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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
# ^! d- @! \9 f' P& S
t+ p' ^% K' Z- # 队伍最大人数* h7 Z2 a. T3 D
- MaxPartySize = 8# e) L! Q% o- Y8 ~' @7 ~" _
1 [) h1 T* @; q- # 出战人数
" ^- x P! s4 U; K - MaxBattlerSize = 1
. y& L# E( m! L# p - 5 {: ]$ M: h; w4 t
- # 换人语句
/ b" B) y+ U; h7 f - WordChangeBattler = "换人"
' n: A* e( m8 J7 w0 y
. y- s5 ~- S4 S- r$ w. e3 G! k- # 换人时播放的动画2 i% F U$ N+ Z6 b
- AnimationChangeBattler = 26
& J2 _4 ]) o/ W$ v" a7 x - 1 u1 J% M: A4 W0 O) L2 }0 ?: w
- end
7 }$ [/ d* Z5 C* E - 2 z" c+ g+ x# l* z* {
- class Game_BattleAction
+ V1 [) C3 Z$ B% p - attr_accessor :change_to_battler2 n! z; U7 |: W
- # 初始化# C' @$ u/ W6 I9 E' a# P
- alias lbp_initialize initialize ?6 N, n5 ]( z% w# E; R9 @
- def initialize
# \+ T" n) \. j5 c$ q - lbp_initialize
4 z/ n! k: N# P+ s - @change_to_battler = 0
! e% M( ]6 H* r% m- | - end" Y: V+ c% u) G( a$ m
- # 欲更换角色编号6 o7 ~ ]! w' Z! s3 C
- def set_change_battler! }% u0 x, u( k$ o0 \8 s$ j
- @kind = 3/ L9 i: \( \0 _- F" X" s0 C
- end
7 y6 v( F4 a$ f" a8 _- V - # 判断行动是否为更换角色; }7 D) W3 N& S; E
- def is_change_battler?
% ]5 q: x* o2 A" z - return (@kind == 3)
4 a+ i! [' R. R [5 F6 \ - end2 y& L' K# G0 X1 \( ?/ D2 }! C
- end' R: Z6 X# R" [1 S
" I( G$ p! B, x' q. g* D' O# _$ `: `- class Game_Party
' P9 }! G2 l& ?0 I; x8 U - include LimBattlePlug( g9 v0 X- G8 y9 @$ ]; A- }
- attr_reader :actors2
8 _6 U2 h8 v# _) H+ z6 C - alias lpb_initialize initialize8 ^7 o ~8 y b( J+ L* b$ s
- def initialize0 q! C# Y1 Z8 }2 O
- lpb_initialize: H4 B1 m* A L0 W; _+ \8 f
- @actors2 = []
- F- O; x- c4 F - end7 z5 n# i9 w" O- \. R9 ^5 i
- # 角色加入
9 q5 {/ n( t- w7 q( w - def add_actor(actor_id)
9 t7 E, z% a( ?8 c: g - actor = $game_actors[actor_id]6 e2 s8 U* R, ^# U, A4 b
- if @actors.size < MaxPartySize and not @actors.include?(actor)
! D+ h' l6 _. B3 L - @actors.push(actor): S& H8 n3 H: v; B
- $game_player.refresh! G0 d4 o7 B2 h; k' U, w# y/ Z8 |
- end
5 m) Z; L. _5 I; a& t6 Q' ] - end; p! X+ u) [5 D# Z9 ]5 x0 z
- # 设置战斗的角色
. P) W( a! E0 a: R - def set_actor_to_battle" M4 E: T: s \. I* N# w( h* {& Y
- @actors2 = []
& i9 V. W9 b4 p) b - @actors.each do |actor|1 A; H* T% e1 u$ n9 v; o
- @actors2.push(actor)
1 b$ O ~; B0 E6 z% e - end7 |8 H/ A# ?% O! ]
- @actors = []9 x/ X3 _, b% j% q
- @actors2.each do |actor|9 U2 j1 `+ M! I8 t$ s6 n- a
- @actors.push(actor)
8 w' W2 `. h9 J; v - break if @actors.size == MaxBattlerSize, K' s$ L9 I- b) ], ]5 j# ~* M& N
- end
& [& A7 m6 A4 n( ]3 e# m - end A% K+ X* t/ i% ]
- # 还原战斗的角色8 W' g4 P/ V' A3 F2 v# {) F9 Y7 C
- def set_actor_to_normal- j. t: L& D4 D/ E/ E, ^3 z% m
- @actors = []
1 {! F" s8 s: E8 g) B' r - @actors2.each do |actor|8 V1 P! M- E" [$ n3 P3 [! e. q
- @actors.push(actor)' h3 X: J3 r9 ?- M" O1 S
- end. d% d, ?+ ^0 }; Z& s
- end+ A' l+ W5 \8 h
- # 获取角色id数组
/ L7 _) _+ {& M' _# [ - def get_actors_id
& d% c$ a. q. Y( V8 p3 t# a - id = []
( a! d9 Y+ K, @% P" Y6 c - @actors.each{|actor|id.push(actor.id)}( P9 y1 [- M9 m4 `, h
- return id$ t& X3 C0 `. k& |, z
- end+ g6 g+ s1 R$ v
- # 获取角色id数组) E3 _ R% h$ h5 W3 _6 Q
- def get_actors2_id* p6 O5 G9 m' P0 u/ `
- id = []
# O7 ?# b6 o& k3 { - @actors2.each{|actor|id.push(actor.id)}
5 b8 u, s# A" c) W0 }$ G - return id
7 |& n! m, E6 L5 E$ f - end# R) O. _/ F0 n; V1 p3 {- R
- # 兑换角色
1 P- V. F( }* C _1 a4 z - def change_actor(index,id)
) _! y# W7 Y4 y2 a* u5 { - @actors[index] = $game_actors[id]
1 `/ j5 g. J' t - end
( f$ J5 d) c( |$ {( R - # 全灭判定* W0 R% C4 B2 O9 K
- def all_dead?
