler.current_action.change_to_battler = actor_id& D! s5 i6 O8 K$ V
- @changed_battler_id.push(actor_id)
' s& ~- o5 ^% @4 K+ g( z5 F$ T - end_battler_select0 [& p" y; ~( e# C( t& M) Y- |3 P7 K
- phase3_next_actor
6 Q7 \% j& E8 u0 [& u0 u - return0 r, C. m* h) @; _0 j
- end1 Y5 S1 t+ j5 \0 W& C+ h
- end
: [4 V* u, M6 H - # 行动方动画
: n, x$ |8 C2 q* g" n+ W1 [ - def update_phase4_step3
; l3 C3 u+ q. Y& y; f5 c( h - if @active_battler.current_action.is_change_battler?
# V3 M' a* K/ @" v2 j5 } - @animation1_id = AnimationChangeBattler
" e" j P7 s) }& Z& u/ f p. s, Q - @target_battlers = []
9 `' ^3 G5 T, H; ^# l8 }& ~) H! ` - end' k3 ?! G) K8 V, }
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)+ X% Q% Z% r# _/ a8 N8 g
- if @animation1_id == 0
7 Z9 ~; h5 e/ Y: C' ~ - @active_battler.white_flash = true
6 n8 Z5 F" b1 Y2 A+ R2 z - else
v! U9 }) i/ X3 {1 q. B2 s- [ - @active_battler.animation_id = @animation1_id7 w2 u( c8 R5 V v! D
- @active_battler.animation_hit = true
1 \, ?5 b9 n C7 M6 e( m j - end
3 P: F% }; b- A( W! u: P - # 移至步骤 4& P3 c5 x# u4 M' L! {" |7 t; a2 k: i
- @phase4_step = 45 v N/ Q/ L* t8 y, v, v1 q& o
- end, S& P: C. ]3 d4 ^( N" D4 ^3 k
- # 对象方动画 |/ f! @+ v$ {1 q( U q! T7 N) ?
- def update_phase4_step4' ]( d: S( }- M/ S1 ~
- if @active_battler.current_action.is_change_battler?& i" k! e) c- k+ p1 l
- actor1_id = @active_battler.current_action.change_to_battler8 ]4 ~" Q. k/ [
- actor2_id = @active_battler.id
. }0 l7 }. [8 D6 [) @: I5 _ - (0...$game_party.actors.size).each do |i|% J: y* R9 C3 K1 y" f
- if $game_party.actors[i].id == actor2_id
4 B" p- E$ |9 l# n j$ V9 \! X - $game_party.change_actor(i,actor1_id)* L0 P8 W* P: I1 V* |# @
- @active_battler = $game_actors[actor1_id]% u. S! X9 V) j. U0 W
- @status_window.refresh/ d& h7 K; V R$ @3 h) ^
- end* s' T( K/ q. F% Z" q
- end
- |4 S5 `) S i' A - end
6 L0 ]+ E9 ~" I7 @8 X# |5 D - # 对像方动画1 _3 _. d0 |, Q, h
- for target in @target_battlers
$ F, \/ H- v8 h, ?5 [( O5 _7 u - target.animation_id = @animation2_id2 f& l* m' l6 x# c: p
- target.animation_hit = (target.damage != "Miss")
( b0 j5 _% b- k; i - end
, @ g* k( `% K( F) Y6 s - # 限制动画长度、最低 8 帧, I" l* M8 S6 k: M7 F7 Z
- @wait_count = 8
0 q" A* n) b( I% q - # 移至步骤 5
9 y1 k$ f" W b* K; e7 |! w% j - @phase4_step = 5
1 F' y; P, k" z! P6 y1 l - end9 n8 k0 k3 I) w' M, u6 {; l; ~
- # 公共事件3 x- }; @: L- @* ]* ^$ Y
- def update_phase4_step6
& ?5 f. T3 a6 K0 v3 ~# B - @target_battlers.each do |target|2 p) D4 j' c: k/ @8 G; L- K7 M
- if target.is_a?(Game_Actor) and target.dead? and, x4 J* ^2 G1 A- u! N1 E
- !$game_party.other_actors.all?{|actor|actor.dead?}
7 ?9 x: V5 ~3 z* x; ] - @actor_window = Window_Actor.new6 c- |: r1 I7 \
- @actor_window.index = 0
- A* C. o3 T. S! S, @ - @actor_window.active = true
( t6 U. g- u! m- P" c - @actor_window.help_window = @help_window
' Z# x* T1 C0 Q. q d. T6 k4 F# V2 | - actor_id = -1
( t. }2 p+ @8 o4 `8 }# C9 F - loop do1 h' v _# o( H, r f/ r2 k4 j6 W
- Graphics.update
5 F1 s3 [" a+ k# |2 m7 O - Input.update
