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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 e. W4 X0 p" z. J6 m+ f
- % j, x' [9 `& ]% Y; a0 Q
- # 队伍最大人数
% \& @: O- V+ Q0 Y7 M - MaxPartySize = 8
$ Y) N' S' z/ I5 M2 ^. Z5 w - 1 P6 y `4 q, e9 C" ?( W$ y6 P: |
- # 出战人数, k0 d/ i% s9 ~8 `( g( z( ]) y
- MaxBattlerSize = 1
2 z9 b% s7 u4 C- w8 x# p; Q( j4 g - ' r9 N- f; T' o" `: r; [- O8 J2 }; h
- # 换人语句, Y$ B9 [# V& y* T$ B
- WordChangeBattler = "换人"1 Y) ~# b5 H# \# F/ C
6 y2 b, M& N: e! g) ^" s( ~- # 换人时播放的动画2 a7 c- @8 d+ J" }, w7 v( ]) G& L
- AnimationChangeBattler = 26
# A5 O" F$ q5 w3 {6 v$ D* a
. Q9 U* F# N4 A4 Z d- end
" z- ~% |& s6 p. [& q4 S, b2 m9 Y
$ B* b: x1 D: q. l- class Game_BattleAction2 y( ^) r, a, v9 L, ^& s
- attr_accessor :change_to_battler
% t. v9 i! c, ` a8 T - # 初始化% H0 |7 V" @' M
- alias lbp_initialize initialize
4 \+ g# k! E6 ?8 [ - def initialize
# G7 ]8 Y) k: M6 F/ q0 ?% O/ z - lbp_initialize
. H6 `3 y/ D/ @ N - @change_to_battler = 0
1 j3 k( H/ J! i4 D, R, t - end
9 b2 j7 V) z1 v! V+ m - # 欲更换角色编号! ~ [3 `3 b, G) d" F% [& E
- def set_change_battler2 d) ?! v0 R! ~( h& E
- @kind = 3
) @$ q: _) \) ] - end3 ^" x/ }+ C. i+ A( G/ y+ `' G
- # 判断行动是否为更换角色
' ~* I$ m& q2 F+ u, |- E4 t( O - def is_change_battler?1 A" B0 u; \* K% k) [5 M) R
- return (@kind == 3)! M5 j1 \0 H$ t4 J2 X5 q" Q
- end; g- K, u2 N, j2 p4 F
- end
0 z5 ?# w# j" {1 H
$ C& l; \# X1 b6 a* e- class Game_Party+ _" F7 F) N* @3 W& \
- include LimBattlePlug
8 b1 b& k" e, S W# P" A# k2 F - attr_reader :actors23 s1 \/ Q; x6 ]$ S9 n
- alias lpb_initialize initialize) x; |( O! Z/ U: b9 ?+ ~' _
- def initialize/ E7 L; @, d' n% l! L9 X
- lpb_initialize( }! ?: r- o8 p3 C$ G1 _
- @actors2 = []+ @) s* N1 Y! m* z5 _- M |0 k% P
- end
- l, x; k' g2 o6 s( ] L3 K3 u - # 角色加入8 \/ C3 m$ ]: ~ s# n
- def add_actor(actor_id)" i# U, `) g% K9 Q
- actor = $game_actors[actor_id]7 B- W# L2 z7 }3 p
- if @actors.size < MaxPartySize and not @actors.include?(actor)& g3 \/ b# o+ w& ]
- @actors.push(actor)- U0 d# R1 x8 U
- $game_player.refresh
! n* o# s3 r# u; o( @# z, R2 s0 b - end! G6 w9 t1 u2 E8 f! o3 s G
- end# P+ U. u& m% {" ~3 R, o
- # 设置战斗的角色: G) R) |& N) B
- def set_actor_to_battle; A' O' [8 Z3 i! k
- @actors2 = []
: ^2 P" @/ Z3 z( M( n - @actors.each do |actor|' P( D' g* S8 G/ R2 D
- @actors2.push(actor)
/ g6 F) D# H( b- @+ x$ h9 K7 ?2 A - end
* D( d' f/ H3 G" s# E& r - @actors = []$ G, ?; }" m% i8 H
- @actors2.each do |actor|
1 m) b& |/ n( z! D8 w. Z1 f - @actors.push(actor)- n |1 q3 L* Y \) ]# d
- break if @actors.size == MaxBattlerSize
{4 s3 v5 t: _) N - end
- k. A/ X6 G0 [9 W8 l- ~ - end7 j. e# h& T s. z. o3 {$ T
- # 还原战斗的角色
; m/ r m. q! ~3 m' \$ i - def set_actor_to_normal3 L& N/ f- Q7 r" K
- @actors = []
! ^* n; p. E# W8 b- f - @actors2.each do |actor|9 Y& b! p! t5 c& R; \
- @actors.push(actor)
$ n/ y7 M7 ^( y6 H - end" j3 z/ G8 \% h o$ j8 F3 s
- end" B" ~% t9 j( a, q6 n- z; q
- # 获取角色id数组
6 L. m, n& ? V - def get_actors_id
3 W! U, _9 i; q* O+ w) s- u: N% B - id = []1 q! e. T- q4 ^2 ]: S
- @actors.each{|actor|id.push(actor.id)}4 f3 Z; P; \4 z8 u
- return id
; t) B/ a5 @: C6 D; E - end1 q" Q, J0 ?* M
- # 获取角色id数组; x) A9 a+ z/ ]* f- y) R9 p% f
- def get_actors2_id9 X: {* E3 ^" t' S1 z# A
- id = []
$ x/ @, v# u. G8 b+ O% x/ b' ] - @actors2.each{|actor|id.push(actor.id)}$ W1 p [; A! a. R2 u& l' J
- return id1 t% g7 d \4 J& M! z* `
- end: @& P, t; u9 o/ n% \, y1 K$ H
- # 兑换角色5 S6 a; ?( ?" ~, ]/ D
- def change_actor(index,id)* G% A9 K& N( J" p% M
- @actors[index] = $game_actors[id]
0 |" P; c# J$ o8 a - end8 k6 J" N3 k4 t" x& u
- # 全灭判定
( q' z2 G+ |1 D6 I0 C - def all_dead?