9 l& X3 T/ h3 Q1 ~& N7 n - # 同伴人数为 0 的情况下4 f0 i( r# S8 v6 ^5 w' m9 q
- if $game_party.actors.size == 03 y( H* n: r: R. {2 d0 N
- return false3 Y! t4 f7 D# q8 s* e
- end
% w M3 A$ z! R$ n4 Z0 \ - # 同伴中无人 HP 在 0 以上' ^4 Y- Y9 Z* ~0 O' i' s% H' N
- for actor in @actors2% y* t/ p- T/ ]- j% Z
- if actor.hp > 0
% C V6 w3 B+ \0 [ - return false
$ L* `2 d9 K9 t7 R# z1 e - end' O( i4 i. F, I6 |! |6 R
- end' V6 _" { L" o! ]: D# w! U; j
- for actor in @actors7 _% N0 g; M9 a; @6 N0 z( i6 G
- if actor.hp > 0; x6 H/ J" z& Q+ d
- return false
+ Z# f/ e; ^/ \! Q/ K9 y M - end
7 ]- p2 g! G5 |- k U5 w, g6 _; p - end
' D' H$ D9 Z9 [1 l8 ] - # 全灭+ B. K+ D$ `% B- v: i* P4 H
- return true; g* K8 I W2 H9 ]4 i
- end; G3 f& F; t4 P5 ~5 z
- # 其他角色1 P4 k# M: I3 C0 q% ^
- def other_actors0 v; X J9 Q, {1 t5 m% y6 v; l
- actors = []3 ^6 O$ l$ K+ T% J) h/ L% s
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
" D6 J h( O# ^+ V& w; m$ ^4 t - return actors
: e+ L% V3 l7 q u+ O- | - end8 a8 ~2 @& ]& v, ?( p
- # 角色位置互换1 r3 T9 M! f4 ]
- def change_actor_pos(id1,id2)
: q' T- ` j# @ I" U - actor_id = []. |3 i5 O, l9 c B6 M
- @actors.each do |actor|- c7 j8 S; a0 p' u% Z5 ?
- actor_id.push(actor.id)
$ W6 {9 g6 U; a$ | - end5 m7 [6 l" ~! ^7 x8 w9 X R' |
- return if !actor_id.include?(id1) and !actor_id.include?(id2)- y: e1 c) z; D0 {3 X
- id1_index = id2_index = -1
* {2 L2 g. }( q! } - (0...actor_id.size).each do |i| D6 R+ a0 G; Z6 \
- if actor_id[i] == id1
9 A& m* S3 r* a - id1_index = i% n3 ]# ?' f# i( u A0 V- f" Z
- elsif actor_id[i] == id2
6 N. C- j6 `: W2 y& [ - id2_index = i
1 ]5 v7 r* n# w- J( @8 ^% s - end5 i( I' v4 r; `& [$ i
- end
3 k- o, N! D7 N7 R) d; X - temp_actor = @actors[id1_index]& j/ c1 }+ M" m3 R& A
- @actors[id1_index] = @actors[id2_index]7 @0 O! V+ Y V7 k c4 x$ o
- @actors[id2_index] = temp_actor! p4 }7 O" E2 x6 J4 u$ J
- end
2 C) @: [, B' r" X; R - end
6 D& i T. V) u B
7 Q" I, w- {& s# G- class Window_Actor < Window_Selectable
; J( L4 l8 w0 y4 j( ]7 ~! L$ J) o - # 初始化
h V9 i0 ]* W5 P# o - def initialize
* }5 X. }. F) r# |3 w) E$ Z+ y - super(0,64,640,256)# U6 s' L% f3 t' \/ v* h
- self.back_opacity = 160
/ F7 X" |% }; `" Y" W K/ }9 i - refresh
1 r9 b) P( y; Y; o - self.index = -13 \8 i7 s: [6 B# h# O0 @
- self.active = false
% Z8 p% p! C. Z0 X9 P* y - end
& i# s5 C/ y8 c, n - # 刷新
: Q; V0 W' |5 p! L- B9 e - def refresh
) g m5 |" w1 z+ o( r( l' E c3 E - @item_max = $game_party.actors2.size3 {, ^" d5 |* ^3 c
- @data = []2 Q, y% P7 h* e0 L" {: o
- $game_party.actors.each do |actor|$ t4 g7 e$ X1 N$ @. H$ t
- @data.push(actor)
& p. Q9 |3 }/ z l& c - end7 }" y, ~$ \; X
- $game_party.actors2.each do |actor|7 D6 B- V- ^& `2 S4 A
- @data.push(actor) if [email protected]?(actor)
/ @4 R1 L! R) l, i4 s5 h0 R - end# u: ?/ a4 Y# B6 m& w6 a
- if self.contents != nil
2 u' c/ g) C- ]1 [/ B, k. i - self.contents.clear8 {2 A# F! f2 b% Q
- self.contents = nil( B% T! i2 w- H
- end+ f1 N; X& f. }, E
- self.contents = Bitmap.new(608,@data.size*32)
' Y9 N' w3 x0 m, ~" ?6 E - x = 4
+ T$ _ ]; d5 t5 }: x# C9 Y& I - y = 0
7 {! n5 d9 H7 Q4 n! H1 v( L! E - @data.each do |actor|
