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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 LimBattlePlug2 A) W6 @# V- A( ?8 C* _
% ]) A6 b5 G+ F- # 队伍最大人数
) v1 C9 | O2 ? - MaxPartySize = 8* t7 C, v; d/ T
- 5 C0 l3 d7 ^6 S& `' Z8 \# V
- # 出战人数
) l. |* f! X0 s- N/ f0 i - MaxBattlerSize = 10 Y( P+ _& `, K$ \
8 G! t( ^ Q5 A! K+ w: L6 {& J1 M- # 换人语句
3 s2 d U* W, \, G1 u - WordChangeBattler = "换人"% d$ E, {! U( j) v
- * A8 U* u9 V( E
- # 换人时播放的动画2 j9 Y1 [( b- F
- AnimationChangeBattler = 26/ \0 f6 o: H; J+ s' g/ I
6 _7 k. G/ c. n9 v$ y- M( L- end
4 L) _3 E# T5 L& _# e3 d M, F4 A. u - / }, R6 q2 L% t/ {# `$ K" a
- class Game_BattleAction6 h4 D5 Z/ J" r6 Q* D
- attr_accessor :change_to_battler
, K, \# C& _ C* N - # 初始化6 b% z6 {0 c' t8 H" J
- alias lbp_initialize initialize) x$ `, s: O9 c2 u( f( A8 y- q4 r( g
- def initialize$ v: [# _6 N8 C
- lbp_initialize
/ K5 c! U0 Q# H( E - @change_to_battler = 0
8 I5 N1 V+ a6 u _; v% ] g - end+ Y( a& ? q) |
- # 欲更换角色编号+ X, Y4 _ [) Y/ ]6 S. H0 I: d7 H7 X
- def set_change_battler
6 G9 n+ P; z5 {1 X | - @kind = 3$ Q: f' k& }* Y# i. v
- end! N9 @2 e9 x0 Y+ b( x
- # 判断行动是否为更换角色2 Y" W' `& Y) k) o' d' w2 A
- def is_change_battler?
# z: \9 N& z( }( U0 u - return (@kind == 3)
9 H9 z3 {1 E6 G f7 B - end% [ v D* O: a# T H' w6 `! Z
- end
8 o* k- c1 P* A }1 k. K( z6 N
# s: T2 n6 a/ n- class Game_Party
' a+ h4 [5 X7 g% E - include LimBattlePlug
) G) S5 F i# J/ j% V - attr_reader :actors2: I9 G" W' [: G! n* A, H
- alias lpb_initialize initialize
+ ~$ E( |) |( ? y; O; I - def initialize
8 k6 d9 i u( I* H" b - lpb_initialize b/ x. m) u x
- @actors2 = []
$ \5 K' p. @9 Y" D - end3 {" J- {. I" e" I) p" N. }
- # 角色加入6 f% k; E ?( _* L8 d
- def add_actor(actor_id)* K# j: ^% P- c3 m! ^3 b$ t
- actor = $game_actors[actor_id]3 ?$ D6 C% B u @
- if @actors.size < MaxPartySize and not @actors.include?(actor)
% f" |+ B7 M" P - @actors.push(actor)1 A& t9 ?- _# E: A
- $game_player.refresh
6 m/ z8 b p. ?5 i" ~# e - end
% H) l! d% c! ~5 t: R - end
" _# V6 |, P5 Y6 Y2 Y - # 设置战斗的角色
: @! X2 n* D& u* x _4 P! p, u - def set_actor_to_battle S! A8 e' K7 Q# }
- @actors2 = []! m( Z5 W b) G V$ G
- @actors.each do |actor|' Z) E* Z/ M a0 S7 V9 X9 w
- @actors2.push(actor)
3 f8 q1 ^ k+ ~/ b: E6 [1 M/ ^ - end( @3 r7 E1 G J6 U2 {
- @actors = []
/ u8 p9 V9 x/ Y6 a) G - @actors2.each do |actor|