Y% Y' z; T9 I1 h, \ - # 同伴人数为 0 的情况下
! H2 F# _' I, K - if $game_party.actors.size == 0
2 S2 i( V( s- r9 [6 X7 O' g - return false ^! p" v3 n0 j6 ?) Q% _% e
- end
# x# \1 e" ^+ m8 S% N( P( t - # 同伴中无人 HP 在 0 以上
8 a5 [+ |( u4 R - for actor in @actors2
$ m# v7 G* j: M0 w$ u2 u% L3 z - if actor.hp > 0
8 I& w: ^% B* q: H" V, P: b - return false# c8 S$ K8 n( _
- end
! ?# `, Z. l, ~ N! L - end
7 v9 M' b% S& i' s* N+ m - for actor in @actors
9 `# x/ R5 ]2 j( r* s - if actor.hp > 05 `' J5 {3 s6 D) O% Z
- return false, P H3 v: \/ R
- end
! ^- t! ~1 q% T$ z8 i. d - end- d( R7 U+ e4 p a* \* M
- # 全灭3 c6 q. [& q7 I; y5 ^+ }
- return true
) W3 ?% R5 f; j& R7 a - end# g% R8 B5 ]. K5 I/ }/ ~
- # 其他角色
, R O+ O4 c/ S1 ^9 X w9 h - def other_actors. v5 ~! i4 v/ J
- actors = []" y+ t( d3 y2 i( }; D, [
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}. u; h# I7 Y# x! F2 g2 ~0 W
- return actors* K& t8 c* w& D8 z
- end
% ^/ ?; `; m0 b, ^) i - # 角色位置互换# v( o0 r) S# q) o% O+ r. A
- def change_actor_pos(id1,id2)/ V% ~! F. G+ i3 _+ ~# F2 ^& |
- actor_id = []$ W# {/ I8 h% ~$ \3 ]8 w6 I
- @actors.each do |actor|: L1 i% c- i# S% V: V* t! n1 _, ?
- actor_id.push(actor.id)
5 @& Q/ j' V. F- S/ N) F- u - end
3 M! r/ @4 q' V6 d+ l - return if !actor_id.include?(id1) and !actor_id.include?(id2)
5 w9 f8 |8 Q2 N5 l7 Q; | - id1_index = id2_index = -1
" Q, b* z9 L) @* H9 O" M - (0...actor_id.size).each do |i|5 v4 c) S( K, N3 w% G! q
- if actor_id[i] == id1
& |3 M/ _+ Z9 h* s! K4 ]- V - id1_index = i. d# a7 K! [4 K# t" U
- elsif actor_id[i] == id21 m1 e2 P, a# p* T$ y5 S
- id2_index = i" q2 b/ t" ]# w; `; n% T1 A
- end
, @% u) H- ~& K; G( f - end
& J" E7 t9 P! q$ \1 }! Q! T( q - temp_actor = @actors[id1_index]
! g: M7 I. Q7 m- ?9 u' O - @actors[id1_index] = @actors[id2_index]
" F* n2 ], |" {" ?( N* t - @actors[id2_index] = temp_actor
: ]' E, J/ h, J. ^1 U% m - end
& `. y! V! T A - end
: J7 K" k- n! V: y
# @% r! H5 G: a2 S" k- class Window_Actor < Window_Selectable
; N$ e7 r+ j7 W/ {3 V - # 初始化
, ]2 N0 h/ a* [2 | - def initialize4 l9 c: v. m: }
- super(0,64,640,256)3 n; b0 Z5 h e4 Q" C6 n
- self.back_opacity = 160
# K- t" I3 G- n V8 u - refresh1 l) ?) ^4 r' A% o7 P
- self.index = -1
# f) ]3 L8 I) w: n6 G$ Y - self.active = false
3 @! |- |$ D \* M- ~. Y - end, \% |; m7 i4 S6 m
- # 刷新3 t5 `( W: ?" _: D! K
- def refresh
; q2 E) m5 ~& i+ J# e6 |+ t6 j - @item_max = $game_party.actors2.size
: P/ J7 r3 P4 p8 Z. `3 _ - @data = []; V; N! F; y$ M% k( a/ K2 a& M
- $game_party.actors.each do |actor|5 v" M, b$ ?' d/ H, v
- @data.push(actor)
: r( Q2 o) r6 a. B1 L - end
: r/ g! @. e1 ^6 Z - $game_party.actors2.each do |actor|! l5 e$ @/ u3 s
- @data.push(actor) if [email protected]?(actor). v6 W4 W, l9 Z6 N7 | S' q