! L7 ] R& s* f |+ K% I1 E' Y* t - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)* e! k. o+ B) n1 {. x3 C) e8 S
- rect = Rect.new(0,0,bitmap.width/4,31); U7 f1 e% X! J/ B
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
; o: y) H+ B3 _8 u - draw_actor_name(actor,x+36,y)
6 b* U( ^7 W9 d' t4 I5 P- z! O- Z - draw_actor_state(actor,156,y)
U0 m) \; @/ d - draw_actor_hp(actor,x+256,y,96)3 G2 u [+ j7 A+ \4 ]
- draw_actor_sp(actor,x+376,y,96)
; F& f5 p/ f7 F% q" ^+ l; h5 h6 R - if $game_party.actors.include?(actor)
( x$ o2 k3 N4 C5 c: `1 ` - self.contents.font.color = text_color(6)
, f. B8 {+ o L: P- I3 a: z - cword = "出战"
- F$ L& n. A/ s0 \/ R - else
+ t. V; W# L% S: p5 v - self.contents.font.color = text_color(0)
+ I1 b/ y7 j8 ~2 r - cword = "待战"
, t1 C& O* [* h' D y - end
) R" Y4 D {$ @; |6 l* F1 D* C - self.contents.draw_text(x+496,y,60,32,cword)0 i! P1 A. \4 D7 f6 s: r
- y += 32
* i: a5 b2 A# d, F - end
( y3 x; g; i2 t& K: E% P - end/ v- q' \6 |. b" O" m+ F
- # 获取当前角色编号
. G) _5 } J" W' ?$ o - def actor_id/ t2 J: S3 P) `3 N" y
- return @data[self.index].id" g( P- E4 T7 [) s. v* Q) @6 t7 W& J6 L
- end
3 B; ?( g- o$ b% ]6 p - # 刷新帮助
9 L; {3 w/ |: g% j% U: O/ W - def update_help8 _$ |9 a7 `) K# j7 r
- @help_window.set_text(@data[self.index] == nil ?\2 d$ u; L2 N- A9 Y. y* {. J
- "" : @data[self.index].name)
+ f$ W% b6 w, Q% z - end
. H# [; _* N% Z$ A9 N3 T# ]( I$ g7 J; I - end) u- K y3 C- b, }- u; b
3 q. w) t0 `) g2 ?% T) _* @- class Scene_Battle2 v1 m) B' O# M" U1 ~) ? Y! \& o7 [
- include LimBattlePlug
/ F: W0 W- _( c4 L& o4 E3 e - # 初始化& B# w$ x) F$ F8 Q
- def initialize
' Z: q7 v% C2 s( M4 h - $game_party.set_actor_to_battle) R T4 M% u0 j1 w: v
- end) H3 a5 e9 i2 V" @. L- d* F
- # 主处理
- ~/ S8 T b9 h' K$ {5 \) [2 U4 s) q - def main# v7 G9 F+ ^9 p5 Z* k9 E% d' i% a
- # 初始化战斗用的各种暂时数据
2 S3 V7 `6 l+ y6 J t' g - $game_temp.in_battle = true
" C* X3 K' J" a) a1 E; R - $game_temp.battle_turn = 0, ?' ^% @+ T) A+ H/ l
- $game_temp.battle_event_flags.clear. L$ x3 n8 u: o8 ]6 q2 ?: d. r
- $game_temp.battle_abort = false
2 \. ]. m ^; E3 K1 q) x ` - $game_temp.battle_main_phase = false# h0 H7 G- K* r3 b; ?" B# [
- $game_temp.battleback_name = $game_map.battleback_name3 x0 D/ |% [# |! [0 r% a/ o
- $game_temp.forcing_battler = nil! }% q! r* D- k/ ?1 C2 n! }5 ]
- # 初始化战斗用事件解释器, Z2 x7 k! r5 g- |
- $game_system.battle_interpreter.setup(nil, 0)
" E' u0 d- L* _: {4 R - # 准备队伍# K! Q4 s+ i8 m9 K& {1 r0 k
- @troop_id = $game_temp.battle_troop_id
8 |( {& j8 p7 D, E& S! e3 I - $game_troop.setup(@troop_id)* K5 f: n i: e; f, |( S. o; I
- # 生成角色命令窗口
, F5 ?) {# Q% b& O' n - s1 = $data_system.words.attack- z) @; K' U6 z: Q3 K$ z. C) _
- s2 = $data_system.words.skill' D, `8 U; K2 m0 v. g$ o& i$ x
- s3 = $data_system.words.guard+ T+ R* q( T' b. W
- s4 = $data_system.words.item
6 z/ I* o3 R) R7 E- G4 C9 U3 ~ b - s5 = WordChangeBattler0 T6 W- }: g& p6 g+ T5 S
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
2 Q( c- J, Q9 n - @actor_command_window.y = 128
* c3 [+ D& w6 K; T# d( b - @actor_command_window.back_opacity = 160. T2 |# Z6 `3 N
- @actor_command_window.active = false. d, \/ u0 n0 ?