2 ~9 E6 n$ c* T$ k0 D - @actors.push(actor)
; C( E5 `6 H: ?' a4 M - break if @actors.size == MaxBattlerSize" z+ f& M0 ^5 f- V& b
- end" F# B n! J- v D6 v; _ { K7 S
- end Y( @0 V) @3 C p# X' ~% [
- # 还原战斗的角色
" ]9 k3 l, y" Y" C) Y5 \4 \, L* g8 ] - def set_actor_to_normal
$ u0 q- E6 Z; j+ a, P - @actors = []
/ L' H4 I+ |. a/ Y# S - @actors2.each do |actor|
, V# ]8 n. y* G5 c% k* s! z - @actors.push(actor)
0 X" B3 _( E3 C3 f4 e - end5 T, p6 e$ C. T0 T/ U4 [ s
- end/ h" {# n p6 ^# \( W
- # 获取角色id数组; B/ y3 v( B2 r2 M
- def get_actors_id
- D2 M. D W% B, |. L7 k - id = []
4 q2 p0 I% _3 q4 m( _) F - @actors.each{|actor|id.push(actor.id)}; J# B% r: g" M* @4 h
- return id& {* e) I4 Y: }# ^
- end
. O7 K9 a! L+ `7 W {$ b6 y1 c9 { - # 获取角色id数组7 H& l ]& U1 k9 L& K- A
- def get_actors2_id' L( m! p* I% N1 t# M5 V
- id = []
- {. W4 U3 [7 O1 O5 e. ~ - @actors2.each{|actor|id.push(actor.id)}/ P- q2 k* N4 x4 h3 b% n# D$ C0 q
- return id
/ Q/ z' W: v0 j9 ^" x! Y0 y. V - end5 T8 v: ^4 [' n( g% ~( G
- # 兑换角色* d9 I) F. T/ W% S7 J( i
- def change_actor(index,id)
/ |4 l! B, Q! L: m, ] - @actors[index] = $game_actors[id]1 A1 W2 i9 h/ Y: {1 f
- end% g+ r5 k) L0 H7 E* q5 Y
- # 全灭判定$ E5 H. g$ N) _+ u. c7 @. y
- def all_dead?# V3 S& [' K; P, M9 w4 M+ v
- # 同伴人数为 0 的情况下) f2 D0 j3 U8 L9 K, D
- if $game_party.actors.size == 09 @ o4 x( ?- h1 I/ j, ^) o
- return false
' j* k+ S( L4 q% u* B r4 P- Y - end
/ s0 v4 _8 r/ _) O; l+ ] - # 同伴中无人 HP 在 0 以上
, v+ f# Y8 r( ]* R$ g - for actor in @actors2
5 b* y* _2 e+ C' J- w - if actor.hp > 0
' y0 O7 g. A9 d& I/ K - return false$ `- q0 W8 i5 |+ k* ?% }, g S
- end
1 e0 @5 V1 i* o: f - end
. M `- m0 i. t* j - for actor in @actors
. b! O- G! k+ W7 i0 ` - if actor.hp > 0" w2 m/ a# e; \; N
- return false
0 q6 a; G7 p0 G+ i/ W. K - end/ Z& _) E& m. P- b, o, H) v+ u
- end8 d0 E! K n( ~$ u6 i7 e/ x8 e) a7 T
- # 全灭
) u( V: Z% [5 n H1 \ - return true O4 i$ F5 |/ U8 `" [/ S1 O1 v# g1 Z
- end& F( {9 S; _( Z3 n! G
- # 其他角色+ I. z4 u& A8 t8 x* P
- def other_actors
- j7 \. e; S) K0 i - actors = []: Y5 J( L4 `$ G6 x
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
- t& Q% y0 ~2 F - return actors
1 r2 R$ v! P/ n" q: u5 a4 S9 Q - end
" I# c9 V8 n. M( Y' G& H* C - # 角色位置互换
- E5 y: z: F. H2 t' p - def change_actor_pos(id1,id2)
. O& {; ^+ k8 j+ c6 m - actor_id = []4 U) u/ G3 T7 Y- h: ^