- end
9 F* v! D3 e# r7 z - if self.contents != nil! I. M3 T. Z* T) T9 x0 K4 t# l
- self.contents.clear$ |9 |/ z0 x. E \1 B
- self.contents = nil
! v3 G2 ~5 g( W - end& c( X @2 u3 n- A- H. g1 o8 U* l
- self.contents = Bitmap.new(608,@data.size*32)$ @! T7 T/ F1 Q1 l7 E2 d# p
- x = 4; [+ W/ w+ B7 p+ k6 p8 T
- y = 0% Z5 m& t$ P( H2 g( [9 R: s
- @data.each do |actor|
. P+ V i' @ P4 m' N - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)$ D! S* J+ |0 M
- rect = Rect.new(0,0,bitmap.width/4,31)
4 X0 }4 a; Q* J6 F- Q8 U9 w - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
5 v+ n* p: v9 D9 _! Y - draw_actor_name(actor,x+36,y)
* V2 ~) f/ }8 C1 s9 B9 [ - draw_actor_state(actor,156,y)
- O' Q0 F6 d$ ~5 B4 ^" H( {! n - draw_actor_hp(actor,x+256,y,96)& g, W- L3 l# [3 F, X' J* e! q. R
- draw_actor_sp(actor,x+376,y,96)
! v- F2 o- y( b! x; Z5 C1 s# n - if $game_party.actors.include?(actor)
6 O( P' {7 t! t/ o3 j+ A. _" w) j* O# w - self.contents.font.color = text_color(6)
9 Y8 @' X+ H9 U" [& J- w" ~ - cword = "出战"9 \- @5 ]9 O s6 }3 c& `- N
- else8 }; |9 X4 I+ V, g- `' o/ b, _& J* b
- self.contents.font.color = text_color(0)' u2 r' U) Z; {
- cword = "待战"8 L3 i9 K! J: s: x- x; _
- end
* }7 E- z+ v0 U: z% a, q6 { - self.contents.draw_text(x+496,y,60,32,cword)( c9 t4 S4 {3 G& v: Y1 H
- y += 32
5 l! B& z* h/ `8 }1 } - end
4 a$ p2 L2 i- R# _& f j( S& _ - end& g) u0 x% A0 Z2 X+ L
- # 获取当前角色编号' P' |9 b0 `! K Q; d4 h9 M! [
- def actor_id
- G: K Q5 b' |8 d+ Z - return @data[self.index].id
# d7 `3 H' p0 m# M" Z/ [ - end
) W% z5 N9 z1 U" ] - # 刷新帮助/ D+ ?- g: K" U1 c, H
- def update_help1 y6 V+ }, z U _* s
- @help_window.set_text(@data[self.index] == nil ?\7 M0 p; b: A/ h$ m z+ D/ j0 z
- "" : @data[self.index].name)
- q2 L" P b$ r$ @ - end
1 F8 M9 K' `7 v5 c+ o5 e - end
& y' M5 p+ Y4 O( L/ L - * M( a# O4 ]5 ~% H5 A( E
- class Scene_Battle
5 P3 l, S& m% [ - include LimBattlePlug& ?0 e4 b& C0 W9 P! O; |4 b! J1 U
- # 初始化
( S, I; K; o8 ~( ~, M' |" n - def initialize0 w0 Q+ d. C. c' O7 G, E
- $game_party.set_actor_to_battle6 x& i- q/ X( L6 t) D
- end
# o- D! h# [2 i0 m - # 主处理
" ]8 ~% k6 a, ]) F - def main
, z* X4 E/ f- n: Z7 L: I6 S1 W - # 初始化战斗用的各种暂时数据 Y( Z- ` J; C& n" ^+ T/ ]/ v. u
- $game_temp.in_battle = true
7 f8 t, `( z) g1 H# K7 Y* n7 s/ i! X - $game_temp.battle_turn = 0
8 c8 c- i- J' [/ n* ]3 b6 u - $game_temp.battle_event_flags.clear
3 D( o W1 ^7 [ - $game_temp.battle_abort = false# G& Z6 r0 A3 C' N2 A {
- $game_temp.battle_main_phase = false
* P! X9 L: v$ b- Q; f9 [) I - $game_temp.battleback_name = $game_map.battleback_name
8 [0 N/ @9 p+ u& @2 D - $game_temp.forcing_battler = nil
3 d: \* o9 |' ^+ Z# F$ J' J0 v% m; v - # 初始化战斗用事件解释器* P; S. j7 Q8 `4 c& t- o. z