- @actor_command_window.visible = false' n0 O0 K6 f+ I4 P. P, C! n
- # 生成其它窗口
* m3 @7 ~- W9 E( t1 L7 f+ ~% ?( U - @party_command_window = Window_PartyCommand.new! W7 x9 j- B3 N) a! v
- @help_window = Window_Help.new
: H( F* Y1 V) g" E; `- F - @help_window.back_opacity = 160
0 t: }" E8 j3 I - @help_window.visible = false
+ }7 v1 k% A6 ^; l9 f1 P; L - @status_window = Window_BattleStatus.new! o5 f7 c* i- d( W: c
- @message_window = Window_Message.new7 v2 ]% G8 o B* `$ a
- # 生成活动块
3 h3 U R3 P( n/ I$ e& t3 r* J - @spriteset = Spriteset_Battle.new4 d/ X F! ` z7 h7 I! B7 l3 N* C
- # 初始化等待计数
7 L# ^$ @( S- e - @wait_count = 00 q, ]) }* Z: J4 F5 \6 l- ^; r0 M4 e
- # 执行过渡
+ G6 _8 n9 ]# h* g - if $data_system.battle_transition == ""7 ^$ c3 z' T" h: J* B# U2 c4 I1 V; f2 [
- Graphics.transition(20)) |4 h5 |. t: q5 W2 v2 S8 c
- else' d* s5 W0 R( Y M# a# B$ L
- Graphics.transition(40, "Graphics/Transitions/" +
2 ?1 k( K& }" N! @( Z1 C7 l - $data_system.battle_transition)$ ^" V3 c) t- I; P% O/ @
- end
$ M& L N" x8 C# O- n - # 开始自由战斗回合9 c8 e/ u: G0 t- P, R. I. O3 H
- start_phase1; |- I6 Q% a# v' x9 e/ a
- # 主循环5 u& I1 m7 L& T p# Y0 B5 N0 S
- loop do
- f, D# c) `$ F( X - # 刷新游戏画面5 `' k8 }1 U' g* W
- Graphics.update
V0 B3 x, @8 I - # 刷新输入信息* e. l$ Y8 Y1 u0 z) ?6 d/ Q5 M
- Input.update
! e @( M, m' r) h' @( P/ B# k - # 刷新画面" i3 j: c8 @5 ^; ]
- update- g; T" [8 b& L5 T
- # 如果画面切换的话就中断循环( x0 j/ {- j8 \* H! a& {( D$ N5 t
- if $scene != self) @4 ^, x5 q; g3 y* V8 k4 h: T
- break$ i' H1 e3 k) ^- P% r6 _ c. ?: m
- end' V$ A4 w' B% s' ]" ]: R7 z2 c. V N
- end
( x6 p: N% v. v7 N3 ]1 B - # 刷新地图8 H% Y) D. m" h+ @% o
- $game_map.refresh- W: I: m; i" x4 W
- # 准备过渡$ v/ k/ x* `: r( X* Z* t5 z7 U
- Graphics.freeze
/ Q1 f1 d5 N$ U' j" I - # 释放窗口
4 C. g8 M& v0 k1 X5 e% e9 k4 a - @actor_command_window.dispose
$ ]3 \1 f# H% ~ - @party_command_window.dispose
8 G. K6 x0 Y0 \% |! G9 t - @help_window.dispose
: ~" F& k( r$ r, c - @status_window.dispose. r* O$ ^2 }( e4 l! B) s& e# V
- @message_window.dispose1 s, \0 ]1 f: v5 ^5 X
- if @skill_window != nil
; w* o4 J" y: Y; N6 l" O' W0 h - @skill_window.dispose: l# m" h; o+ T
- end
8 L' N; D" U/ _9 W - if @item_window != nil
6 r$ c/ }- Q0 F; g7 z- M( ^ - @item_window.dispose
/ r; V& f Z* e+ h9 { - end8 Q" U8 A1 }5 k$ B
- if @actor_window != nil9 T4 Y) I: S; L: x9 U6 ?