- @actors.each do |actor|
. e- W* o0 P% o B - actor_id.push(actor.id)" x# ]- |( B6 Q: J( Q9 Y, l/ k; H
- end( [8 Y G5 ?0 K* t! H: v- \
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
3 M7 w( A/ P' W) u8 e A- S0 X$ p - id1_index = id2_index = -1
3 K- P D. ^- a0 j3 t/ _ - (0...actor_id.size).each do |i|
$ n6 z, g9 l$ p+ [4 T* ?7 q7 m# X4 E - if actor_id[i] == id1
- Z( B- B& c7 V2 U' K: O - id1_index = i4 B7 h+ g" s' l, U
- elsif actor_id[i] == id2
( a+ W* i( n! g B - id2_index = i" `2 r1 H. r& n# H' c: u
- end
2 M* A1 }/ s# {! G2 y7 F - end: Z6 s( b2 D1 s0 @$ l( d1 ?7 s
- temp_actor = @actors[id1_index]
6 i5 J- G7 w j! N* K6 i - @actors[id1_index] = @actors[id2_index]9 ?1 F" U/ o; O, ^" Q& p
- @actors[id2_index] = temp_actor
5 }$ e' V% e0 C0 u- b6 X - end
0 a9 H( r4 f& K7 w4 y - end9 j/ u2 h* F7 Z' A* C0 J8 `
% r. x9 d q6 y+ }" p+ [- class Window_Actor < Window_Selectable
2 l7 j; h9 Q( q' ]6 f' t - # 初始化1 A" `& E5 A3 A8 @1 k. c
- def initialize# H$ T7 {9 D6 D" X7 f+ v2 Y$ u/ o; [
- super(0,64,640,256)5 C0 ]3 ~/ y) ~9 J6 v( X
- self.back_opacity = 160
; w7 T- B9 z" N! S - refresh4 H/ V2 z+ W/ c1 N. c, j# V
- self.index = -1+ y& }3 M/ A1 n2 @. u" f5 k
- self.active = false
$ e y7 e" y$ _3 t# B - end
/ b% q3 E' L" L! b( B - # 刷新; z* x! D- v ^+ z5 T5 `# v
- def refresh
- U2 n9 J% j& D% p- B - @item_max = $game_party.actors2.size
, b/ M3 M+ ?9 S" c5 {6 U, G - @data = []
3 i( W3 H$ V a& K1 S+ e - $game_party.actors.each do |actor|! g2 S* l t, _
- @data.push(actor)- y* P8 R" s3 s1 S
- end
7 o- n! C" ~4 B% t" n. `1 e+ ~ - $game_party.actors2.each do |actor|" F3 k% [+ O. _4 }
- @data.push(actor) if [email protected]?(actor)0 G# Q6 j) c9 W- m/ N
- end
0 a4 l; V# F! t+ J2 ? - if self.contents != nil: A4 j. w1 r/ q
- self.contents.clear7 X$ M$ W; ~, v5 z
- self.contents = nil
! ?* ~; K' m& W( A: g - end2 t9 _, I$ `* p0 Z5 g
- self.contents = Bitmap.new(608,@data.size*32)" w6 c" z4 L: U, L4 ?9 ^" w3 ~
- x = 40 l0 c" O) K. y
- y = 08 m, t9 ?2 E0 B
- @data.each do |actor|9 i5 R3 D# u/ U8 h. |/ h; q
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
8 g6 C R% S' Q; A; v7 ] - rect = Rect.new(0,0,bitmap.width/4,31)
0 }' O. }3 z3 j$ R) @6 N - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
7 X5 V) E/ ^& Q; ~0 J' |2 T/ ? - draw_actor_name(actor,x+36,y)/ D n, [1 S. f# J7 Q