- $game_system.battle_interpreter.setup(nil, 0)' k9 u+ e) D, q o' F
- # 准备队伍0 A' ]1 T; ~; E5 M6 Y! O0 e
- @troop_id = $game_temp.battle_troop_id' a$ G! C$ ~0 j1 j9 `
- $game_troop.setup(@troop_id)3 Y# ^+ F& f$ I o. Z$ k3 x
- # 生成角色命令窗口3 X- j) y; M2 Q
- s1 = $data_system.words.attack, i6 D' l8 T* N6 f: J1 L
- s2 = $data_system.words.skill: N, E( V1 R9 ?# _+ Z
- s3 = $data_system.words.guard6 _$ I: s N( o9 A0 m
- s4 = $data_system.words.item! B4 p, T T, m% z
- s5 = WordChangeBattler( k f, \9 j3 P" p$ X
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
% c$ r. m* G5 n4 ^% t - @actor_command_window.y = 1289 v; q8 _2 Z! t
- @actor_command_window.back_opacity = 160
c# M2 e" P9 |5 j* W J - @actor_command_window.active = false8 D2 |: `# u5 e" n1 M$ Y9 @, {! \
- @actor_command_window.visible = false* u$ ~0 O0 v& v9 i/ L/ D
- # 生成其它窗口
0 E& {8 ?: ^/ u+ O$ J - @party_command_window = Window_PartyCommand.new# K2 h+ H" v: }; V/ u& k+ s5 p
- @help_window = Window_Help.new1 X5 I6 W& m/ x3 q Y2 i
- @help_window.back_opacity = 160
# V/ V6 |7 `% \2 U - @help_window.visible = false) \4 \6 @ d: E9 U* u8 P; m9 \
- @status_window = Window_BattleStatus.new0 ~2 O$ y% T: `
- @message_window = Window_Message.new! z+ w5 o9 K! ? X! K! i
- # 生成活动块
- q# J# p+ T% S# L2 P, S - @spriteset = Spriteset_Battle.new0 t5 s% w& Z% C" g+ E
- # 初始化等待计数
4 o7 P2 M5 F5 G, E: i$ w - @wait_count = 0
7 ^# h# p; A% @6 X. A - # 执行过渡4 H( J4 R) W2 n, b/ r' q
- if $data_system.battle_transition == ""9 v: {# P. S$ J4 l( K p
- Graphics.transition(20)
$ x4 z H7 R5 F) V e - else0 |+ P | F0 t$ k% g
- Graphics.transition(40, "Graphics/Transitions/" +
4 d( f3 c* i, ?* ` - $data_system.battle_transition)* s# G6 p7 ^: W* [( p
- end
8 r9 ?$ M1 P% ^2 ?: C; ` - # 开始自由战斗回合5 v6 O1 V/ g1 }; ?
- start_phase1
+ k# e, s: P6 }- P - # 主循环+ n* N' X0 x: ^2 J0 S+ y6 N
- loop do3 S5 a4 o+ L) d( f' V
- # 刷新游戏画面
1 ^5 a. h7 `+ U7 m - Graphics.update! E! o8 d }. Q Y3 d
- # 刷新输入信息' q& g1 T) o' C$ q1 F
- Input.update$ m5 [$ p; R9 `! k0 w% z' e. ^
- # 刷新画面: W5 f! C7 a, w& K* t
- update$ d+ q7 p2 a2 U ?+ Z Q5 }+ f, W4 V
- # 如果画面切换的话就中断循环# K% p) E7 }/ Z/ h
- if $scene != self* r i) `: ^5 K3 t0 i( x
- break
7 b* Z. O/ k- B$ M - end$ U8 q3 Y G, w8 W7 j. s
- end; Q& i& v; A$ R1 d5 L
- # 刷新地图9 S7 b# A& @! s; f& U
- $game_map.refresh: u) o. }; Q* d& k2 @* ~/ Q1 g
- # 准备过渡
+ H, T' T A. A8 A3 E - Graphics.freeze6 G$ b1 j% V& X# k
- # 释放窗口; Z d4 A. Q8 s8 T, ]& ]
- @actor_command_window.dispose
4 F& p! x3 R N- k% b. R - @party_command_window.dispose s* l# ^4 A6 m3 `) Q
- @help_window.dispose m U" }2 q% Q. [$ x
- @status_window.dispose: j4 {6 ~: g4 ~# k- F9 c' S: ]
- @message_window.dispose
9 S8 B6 k# o) ~8 i* Q% s c b - if @skill_window != nil: i% E- ~5 v9 B