- @actor_window.dispose" p/ V) u4 e% G% U# w) D$ ?9 z
- end$ q% m" h# x5 S6 A, |5 t5 @( w" r
- if @result_window != nil* ?* ^' d/ i# v% ]/ A/ E% v
- @result_window.dispose" O6 @" _' @! t' ]' R
- end
% J7 I( @" w8 U4 c - # 释放活动块
" Y. x9 T P0 T( x& O8 o! L6 ]( ^ - @spriteset.dispose( f. h$ d/ E+ t' r
- # 标题画面切换中的情况$ s: H6 q7 ^# U N) v# R1 i5 Z
- if $scene.is_a?(Scene_Title)7 j. @& Y. A9 k, `! E0 v6 x3 ?
- # 淡入淡出画面+ _& Y" J9 y# _$ h$ H0 }; M
- Graphics.transition
) k" f- ~- X3 [ - Graphics.freeze
+ e$ g+ |8 {+ j5 e8 E - end4 C9 i, S& ]: R K5 {
- # 战斗测试或者游戏结束以外的画面切换中的情况1 l; i; ?2 g1 B7 L, k8 h
- if $BTEST and not $scene.is_a?(Scene_Gameover)
) j* R" H Z1 H- D( w7 R2 j - $scene = nil" U/ B7 @8 [8 b
- end; m. T1 E c3 R% u: r" _2 Q
- end
' m4 n4 V/ F' C/ H9 M - # 战斗结束2 E x0 u' K& k
- alias lpb_battle_end battle_end; h9 X6 j3 {7 r p O2 A$ h! ]
- def battle_end(n)# D/ I4 H0 K) p4 r2 ]2 c
- lpb_battle_end(n)
# b ` C: T) N8 A3 N; C4 c - $game_party.set_actor_to_normal3 M! C [8 H4 c" c
- end' b8 G4 c& T& Q; n( x$ l
- # 开始回合3- I {& r% ^# j" c$ f
- alias lbp_start_phase3 start_phase3" M; v7 s2 d5 ]' u% f9 R" f
- def start_phase3
- T9 A5 q0 D* o3 M9 N* G - @changed_battler_id = []$ @+ J- ~) w( }! B l
- lbp_start_phase3: W& U x% s3 C: o
- end
& ^! ?2 {: ]1 e* \3 D& f1 y9 } - # 刷新角色命令回合画面4 l+ S3 t* N; l' _# l! Y
- def update_phase3
0 ]5 I9 p3 g) C" s; \ - # 敌人光标有效的情况下 u2 _3 t+ k d# X/ {( _
- if @enemy_arrow != nil
4 B. }3 m9 |0 V& q: { - update_phase3_enemy_select
" @9 [0 M; w, P* _( h4 D, _* y K - # 角色光标有效的情况下/ d7 z, m) v6 Y! x" S7 Z. ~
- elsif @actor_arrow != nil
' Q( h: A3 ? a- f+ Y - update_phase3_actor_select
+ n6 [/ P5 W& x5 S - # 特技窗口有效的情况下
1 ~4 v# ]9 h" e# n: f - elsif @skill_window != nil0 N/ V& r, n$ U9 U% Q
- update_phase3_skill_select
# @0 L& }$ H0 z/ ^! U8 @5 K - # 物品窗口有效的情况下
7 s# ~- W# A% n' c! E" `( y. G9 L - elsif @item_window != nil
j8 T) p2 V8 g: A - update_phase3_item_select
z9 b+ n8 z1 S7 q6 n( p$ G+ K+ @/ o - elsif @actor_window != nil4 y7 l3 E* T+ w; M
- update_phase3_battler_select
6 z% h8 F6 D7 I. t/ A% F - # 角色指令窗口有效的情况下7 p3 N2 g% V: f: `$ U
- elsif @actor_command_window.active
& t4 [( ]* g% |$ V9 ~* }) D: r! a - update_phase3_basic_command: \$ a3 I+ _8 ?4 a& O5 C
- end
& }( V2 q+ w" t2 F- I' J - end
; j( D0 Q1 \# Y% x - # 角色基本命令
5 h5 t6 Z/ _2 b% L" r2 h& B8 H# R - def update_phase3_basic_command: x: M+ `- b& ~4 ^0 U
- # 按下 B 键的情况下
% g2 W2 d5 L- Y2 p2 H - if Input.trigger?(Input::B)
- R4 g# S f3 B - # 演奏取消 SE
2 d b' X$ h2 s+ N0 Z - $game_system.se_play($data_system.cancel_se)
0 M3 I9 R2 \6 { - # 转向前一个角色的指令输入
w. y1 ?, | }3 R: W2 s - phase3_prior_actor" l7 p1 }! F/ |7 F/ B+ N! U8 E
- return
7 h! J7 I' x" Q' P* g& [4 o - end# Z) h, }5 w8 e, p7 H. G; X
- # 按下 C 键的情况下/ }7 F2 q7 F8 g" T; I5 q4 K
- if Input.trigger?(Input::C), d5 l. i) i% [" f6 {5 b) \
- # 角色指令窗口光标位置分之4 n7 ^, j8 e* R( S' D! C' f0 o5 R
- case @actor_command_window.index0 @5 V* c( ?8 A' F
- when 0 # 攻击
1 Y4 _' g; y/ F) z - # 演奏确定 SE
( i6 A" `9 y/ a0 Y7 a - $game_system.se_play($data_system.decision_se)- y& l1 x2 e- S9 l. x8 x0 U `2 C
- # 设置行动
# n+ b) ^! W+ P" Y7 ?7 x, b8 T - @active_battler.current_action.kind = 0
. }- R% I6 d& |1 D& ?5 L- h: N8 P - @active_battler.current_action.basic = 0
j( U. r4 d8 x$ q - # 开始选择敌人' M \* z6 t5 m
- start_enemy_select
/ q N- x0 ]/ k. N - when 1 # 特技: I! R8 }6 s" G7 T' ^. W
- # 演奏确定 SE
0 I5 q! S/ U7 u- ]$ Q& p - $game_system.se_play($data_system.decision_se)& Y, Z5 U& b' I+ i
- # 设置行动