- draw_actor_state(actor,156,y)$ Y6 U7 ~7 `/ U O$ v9 N v
- draw_actor_hp(actor,x+256,y,96)
" S- d: F! ]0 c$ I - draw_actor_sp(actor,x+376,y,96)% b: {- U+ K$ u8 h, }0 k
- if $game_party.actors.include?(actor)
6 | r2 A0 @0 f5 U: I7 F' M: v - self.contents.font.color = text_color(6)
, y7 N" G. I3 Y+ y& X) a+ o - cword = "出战"0 G: C3 [! f* ?2 t7 K) [+ [, W% h- E) D
- else r; }$ f) V1 t3 Y+ I1 @
- self.contents.font.color = text_color(0)
+ L3 l' d7 D3 ?. T - cword = "待战"8 Y3 p+ ` _4 k& d
- end
' F8 e+ E5 D# U8 s1 P6 V - self.contents.draw_text(x+496,y,60,32,cword)" V0 ]$ }. ]* ~# i" W
- y += 32# |4 ~; ~, v) ^9 T0 h
- end, q1 d: D+ d, M" g# o7 i
- end' R( T& T0 i' x3 h0 L
- # 获取当前角色编号: `0 L4 t( _! ?$ y
- def actor_id
Z# |( A$ x' \: t# N) E( @ - return @data[self.index].id' W5 r' W* q2 o1 o6 y$ J3 l
- end7 m1 _, `+ t0 d
- # 刷新帮助5 s1 _1 \; ]; T5 ?# @4 F
- def update_help1 f& r$ |# F7 A0 l2 d( m" R% \ o9 J1 y7 c
- @help_window.set_text(@data[self.index] == nil ?\
& `& d) ]0 H* U, l ? - "" : @data[self.index].name)
" ], ~& p- ~* b; J G2 a - end
6 z2 m7 G6 _7 o; T' L - end
. u# z' N2 q. v2 P+ }( X; v - ' M- s3 {0 {; c' n @5 r% f2 j3 n
- class Scene_Battle
% k) P! `( r" e" } - include LimBattlePlug! T0 ?6 }, e8 ? I- f: `
- # 初始化, H* l7 W' `$ X" m: D0 u5 _2 H" [
- def initialize
. t" f: C4 [0 k' P - $game_party.set_actor_to_battle7 l' [; ^7 j; K+ N, h* o' m5 E
- end
x! e E8 U# i7 t% b/ g - # 主处理
$ ?1 t3 Z ~6 o' K- x# I1 B - def main
! z# T5 T+ c: B - # 初始化战斗用的各种暂时数据) K! H7 y* |4 X( Q' f' A
- $game_temp.in_battle = true
( _; W8 z3 K( Q0 ]7 B( C- ` - $game_temp.battle_turn = 0" _. y% d/ l. T
- $game_temp.battle_event_flags.clear
/ t5 I. a6 Y. m% x5 g& G, H - $game_temp.battle_abort = false
# D0 j) X' e; A( q - $game_temp.battle_main_phase = false* ]0 ?# x8 j2 ~/ e3 P% B$ j$ l
- $game_temp.battleback_name = $game_map.battleback_name
" p) A* c* s1 v+ H+ C5 G3 Q- ^" y - $game_temp.forcing_battler = nil- B0 h: E8 o8 g4 } B9 r" ?/ M
- # 初始化战斗用事件解释器8 L- E. I2 Y3 Z* x! E' [
- $game_system.battle_interpreter.setup(nil, 0)% f/ r9 l A: y; w% } n3 s% W
- # 准备队伍! g1 R0 {; E E" w9 o
- @troop_id = $game_temp.battle_troop_id
# T4 F6 a b* ~; q; i - $game_troop.setup(@troop_id)# ]4 s8 O- S* ?- p6 A& l' }3 E
- # 生成角色命令窗口
8 B& Q- j! H" ?4 z8 O0 h - s1 = $data_system.words.attack
, W8 b/ F( O Q+ B$ K( K1 P% c# p - s2 = $data_system.words.skill