( L0 u4 f8 O9 r) Q$ }! K9 T P - @actor_window.update
v. q4 u% z; t' b7 u- m - if Input.trigger?(Input::C)
) L# o, s9 v+ }- }, O$ O- Y - actor = $game_actors[@actor_window.actor_id] U. Z; ]7 Q5 r! T, P) a* }" K. M
- if actor.dead? or" D0 O/ N) _0 J g b
- (@changed_battler_id.include?(actor.id) and
0 f# t0 b" L0 d/ x7 @, ^, l* W - target.current_action.change_to_battler != actor.id) or
' W* }, [9 X m3 h+ k - $game_party.actors.include?(actor)& P" Y% i6 U4 y2 ~- I/ \7 O! E
- $game_system.se_play($data_system.buzzer_se)
3 [* |% W X0 u+ h - else% O0 T' G' b0 J; }+ H% [7 N, b
- actor_id = actor.id
0 Z9 u. {5 _) t8 a& p - end3 C* T, S& F* N- x1 g5 V* e) p
- end& i' l$ q1 Q% ~0 `+ k; T2 X, L0 D
- break if actor_id >= 0
" C1 g4 u9 Z% e2 U h) {& U" X - end
7 r; c9 f+ g. d: v - @actor_window.visible = false3 u M& v& z# ?/ \8 M& ~, i# j! d
- @actor_window.dispose% i5 _$ j0 H, l
- @actor_window = nil. r0 H* n% h6 h; A O T+ T0 d
- @help_window.visible = false
3 B9 e6 y8 l: j1 i2 ?" H5 J - (0...$game_party.actors.size).each do |i|
" S4 k( a) ?* U0 E, t - if $game_party.actors[i].id == target.id: `; m, A, u$ g6 Z0 j
- $game_party.change_actor(i,actor_id). v7 Q% C% _, L* X: g; f
- @status_window.refresh
' i' I4 l. n# S. L - end
, x* T- Y5 \) C9 E, m - end% ~: x% F' F# ~
- end& V( |/ i4 N3 @# v% M
- end: y) P; h- }# i( h
- # 清除强制行动对像的战斗者% A B: g- a/ E6 k3 I! E
- $game_temp.forcing_battler = nil* n1 X; [- E6 Q+ i& A+ X" M; M
- # 公共事件 ID 有效的情况下; J/ x7 i; v! w! @. j' w
- if @common_event_id > 0 ]! j0 t( g7 Z
- # 设置事件
; g2 {) c4 I3 t: Y6 A! l6 s& i( s - common_event = $data_common_events[@common_event_id]6 a' k1 }7 K$ {/ l# l
- $game_system.battle_interpreter.setup(common_event.list, 0)) N5 t" D6 T0 J. a
- end- Z- S( v% I" N+ K( Y
- # 移至步骤 1
6 R1 m4 s) P r3 x/ l2 V - @phase4_step = 1, x. V; P. S1 L; S, t6 |' e
- end" r- F% K/ ~" G. _( I
- end
8 s, t7 H$ o: R$ x1 D
* O5 Q$ U& L* H- class Window_MenuStatus
( h6 @ }/ F0 J' L- D - def refresh0 s1 ~* _2 Y& W: M
- self.contents.clear
8 i1 J5 _! }& p+ @5 b0 g$ Q% X' j - @item_max = $game_party.actors.size; w2 f! F( N4 E4 R1 T: ^. @
- for i in 0...$game_party.actors.size$ |) h8 @) z- j9 ]0 t: \
- x = 4/ Z- K: M9 f- u- d5 G. i
- y = i * 32
2 Z( R4 C; _4 }( t - actor = $game_party.actors[i]4 p; y/ q( D& ~4 }/ t/ `
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue); P1 V% Z. i9 J
- rect = Rect.new(0,0,bitmap.width/4,31)
2 w7 m+ {, B5 H: H( }- ~ - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect): G+ t0 ?0 K* X, O+ y4 c
- draw_actor_name(actor, x+36, y)
9 g. q7 Q4 T8 ^; g/ B+ h" K - draw_actor_state(actor, x + 136,y)# G! s) l- z% K e
- draw_actor_hp(actor, x + 236, y,96)% I0 [ E) T0 y3 t) }' ~
- draw_actor_sp(actor, x + 336, y,96)
9 s$ T: o/ k) y% u9 |- o* C - end
+ N4 j5 y7 B7 x/ k/ r+ H$ L - end" x- z/ W; c, P% L N
- def update_cursor_rect
, C4 J- m3 L) e7 |% F( \ - super! @( F: D# |$ y; Y8 O. \
- end, m( ~6 E+ K. P% z3 [
- 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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