4 V5 K1 U8 t4 Q, U - @active_battler.current_action.kind = 1' a2 l4 v# N, m7 b4 e% B/ `
- # 开始选择特技* z- i! z `$ Z9 s
- start_skill_select/ R: W! s/ s1 p' v0 _3 \0 _* k
- when 2 # 防御
) x4 N, D. Q" [+ B - # 演奏确定 SE
/ {- k3 ]* i6 g; d7 y - $game_system.se_play($data_system.decision_se)
& S u7 ~9 D$ j; k, W+ g - # 设置行动
0 k2 Z# Z* t" j+ B+ r: S - @active_battler.current_action.kind = 0! P" h: P) f: D) S
- @active_battler.current_action.basic = 1 C0 ^) y# U7 H( [2 h* t3 l
- # 转向下一位角色的指令输入0 Y) b) j, z9 n, I1 F2 @$ f3 i
- phase3_next_actor4 T& d* I, X1 @: U9 e+ Z, z2 [3 H
- when 3 # 物品( s) H5 v# w8 x' D; H& W, z
- # 演奏确定 SE
( k. X# d5 ?7 v; d - $game_system.se_play($data_system.decision_se)4 I5 n" L: \1 w2 [ ?
- # 设置行动& \4 b$ B0 Y2 Q2 Z; r* P% d1 B
- @active_battler.current_action.kind = 2+ M& r0 W- w: w- p) _3 @' J$ k9 \
- # 开始选择物品: U: S1 W3 T% w$ u8 {% U
- start_item_select% x4 t# m; T' i7 g/ |$ H3 C( b* W1 E
- when 4 # 换人* K/ I' P3 x+ B2 B: O& _
- $game_system.se_play($data_system.decision_se)
$ e) p# N' N5 a - @active_battler.current_action.set_change_battler
" q! }% U: ?' x3 y* A) O' O - start_battler_select% v5 w! W+ K: j7 F/ m
- end
- [; H+ Y: N5 i - return* Q6 a- \9 T% k+ b: H: k/ D
- end! X1 M" y2 D/ x/ h& h1 R) h% u; T0 [
- end
5 p1 A) K. l# j W% f: B ^ - # 开始角色选择1 Y" d: _+ `) f7 W. {
- def start_battler_select6 _) Z+ H& l2 V/ G* D
- @actor_window = Window_Actor.new
5 E/ N4 @( y! h# V: W# n# ~6 b - @actor_window.active = true: s( T. n& j( P
- @actor_window.index = 0! M: A/ H T& H/ q8 j6 K
- @actor_window.help_window = @help_window0 O" G, P( [# i5 w
- @actor_command_window.active = false; P2 B0 g% f s' c* _0 v* Y6 C3 U
- @actor_command_window.visible = false t1 K7 M4 x) p+ R/ o7 j4 Z) B& E# @
- end$ H2 d5 h n; j% k" @8 c8 j# S b
- # 结束角色选择
2 |& `$ B3 x) v) t" k - def end_battler_select. F* F* G' F; C6 G7 M% b
- @actor_window.dispose
* a* g9 S' Q) q; n3 A - @actor_window = nil9 u, S3 S7 [' m
- @help_window.visible = false; J& r/ ?$ U+ L
- @actor_command_window.active = true' T6 w# G* w4 v0 L" W
- @actor_command_window.visible = true
5 D" K; |0 ^8 | z1 w$ {) O0 ^' z - end5 y% {$ C3 f( X! ]$ k0 @$ j U
- # 刷新角色选择9 S. X! |% G6 F+ C: }/ v
- def update_phase3_battler_select
: l% o R; A6 }5 x2 ? - @actor_window.visible = true# F$ v7 Q% o+ U
- @actor_window.update
! Y. Q: J( R* B; q% ? - if Input.trigger?(Input::B)
! E+ d! t$ T- Z* o0 ]6 Z$ H - $game_system.se_play($data_system.cancel_se)
+ ?7 k- g+ l7 e+ J0 g6 D - end_battler_select
3 r3 r, p6 _8 o/ p - return
) G+ l" f8 H8 |( ] n+ I - end
0 B4 j& v, Y9 G' j+ \ - if Input.trigger?(Input::C)
$ G- a) H# A9 k6 r6 D - actor_id = @actor_window.actor_id) ~' t+ n. a7 M/ o0 h3 [$ t
- if $game_party.get_actors_id.include?(actor_id) or
6 @ [# ?' l9 u5 R - $game_actors[actor_id].dead? or # ~5 w9 ~5 d' S9 I
- @changed_battler_id.include?(actor_id)
5 T1 d+ r$ A% f7 y1 A5 H - $game_system.se_play($data_system.buzzer_se)
# Q* s. y( O- D$ ` - return$ e6 N- y3 p$ Q
- end" ?& I6 D* }* F2 K: H
- $game_system.se_play($data_system.decision_se). f- x- R( J9 O
- @active_battler.current_action.change_to_battler = actor_id
7 C- P# B& C' P% n - @changed_battler_id.push(actor_id)
( }( @1 T) x. f) i5 f; _0 @ - end_battler_select; V2 L! ~7 k1 x5 m3 a0 U
- phase3_next_actor( J O$ ]% q3 f- d# z k7 z% g
- return
) x$ p. a7 y! h: A - end% e9 b. w* W% t- I2 a: D, \* i Y
- end
) v# @, L" f( H- P( k7 e - # 行动方动画
( Q. j5 s! J: I - def update_phase4_step37 s ^ U* | N# s* w( g
- if @active_battler.current_action.is_change_battler?