. |$ y5 R! Y! {% y: U - s3 = $data_system.words.guard, v& N) o) f4 _7 V7 L
- s4 = $data_system.words.item/ d( T7 e9 w' G* Y" {
- s5 = WordChangeBattler
4 r* {" F/ L8 n: ]7 M7 C - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])+ M, q7 [; E( s, p7 G
- @actor_command_window.y = 128
- n" q: P; f7 n! j7 K# w- Z - @actor_command_window.back_opacity = 160
" C; l+ P! H U6 D - @actor_command_window.active = false. U6 f) y& ?) V# L' t7 f
- @actor_command_window.visible = false e$ ~/ P5 q8 ]' b
- # 生成其它窗口3 b" K4 ~1 w$ f8 J: [+ V, H
- @party_command_window = Window_PartyCommand.new
9 ^& b- T; J. j5 K/ U+ ?( m; [- U - @help_window = Window_Help.new; C# P- I6 m; y5 j$ D
- @help_window.back_opacity = 160
, `$ [) O. s8 T( G z - @help_window.visible = false
- c$ p7 e7 k, ~5 p2 P7 r6 g - @status_window = Window_BattleStatus.new" b& i3 B( R7 ?5 _
- @message_window = Window_Message.new
# t7 ~! r' S: y9 Q4 q; {% A - # 生成活动块/ O ^* y2 |0 d% F. C. z/ `! d
- @spriteset = Spriteset_Battle.new/ f7 S7 B* k* s
- # 初始化等待计数6 A3 {9 r3 y8 Y/ c5 Y! e: B6 z' f7 a
- @wait_count = 08 S9 j+ _8 v- q0 N+ q% _& e
- # 执行过渡
9 u, i! Y3 l. V# m - if $data_system.battle_transition == ""
1 q" j( g: m5 E3 z/ p8 W5 B& @5 a - Graphics.transition(20)
) W% c( w; r3 Y% M y - else
* F6 h8 l/ D) _/ y1 }2 t" @' O$ S - Graphics.transition(40, "Graphics/Transitions/" +; \+ ?7 g" j4 v4 }5 S5 H
- $data_system.battle_transition)
% d% m2 T2 | u0 h& R) ] - end
% z2 e! _" _- } - # 开始自由战斗回合
7 J3 x8 x7 ^5 q+ U% `, ] - start_phase1; s( O7 t2 i6 C- S5 a
- # 主循环
0 R( f% C/ B$ c* o$ w3 [1 o - loop do
2 y" L0 G4 }/ U v5 ` - # 刷新游戏画面
) B) \5 X5 w* @, i7 K - Graphics.update. u" S4 P3 ]( S' `$ k. t2 l
- # 刷新输入信息' Z3 c# ]0 ~! o# A* C% E" U
- Input.update+ ] _2 d2 _; U& n
- # 刷新画面. }* K( u4 i3 Z/ S6 r; P" c
- update
9 o' l+ I+ {" P( R' f - # 如果画面切换的话就中断循环
3 a9 k8 H. l$ z) q6 f5 R3 G - if $scene != self
( C- L2 g# N- G1 I" v* X! h - break
8 E {& Q" w$ L9 r2 @0 v% u. V2 d0 w - end
) A9 b+ C# L4 Q7 }; w/ R7 | - end
0 [6 S, e3 [% W p5 Y% `$ N6 O6 p: w) ? - # 刷新地图, H$ H* c7 |# |, h* E1 v0 h p# {
- $game_map.refresh( J' }& J" g8 F$ L9 S5 ^
- # 准备过渡9 R; f( T/ u- Y5 K8 X
- Graphics.freeze" e* X2 X' ?3 d
- # 释放窗口+ r$ [# j4 t9 ?, c6 R N
- @actor_command_window.dispose) X) p* Y3 I3 W9 \ S' k8 _" ~
- @party_command_window.dispose