- @skill_window.dispose0 j M: u. D; }7 Q* R0 Z
- end
) L' T a8 u/ ?# r( D: I - if @item_window != nil2 R" {; @* u" s
- @item_window.dispose5 M- W6 T7 ?0 t# a/ N6 I
- end
( B# a" u* ]4 Q3 Q' Y" I* { - if @actor_window != nil
8 s& m- s3 T, ]' a$ u9 T7 ~, k - @actor_window.dispose
$ o8 k. B: J# v' Q: R! Y) Z - end9 }( r: v5 K& Y( m& N1 Y
- if @result_window != nil
& H& P. @) v- H5 o0 D - @result_window.dispose( D. O1 Y2 H& H; v
- end% w" H) m5 A+ ]% U$ A' H1 {
- # 释放活动块' e; m u* c4 _0 d
- @spriteset.dispose
. `+ u; d% l6 } _ - # 标题画面切换中的情况
& T4 G' l, T, r' H/ y/ V' r - if $scene.is_a?(Scene_Title)
$ a) {" b2 T3 [) `; J! E - # 淡入淡出画面
+ u2 @7 L8 E; T" d ~0 M" t - Graphics.transition: P2 R' T9 @5 ]/ q4 f! q
- Graphics.freeze$ s* s K, v! I6 m
- end( b ]# q+ [$ c6 e V# S
- # 战斗测试或者游戏结束以外的画面切换中的情况2 c# O/ J# M" S( F$ F
- if $BTEST and not $scene.is_a?(Scene_Gameover)
0 K$ W: b% }! u$ n% \ - $scene = nil
1 A& [: q1 Q, m% f+ `* S, l - end
3 v' B- q. }5 y - end8 z6 t- ]( r" b/ r9 j
- # 战斗结束; p1 I7 O3 m) Y# E' D8 j3 T% _% d" |
- alias lpb_battle_end battle_end
% ^' K) }7 G: d2 s c( Q' C - def battle_end(n)
8 a# Z2 c: f. y$ v1 q( k - lpb_battle_end(n)
8 M4 t! z# h( f$ s - $game_party.set_actor_to_normal* T/ i4 V' t. v0 [# H2 Y
- end. k; d G) Z) q8 E
- # 开始回合3/ ~2 I2 Z" b8 g1 T" I* l& m/ V
- alias lbp_start_phase3 start_phase3
' z* E3 S1 N8 }6 E9 c/ p, M - def start_phase3: o+ \3 h+ h2 K: {) e* m2 G
- @changed_battler_id = []2 b6 G8 `+ X) Y4 X
- lbp_start_phase3- {5 n; M3 T) ` u2 m6 ^ {
- end
2 Y' Q7 E( W+ r) [ ] - # 刷新角色命令回合画面- E/ b% J! ?! z+ F* e
- def update_phase33 ^: }+ s" Y; R7 a$ x; }
- # 敌人光标有效的情况下; w0 e9 V+ n5 R
- if @enemy_arrow != nil6 V' C0 e) o% L/ ^& d% T+ B% n
- update_phase3_enemy_select
6 K% p+ M8 e! f, m - # 角色光标有效的情况下
6 z- e% Y, C1 Q - elsif @actor_arrow != nil+ r. M0 ?8 K* V9 b" z
- update_phase3_actor_select* p4 N7 r; h+ W( X# c3 ]# V
- # 特技窗口有效的情况下# ~0 X0 G& {+ |2 q: K
- elsif @skill_window != nil
. i3 K# V% Y7 I - update_phase3_skill_select
7 p6 R' u/ \+ ], O/ i - # 物品窗口有效的情况下% y: B i' V7 v$ V, U. N) R
- elsif @item_window != nil
; E0 j+ |* @7 ]+ d& Z; j8 J - update_phase3_item_select9 Z+ b6 k5 G6 D! c" \$ Y1 \
- elsif @actor_window != nil
4 t; ~ Y5 c' F& t( u/ i/ w) n - update_phase3_battler_select, y9 `, U" ]) `+ X, o1 n
- # 角色指令窗口有效的情况下' B" Y, M1 R# C% l
- elsif @actor_command_window.active
- ?) ?+ Q* r/ X! `2 Q2 T$ d% L7 q - update_phase3_basic_command P8 o) [3 q& S+ N
- end
- G* W0 [7 F+ U - end R. _+ l# _; A( Y. Z# o( N2 M
- # 角色基本命令9 \$ v* U& ^: o$ l$ S$ @
- def update_phase3_basic_command7 F' R& ^$ ^- i, K' S
- # 按下 B 键的情况下
0 o, }/ F1 |( P1 O# y9 z - if Input.trigger?(Input::B)5 {8 E; Y) x' x3 j
- # 演奏取消 SE' F* _( u% ?; |7 a! n+ ?