( x- W; O1 k4 P - @animation1_id = AnimationChangeBattler
: \, A/ `0 y2 i# R - @target_battlers = []
* R. Z/ e4 p* B- q4 u6 H& V! | - end2 I' M& f6 w" \9 Z( Y* R3 g
- # 行动方动画 (ID 为 0 的情况下是白色闪烁) B* N m$ E% _# N2 h
- if @animation1_id == 0
5 _% O, m# w5 g# H% v - @active_battler.white_flash = true
; ^6 ?9 \6 H( g2 ?/ R8 [ - else
4 A3 X; e) x# N - @active_battler.animation_id = @animation1_id. W. n+ o, H4 Y0 Y
- @active_battler.animation_hit = true
6 O) r, {! {; @ M. K4 T8 Y4 K - end
+ Q5 {$ U& a4 f) n - # 移至步骤 4" R& q L! V: v. @8 [
- @phase4_step = 45 F/ E; P: }2 D& B4 J
- end
- |* c1 h0 ~+ A3 K - # 对象方动画
3 k; u, l3 y3 a8 j - def update_phase4_step4
8 b6 h/ N( ^5 Z) Q - if @active_battler.current_action.is_change_battler?3 c1 h M' Z6 ]4 Z
- actor1_id = @active_battler.current_action.change_to_battler, l" E7 }2 V4 h( V3 N" Y/ Y
- actor2_id = @active_battler.id
5 m8 E, J9 |+ U) W) D4 K9 C' c - (0...$game_party.actors.size).each do |i|4 B+ y+ c, _. R% d$ p8 |
- if $game_party.actors[i].id == actor2_id/ R+ Y" `; K' n: f) m' m3 Z( G
- $game_party.change_actor(i,actor1_id): u" E. F5 m' A# J$ y. T7 a
- @active_battler = $game_actors[actor1_id]
! E: e2 ^: G2 x- E0 ` l+ G: P% M - @status_window.refresh% q$ H8 } h0 }4 |
- end/ c0 N- r# D/ X8 J6 O& z4 W
- end) F* t, M! g/ L
- end
& k/ i+ q) i; p6 C0 r. q; V - # 对像方动画$ I: ~9 E& A# U8 }0 ?% {! n
- for target in @target_battlers: t+ Z7 B/ u, Z+ W3 ]
- target.animation_id = @animation2_id
& C l( m; q' T7 T - target.animation_hit = (target.damage != "Miss") H$ R" Z; d& Z
- end
# ^0 \5 _) A8 D0 |" M - # 限制动画长度、最低 8 帧
1 H# K: L) q: t* N+ c - @wait_count = 8% T* R! d5 T7 }. X8 y
- # 移至步骤 5
* s, {) R3 e6 r$ I - @phase4_step = 5
k# n+ x0 Q0 C2 j% f6 c1 | - end: ~$ j* b8 {2 p% d% \9 f# }! r
- # 公共事件8 t/ }- A7 h9 R4 c8 U: ?$ u
- def update_phase4_step68 L2 W, w$ W1 _2 ^0 C1 I0 O$ Y* C
- @target_battlers.each do |target|' X2 [* ]/ Y% k1 [; g
- if target.is_a?(Game_Actor) and target.dead? and0 A Q# D6 |- m1 j5 V8 o
- !$game_party.other_actors.all?{|actor|actor.dead?}
' Y( }3 X8 F) p) U' Y - @actor_window = Window_Actor.new
8 E4 v' V' N8 w9 M9 z8 g - @actor_window.index = 0
+ W3 x! y9 ^# s1 j - @actor_window.active = true4 J" P3 O& s/ L
- @actor_window.help_window = @help_window) {+ \; J9 v% v, L) k" F0 h
- actor_id = -14 E! T1 @8 w# s- q
- loop do3 n5 R! `/ s7 O7 |2 @3 ]5 E
- Graphics.update4 P& X# v" f4 O) M# w4 G; O4 O8 z
- Input.update
, f3 R, L) \5 u# g4 C$ j% T2 L - @actor_window.update6 S F i$ k& U$ s" ^0 |
- if Input.trigger?(Input::C)
& L% R% F" s$ I6 r" V$ {$ w9 ?5 K/ b - actor = $game_actors[@actor_window.actor_id]
2 n' X; w+ \; j& ]( F& |* b - if actor.dead? or7 C2 ?! r/ s% p# w# c2 K( d9 i* F! c0 `
- (@changed_battler_id.include?(actor.id) and 2 i- X* O- v! S) c- D, I# P9 X. w4 R
- target.current_action.change_to_battler != actor.id) or' c% U% C. h# [7 Y9 O
- $game_party.actors.include?(actor)) F- } |$ R7 F8 }* F' |
- $game_system.se_play($data_system.buzzer_se)