# s8 s. G6 B) u ]' D - @help_window.dispose
5 q$ ?! A" O$ Y/ c7 F# l9 B0 I+ \. {2 { - @status_window.dispose
* n, m* k/ ]" t6 M - @message_window.dispose
2 g# E/ n8 h R( ? - if @skill_window != nil c0 u' n0 E7 |( k2 p
- @skill_window.dispose+ D; F2 ^: R/ Z! Y& \$ c1 Z7 Q9 ]
- end
* _1 B# H7 P6 B A, o7 j. {2 M - if @item_window != nil
& t' k4 K( Q# @; b - @item_window.dispose/ Y9 B0 ?7 H/ v
- end+ O8 k% i4 \. a z; ~* r
- if @actor_window != nil% i/ |& }' c& V% J
- @actor_window.dispose2 L+ b# K' K* p4 M p2 m0 w! x
- end4 M( Q' v/ R$ d) ^& T
- if @result_window != nil V7 n8 `) m" e4 s& C( u; y: B
- @result_window.dispose7 _- H4 Z$ z4 x$ x. A# |
- end8 @, h3 G2 z' h% f
- # 释放活动块5 [ B7 G3 `: ^. O$ y
- @spriteset.dispose1 g1 o+ i0 m( Q: U. T' v9 ]
- # 标题画面切换中的情况. G* A5 q+ i1 ]) s) n
- if $scene.is_a?(Scene_Title)3 V( D$ n" P% M8 }
- # 淡入淡出画面7 W; W: C T* s" H5 h# ?$ ~
- Graphics.transition
* F1 v7 W, f5 B2 ?) C; M6 e! u: F2 ^3 I - Graphics.freeze
# I( k6 ?7 e. y3 r n/ }6 ~' t5 e - end2 r+ W2 \8 P+ J6 d9 n2 D
- # 战斗测试或者游戏结束以外的画面切换中的情况
! E+ a- E5 _. q q* y - if $BTEST and not $scene.is_a?(Scene_Gameover)& a7 l" e6 s* A! Z4 ?- |( {8 X
- $scene = nil
6 ?5 s* p6 s1 d. \, B* j - end9 ]' c" A! r5 @3 I: I6 k4 S$ ]5 \: h
- end
2 u) K5 E$ t+ U5 `! D+ @4 @ - # 战斗结束2 u- X, }) P* j5 L" A7 W6 x
- alias lpb_battle_end battle_end
) s! z! O# a- L( `* }2 i - def battle_end(n)$ B A i% L/ n! T$ l4 z& m
- lpb_battle_end(n)) R( E d. A$ `/ S
- $game_party.set_actor_to_normal
& T8 | t. v% |( z. x% R3 B# S - end% X; E! C7 e; m: y0 [8 B
- # 开始回合3
& t# I: `5 }8 a* }: E. m; K( _ - alias lbp_start_phase3 start_phase3: b, ^) J! e W+ b7 C* B
- def start_phase34 K# E& G6 ~, W9 T8 D$ J* [
- @changed_battler_id = []' q1 c: f5 Y. g% `5 e
- lbp_start_phase3$ ?* b2 }2 }( Z/ ?9 j; A8 R3 v. x
- end
c' W3 V+ J1 U7 f q) }# v7 x. R5 Y4 x - # 刷新角色命令回合画面
# G+ v* I% I7 E2 H* S, X$ ` - def update_phase3
* p! L' x; Y$ {- y$ x - # 敌人光标有效的情况下
( ]- s: n0 P* u - if @enemy_arrow != nil
8 u. G+ U* _ X8 B# j4 U2 n. @" G - update_phase3_enemy_select
0 X5 Y3 t. s3 z5 N: S" q - # 角色光标有效的情况下, w5 F u6 z; T* Q4 z! U8 g
- elsif @actor_arrow != nil6 M& s. E* M2 u V* E
- update_phase3_actor_select
2 T/ p+ Z; y: E1 [) W; i - # 特技窗口有效的情况下" T) z; @* c5 f+ w5 Z* D1 Y* V' ^% E( O
- elsif @skill_window != nil# }* \) W" E; x' c
- update_phase3_skill_select