- $game_system.se_play($data_system.cancel_se)
- N9 ?. O6 `% h- H& i - # 转向前一个角色的指令输入
% S. E: U# p# f9 q% C - phase3_prior_actor( Y. b+ P8 Z) b; M+ b% `
- return
; E# c! S) C: U# z9 }# d* k' z" R - end
5 f) E6 N% _" N! U8 R8 @ - # 按下 C 键的情况下
% @' y1 H& `+ A - if Input.trigger?(Input::C)
, F2 C) s% }$ ~ - # 角色指令窗口光标位置分之
: L1 \' s: r# x, T" r [; y - case @actor_command_window.index
8 B: H; t0 j5 ^5 q; W8 g) B - when 0 # 攻击1 [5 d6 F- S4 T+ H. x1 e5 C6 a
- # 演奏确定 SE
- ], U5 u1 A) y _1 _& a - $game_system.se_play($data_system.decision_se)
, q+ X8 O7 Y/ J' M# g% ~ - # 设置行动" o' H9 d8 `9 _5 L9 H9 Q+ I5 n
- @active_battler.current_action.kind = 0; I) b* C0 T( \4 [/ t
- @active_battler.current_action.basic = 0& o6 s( i7 m9 B5 }9 v# l
- # 开始选择敌人
# ~3 E2 J7 X; o: v* i9 D - start_enemy_select
# n+ _8 Q' K! }: t! {4 B - when 1 # 特技 C3 ` g s$ \/ D
- # 演奏确定 SE
* I6 f: r- ` L4 f - $game_system.se_play($data_system.decision_se)
7 s4 |4 C! M8 y8 F - # 设置行动
$ z* k3 D, k5 u1 F9 E - @active_battler.current_action.kind = 1/ K$ I% l5 C. O3 Z8 b7 |' f- J7 _
- # 开始选择特技
& v5 q2 y5 |/ ]0 V8 C& \) U# n - start_skill_select
# x9 n- q0 b* z T, `, b - when 2 # 防御
b2 u g* C) n1 M, b4 k. z# m - # 演奏确定 SE# z6 c z0 k" {# r" f: W
- $game_system.se_play($data_system.decision_se)$ ~* I7 Q' `3 |1 e: L- N
- # 设置行动" k0 e( k8 I4 Z+ ]
- @active_battler.current_action.kind = 0; E$ H9 @- h. X+ L8 R) _
- @active_battler.current_action.basic = 1
7 n- Y/ L3 \' a - # 转向下一位角色的指令输入
5 C( m, D, Y- k, H" f - phase3_next_actor
; x! r* f: ^2 T1 N$ U# Q) i4 f3 \/ M) j - when 3 # 物品
& `) W4 H; s2 D' C4 w - # 演奏确定 SE+ J8 q5 q S% W3 \$ j0 {, l& [& F! s
- $game_system.se_play($data_system.decision_se)
) T6 w3 S+ M: n) E5 o3 j - # 设置行动" _9 ~7 F' I3 q4 Q& ]5 L
- @active_battler.current_action.kind = 2
9 Y; e# ~: w) P" n' Q6 s0 y& @ - # 开始选择物品
- B3 I+ S/ M7 c8 U1 y/ ~ - start_item_select3 @, T. h: t7 D! E2 ^0 f
- when 4 # 换人
: n1 k: r' i( q% ] - $game_system.se_play($data_system.decision_se)% j9 P6 A0 h3 c2 K: [+ u2 U
- @active_battler.current_action.set_change_battler
/ L/ A- g# y* W" E' C$ I+ ?4 _4 u, E - start_battler_select; u; p8 S( H" G3 B. W
- end: y; q& x. k q# g( r6 H
- return$ o6 h5 g( T% g" E* A
- end9 O& J, E6 o" L
- end1 _' k3 J3 t8 P2 g
- # 开始角色选择7 a) O6 V) J7 a9 K- i
- def start_battler_select
0 x: Q) @2 w. _( m8 c! p - @actor_window = Window_Actor.new
- q% ^' A9 B: D0 } - @actor_window.active = true
! u4 ~8 z" y5 H( Q, D" x$ G - @actor_window.index = 0
3 [: E- a9 W [7 m9 R" k& u' b - @actor_window.help_window = @help_window; Q) L, g+ J& ]+ G
- @actor_command_window.active = false
# W* Y8 e! W, _: y" c5 b( O0 t$ f - @actor_command_window.visible = false
3 S/ S/ B! o2 D2 \ - end% t9 e# L, q6 R4 X( d
- # 结束角色选择
' q& v; ~% e- d - def end_battler_select6 k9 _' c" b$ q* |( M) b) h
- @actor_window.dispose
P* T: U# F2 S b+ ^/ A8 I" O - @actor_window = nil! I$ ~+ A, t" h% D
- @help_window.visible = false& ?9 W2 y7 l$ x5 p+ J' [
- @actor_command_window.active = true- d$ y2 u3 y9 @, m