# g/ D& `+ G2 W, n - else8 {5 m3 m- K2 u* I: h/ I& X5 v4 ?
- actor_id = actor.id
) p' a- s1 B' B% K3 [7 M - end
8 S( ~+ A8 P" y+ w2 o; |/ b - end
0 \4 d0 f- @$ a" @; O2 X - break if actor_id >= 0
! ^0 q$ h% n' n3 f2 H/ X1 z4 ` - end8 t' U3 O, }0 M8 F4 \
- @actor_window.visible = false
{" Q8 E6 O' V* u H6 |3 ^. U$ Q - @actor_window.dispose6 c8 O K) z2 v' [9 L, W) k" T7 _* C- s
- @actor_window = nil1 g5 c/ S: a1 \( t$ l& ?
- @help_window.visible = false% M4 d6 E! V! e. K- p5 e7 |
- (0...$game_party.actors.size).each do |i|4 ^& Z2 `) o- `# `
- if $game_party.actors[i].id == target.id y h3 k% a9 F6 r
- $game_party.change_actor(i,actor_id)
/ ]( o) P A9 F7 W3 a; \2 u - @status_window.refresh
( n& `( J* ]$ y1 @( Q# W3 \ - end
' I; X. V! L4 `# G - end8 S2 A. _" a5 g$ k0 {9 }) d6 |5 r
- end$ J% r; P/ L& `" F
- end
0 z0 S' D) z1 b - # 清除强制行动对像的战斗者. P8 s [, h: v% I# I9 X
- $game_temp.forcing_battler = nil
4 `$ w/ H" V7 E3 `$ k; B - # 公共事件 ID 有效的情况下
- j0 Y d& w8 z9 `3 ?' E7 B6 | - if @common_event_id > 0) Z' I) R, m$ S/ j, b
- # 设置事件$ |- J3 h" W8 `* Y P3 D x" d
- common_event = $data_common_events[@common_event_id]
u, q" ^' Y- X) Q0 c - $game_system.battle_interpreter.setup(common_event.list, 0)# n9 |# i3 l9 N$ Y- u% K
- end
0 g$ r7 o _4 {& k! `/ y2 ]8 v- A - # 移至步骤 1
4 z9 g% h% X& r' x* v- k1 I. z9 s - @phase4_step = 1
# A, i; i; n, Y' a+ Y - end9 t6 R% K$ K7 j
- end- Z6 t6 s4 W4 r K
+ X2 t1 e2 T5 I. y* \- class Window_MenuStatus) L5 h4 S- U" J9 _9 k
- def refresh
7 l5 t3 Z) A t) \# n- | - self.contents.clear
! `+ l. x, O; `3 z6 j+ L* ` - @item_max = $game_party.actors.size+ k8 P+ g6 @- ~( }
- for i in 0...$game_party.actors.size
^0 P! ]- u s+ W$ [+ ` - x = 4
- a2 _% ]: i7 t* o% w& {) ] - y = i * 32
( W4 N& `( k& U7 Q, Q' G - actor = $game_party.actors[i]6 l) p5 [( Y( T3 A/ [
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)8 a) s9 C' _; ~# N' q
- rect = Rect.new(0,0,bitmap.width/4,31)- O- a3 ~% n8 [
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)# V( e) A- A4 u6 w) D
- draw_actor_name(actor, x+36, y)
2 Z+ d) n1 l1 K- w1 V* ~ - draw_actor_state(actor, x + 136,y)9 I8 T/ j0 C5 ^8 B# i6 N% ?* [
- draw_actor_hp(actor, x + 236, y,96)- p0 C" d4 Y/ I; K8 }: \+ U. @
- draw_actor_sp(actor, x + 336, y,96)7 i J3 c9 S: v
- end& q6 ^. ~/ l3 c$ F
- end1 |* V7 R- `7 ]) T
- def update_cursor_rect
: E( e: P: d4 a3 B - super4 ~* c |6 `' t+ a, ?, a) e
- end
4 y: S& a$ ]% y - 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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