3 X: V9 O/ m8 V l1 r: t* ~ - # 物品窗口有效的情况下
% D5 U( g5 A% ]2 d5 a; z# e$ g' z6 | - elsif @item_window != nil/ ]! K: I7 v. f/ [* C
- update_phase3_item_select
8 f. l! l3 q+ a5 x. ^+ b - elsif @actor_window != nil
5 v/ {2 c0 l+ d; Z a& D% U) N+ U/ E - update_phase3_battler_select' B2 S/ w' F8 p/ A
- # 角色指令窗口有效的情况下" \; B: p- i+ ~( |
- elsif @actor_command_window.active
0 ]9 f q7 |! _/ O) `9 E% r8 V0 T - update_phase3_basic_command
. z6 ~* s9 w+ J( |, E; |5 G0 } - end
: K/ r' {% h: }% b; B: L* x- q& l - end5 Q* Q7 }1 n* ^& ]+ w
- # 角色基本命令7 E8 f% a6 T/ \$ x2 H
- def update_phase3_basic_command
- g4 ?* w% J3 A9 q2 j# m - # 按下 B 键的情况下
Q @+ a+ p, s3 z9 F - if Input.trigger?(Input::B)- P. {, ?0 w6 Y. W
- # 演奏取消 SE
J% n3 W& {8 }3 b2 H - $game_system.se_play($data_system.cancel_se)6 X8 y5 a* d9 z% ^$ U
- # 转向前一个角色的指令输入- x' Q7 F3 U4 q" v9 v( [! b2 c
- phase3_prior_actor, \7 o6 n; B! j" O! d0 e2 a$ C/ l
- return% r9 t* Y7 C" K) ?( t' z# H
- end
- F/ i/ o( c0 R7 ~: r - # 按下 C 键的情况下% a& m3 }: I- \" l- a2 i
- if Input.trigger?(Input::C)' x" e' x8 {2 {! o% _5 F' R& J
- # 角色指令窗口光标位置分之
- s8 G: ^) N, o; }' y - case @actor_command_window.index
0 n$ H$ F+ K1 o1 j) N - when 0 # 攻击
8 O* y+ r' o$ {4 Z5 T$ A1 U - # 演奏确定 SE& J- _9 @- f* I" R/ v, h
- $game_system.se_play($data_system.decision_se), [# e: ?2 d9 S+ o5 D
- # 设置行动
& j, l0 S* @7 r - @active_battler.current_action.kind = 0
4 v# G* |4 j: b8 m! c - @active_battler.current_action.basic = 0
0 M0 e0 @4 ^/ a$ M3 @ - # 开始选择敌人
1 U( Q) R. b0 ~4 |6 Q+ z - start_enemy_select' L. m. h$ f) d8 K
- when 1 # 特技5 R" m% `% N) w3 v
- # 演奏确定 SE
# R: i+ [7 x: ?# i3 W - $game_system.se_play($data_system.decision_se)7 z8 ^" p; j4 E
- # 设置行动4 i; @- i1 e3 a+ {6 E# D) a* c
- @active_battler.current_action.kind = 1
! W+ R3 v- {! o! g - # 开始选择特技$ \0 A0 A% k- k# C4 m; E; l, Q3 F
- start_skill_select7 K4 E4 n E2 t& n& v3 z
- when 2 # 防御
0 e' g# w" ?3 ]* T% Y' n - # 演奏确定 SE
* e$ {# r& A) Q! r/ j( }4 Z - $game_system.se_play($data_system.decision_se): {/ v$ u9 {7 u$ F
- # 设置行动
% f/ o7 x" n' a9 m) } C" M/ [ - @active_battler.current_action.kind = 0. J5 m% U: E: F: a4 {
- @active_battler.current_action.basic = 1
5 _) p! l0 ]0 P: ]: h% |7 p - # 转向下一位角色的指令输入
$ m, ^4 c. i1 S. \1 u - phase3_next_actor3 |* C$ v8 F& d
- when 3 # 物品
& }9 z) ?9 U* i/ u! y2 G - # 演奏确定 SE