- @actor_command_window.visible = true
$ a5 c% s i y- J; i, I - end
( u/ \' n; `: Y8 A - # 刷新角色选择4 I% z0 ]4 d3 A+ e; ?4 _% T
- def update_phase3_battler_select
$ p! h @0 ~4 O9 Y4 Q - @actor_window.visible = true2 r1 c$ j9 p; a0 a
- @actor_window.update
+ }# S) |3 S4 ? - if Input.trigger?(Input::B)
$ c q; M3 H6 V* q: U - $game_system.se_play($data_system.cancel_se)
9 K% X& e: l1 I9 w. U - end_battler_select3 m; u7 `/ G: R" ]6 D8 H4 g" H
- return; D( h" k/ r$ S2 N" g' e
- end
3 [2 U& y! i9 l$ J) g/ S - if Input.trigger?(Input::C)
7 i0 B! [% w+ j/ H' F! n g - actor_id = @actor_window.actor_id
9 a/ P1 o) u0 Y7 I( p1 J/ g - if $game_party.get_actors_id.include?(actor_id) or
% N) z# \ z7 N: o9 R$ u - $game_actors[actor_id].dead? or
0 ` x* X& H# Z$ g1 P8 w - @changed_battler_id.include?(actor_id). {& `5 A( U( O+ Z; r
- $game_system.se_play($data_system.buzzer_se)
0 I3 J# a) R$ o* c+ X: V - return
! m( j! e6 r) M( \: s& r k$ h - end# F4 ]9 g+ \* c# q6 U# ^. M
- $game_system.se_play($data_system.decision_se)! ~2 W( |4 B7 |& U: A: N# | K
- @active_battler.current_action.change_to_battler = actor_id
/ y. R/ G$ [/ [& W) N8 U, H6 p2 h: z - @changed_battler_id.push(actor_id)
) V) {( [( O9 y* `- l - end_battler_select7 g) `8 w0 p$ L* W6 K
- phase3_next_actor8 V; l5 B* l2 O c
- return
, M$ |6 E, l# o/ p4 c8 W - end5 L0 y- P) w0 H% u2 M% h
- end
& L5 q+ h" g% T3 j& @2 `' D - # 行动方动画
2 G' c' m: |4 u* Y - def update_phase4_step3! a6 Q8 }, C* j
- if @active_battler.current_action.is_change_battler?3 k. i# M: q, M+ A- _+ l0 V
- @animation1_id = AnimationChangeBattler
8 N1 _8 X% g K% t2 @1 U" ^3 i - @target_battlers = []4 G# ~) V# T Q8 L
- end
- B! M$ y2 V( k3 z - # 行动方动画 (ID 为 0 的情况下是白色闪烁): J) S5 W3 @' D& ^9 C# C
- if @animation1_id == 0
# l, L! Q( _( D* f4 M% J - @active_battler.white_flash = true2 h0 j3 q1 ]/ d' }, o8 n, \# h; r1 L
- else
9 k% |8 C( o; ]# ^1 R/ c - @active_battler.animation_id = @animation1_id) m, |0 V2 _! ?. ~7 i
- @active_battler.animation_hit = true$ x- \, J8 b9 X- n4 L
- end, {* W) S1 i U# r
- # 移至步骤 4; G3 q- J& b/ M
- @phase4_step = 4
( N X* v& e& r, [$ V - end% \( }: A- e* n
- # 对象方动画
* P! L Q7 }1 B6 J" \ - def update_phase4_step4
' G! c1 V. `# `7 G: [ - if @active_battler.current_action.is_change_battler?
* a4 L9 Y8 [ n5 k - actor1_id = @active_battler.current_action.change_to_battler2 J$ |9 f2 l; ^% [# j$ _4 Z
- actor2_id = @active_battler.id+ E7 I% N* m& H$ _
- (0...$game_party.actors.size).each do |i| ?2 ~# g I2 ]4 c& o
- if $game_party.actors[i].id == actor2_id' a+ d/ q. \- h" X
- $game_party.change_actor(i,actor1_id)
8 Q) P- b" ?$ U1 j) d- } - @active_battler = $game_actors[actor1_id]2 F. n( R8 [1 ?- X4 w. [% a; w
- @status_window.refresh
& z0 K5 c. Y* L K- z; F3 O - end! ?; O5 I% U: D6 { O
- end/ K, Q9 l9 P+ h6 t6 Q
- end
8 U5 a) p7 Y+ W4 f# h7 O0 } e; N - # 对像方动画3 X1 Y' ^7 ?6 D- }6 A
- for target in @target_battlers3 I, v3 |2 L- b3 d/ S
- target.animation_id = @animation2_id w3 b- |: x# y5 ?
- target.animation_hit = (target.damage != "Miss")! } b) N# y' G8 i, i4 b0 N
- end( ]# G. X9 U, v$ U. l9 `8 i1 _
- # 限制动画长度、最低 8 帧
/ n" t# B! L4 O" }1 I V - @wait_count = 87 _/ c5 h, D8 o& f
- # 移至步骤 53 C+ y. V7 p( u( G: j
- @phase4_step = 5
' J4 q- [) o, T - end
- ^& _+ P, ^/ c) C1 \ - # 公共事件
: S$ Z( p& a$ i - def update_phase4_step67 X8 s+ j6 U& O
- @target_battlers.each do |target|
3 ]/ v/ S9 v: x8 u; s - if target.is_a?(Game_Actor) and target.dead? and
# W) S$ n+ [0 g - !$game_party.other_actors.all?{|actor|actor.dead?}
' m* a! V' R5 k2 [ - @actor_window = Window_Actor.new
. X d X0 K8 H( N0 a6 @4 e - @actor_window.index = 0
7 ^: j: |6 ?; m$ o, F - @actor_window.active = true! U4 S. G' w' a) }4 A+ y* Q
- @actor_window.help_window = @help_window
3 t" f, n# h" T2 c3 N0 K9 Q% ` - actor_id = -1
2 p' z# R# |0 U - loop do
% f6 C {, B4 v - Graphics.update
1 k0 i0 o g( N& {# r1 t - Input.update
# i9 ^' R( _: B4 v% t* c. T/ F* [ - @actor_window.update! y) l/ E) y% |+ e& M
- if Input.trigger?(Input::C)- b! q& c1 {% |
- actor = $game_actors[@actor_window.actor_id]" z% B5 }0 R4 U) h c
- if actor.dead? or) V* M, o% U2 d0 w1 @# t
- (@changed_battler_id.include?(actor.id) and
1 u' f& I: b3 ]: c* E$ j - target.current_action.change_to_battler != actor.id) or
3 @1 [3 v1 {) ?1 a: R' Z k c# L - $game_party.actors.include?(actor); M0 q: [# K8 K0 p4 h4 f* ]
- $game_system.se_play($data_system.buzzer_se)
- U. }7 ]" ^% I$ J! k0 j1 V2 j - else* T t' C) z' _; w
- actor_id = actor.id
8 |" Q2 h* [, y - end
! x, j4 A4 k* ^ - end, H! C4 |. y- L+ Y7 O
- break if actor_id >= 0
4 s# z/ j/ i2 T1 i: H - end
- |6 j$ E6 C" e - @actor_window.visible = false
4 Z( m2 h% `( R" T7 G- e C& Z - @actor_window.dispose
2 }1 {/ J, v* \& \6 y8 x" `) e - @actor_window = nil! K2 }: A7 L1 _+ H
- @help_window.visible = false
i! `! I( j2 M' ]" I( U$ F( u/ N+ U - (0...$game_party.actors.size).each do |i|0 Y( m- [1 D. W0 _( `6 y- Q* \
- if $game_party.actors[i].id == target.id, X7 H' @3 h( b5 p( y% o$ I
- $game_party.change_actor(i,actor_id)
0 B2 E6 r# G0 B. f9 r- @ - @status_window.refresh
! C/ y/ M! ~0 Z; e, V& [: ^ - end- z0 \9 n V. C1 s" E/ ]8 v6 P
- end
4 f! P$ H- A" b# m - end! J1 k b2 s5 |: E1 i2 m3 \
- end
, X. k1 m+ g" { - # 清除强制行动对像的战斗者
+ J7 y. }* ~! ~2 m6 g; P7 A6 _& e - $game_temp.forcing_battler = nil
/ T+ p) T6 e. T4 e9 M% A5 i1 t - # 公共事件 ID 有效的情况下5 m: s4 @8 ~; N* s# X0 x5 s
- if @common_event_id > 08 V2 m) Q/ P7 R& N& ?1 j, E: O* d8 ~
- # 设置事件. P9 h" U. n8 t
- common_event = $data_common_events[@common_event_id]
& g# E9 G& ]4 u% u. P7 q - $game_system.battle_interpreter.setup(common_event.list, 0)9 u4 Y: F5 [8 `- C8 v4 v1 a" q
- end
; K1 a' q* y& u - # 移至步骤 1% n0 ]+ `' Q% g
- @phase4_step = 1) U0 X" s% u2 ~' u2 b) a' G, G
- end
1 @* G( Q6 n; F" o - end" H- Z5 N/ G* N4 h
: u3 Y3 D4 V4 V( ]1 M: |- class Window_MenuStatus
- \0 W/ R1 J( S6 n; j) t - def refresh
5 s3 U0 {4 M# V. f. a9 W - self.contents.clear% x" J# e8 X; f. p. z' Y! @0 ?
- @item_max = $game_party.actors.size: `( D7 K9 H) f. _% O( @
- for i in 0...$game_party.actors.size& t' D: t3 l8 w. X, {" `" {* r0 F
- x = 4
& e5 F7 }0 h6 C - y = i * 324 ~) Q! p: U; J! }+ A9 l; `
- actor = $game_party.actors[i]4 p# n! O- @- ?2 F/ q0 T& ]
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)+ E* i( M. [9 b Y
- rect = Rect.new(0,0,bitmap.width/4,31)# F" o6 |7 \6 j1 M0 y+ ?
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
8 \' r# b. ?7 }! J - draw_actor_name(actor, x+36, y)
. l5 z1 E$ _0 E# g" G6 p- M - draw_actor_state(actor, x + 136,y)
/ O; D" y4 F1 ]4 _& J/ F+ t. G! ?2 y - draw_actor_hp(actor, x + 236, y,96)
+ F `$ Z% t: ?. j' Z& h - draw_actor_sp(actor, x + 336, y,96)" V( f# P. V7 M" [
- end
" c$ W% r- z& E& m - end
) M7 c) H! w6 e5 Z" R: b7 z% C - def update_cursor_rect. L" n: {- y+ w& P W0 g
- super
1 T# D3 Z+ U, @ Q9 R) g6 d6 F - end3 Y* c* N8 j- i; d/ G$ D
- end
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