3 }$ m' U$ A i! _ u- Q0 f3 a - $game_system.se_play($data_system.decision_se)
( ]: W h3 `! q0 q9 o# | ?+ H - # 设置行动
1 W& ^5 F2 X6 J! [9 t* P - @active_battler.current_action.kind = 2* o: K7 e z4 n2 {8 u6 q( J6 W8 u6 K% f
- # 开始选择物品
4 x0 a. K9 I* d' h3 X" [6 X6 i& r - start_item_select- W% u7 y% S# w8 v5 m/ {9 ]
- when 4 # 换人3 A$ a d2 S+ S, I+ r! d& `: [
- $game_system.se_play($data_system.decision_se)
/ A" o$ O: G) r+ I - @active_battler.current_action.set_change_battler% V n! I M; F# ]2 X
- start_battler_select2 m% ?! Z; F9 k# [5 _
- end f2 o1 m/ n s- C L% u5 b" z5 r
- return
9 s8 ^/ R, y- M; [ - end
9 m% X2 J- b+ B - end9 N, p* [. u# ?; J
- # 开始角色选择8 P5 W5 @9 O( H t- D% i
- def start_battler_select/ O# o: H( D1 S/ s$ {
- @actor_window = Window_Actor.new8 {' D! k' a$ Q0 k2 I& Q
- @actor_window.active = true1 {* D# J' g) T2 L
- @actor_window.index = 0
2 Q% B& n# @) }6 a. } - @actor_window.help_window = @help_window/ e9 s2 K/ S2 q7 A7 ]2 j/ n
- @actor_command_window.active = false" S. N( r6 ^& L0 H2 V
- @actor_command_window.visible = false) T5 X# T4 {+ K k7 m5 u4 }+ Z
- end9 L, d# M7 i9 ]- l
- # 结束角色选择
' ?" _7 n$ u5 T( d" u2 \ - def end_battler_select
$ }+ ^+ l: |3 \- `1 [. G7 @8 A - @actor_window.dispose
* m* k5 j& K* b - @actor_window = nil2 ^9 P/ M. J) ^. M0 f) {) c
- @help_window.visible = false
/ y& P+ x% T8 I- I% z/ I - @actor_command_window.active = true& N; w8 O* M9 g8 G
- @actor_command_window.visible = true- C9 q5 r O7 ?$ f7 d
- end1 U* n3 Y$ A5 Y/ x) `0 i8 p% [
- # 刷新角色选择) u% }; B, q; b4 m& f* i
- def update_phase3_battler_select
. L( U8 F7 t; k% f; w - @actor_window.visible = true
/ E' K) J' S- N! y2 R - @actor_window.update
; f: g0 T4 A, t4 ?$ s3 S: |& C# M - if Input.trigger?(Input::B)
! c" [1 c. e% p& a2 }, }( X( F - $game_system.se_play($data_system.cancel_se)3 v% z: X1 |% k# S5 X a+ r0 g) j
- end_battler_select
4 q0 Y2 g3 i5 G/ j+ K - return# C# l: b, B+ K/ K
- end
) K @2 I' _2 K1 P% T2 _ - if Input.trigger?(Input::C)/ t5 Y# ^, Y/ o3 X$ ^/ C
- actor_id = @actor_window.actor_id: P" N, Z5 K7 |! ~9 @2 P
- if $game_party.get_actors_id.include?(actor_id) or) R ~* m, v4 @4 O/ V/ V
- $game_actors[actor_id].dead? or + m& O( c, p8 k7 j* X$ R! P: s$ u3 U
- @changed_battler_id.include?(actor_id)
# F' n4 i% k I - $game_system.se_play($data_system.buzzer_se)6 [' g) K0 X; n7 i
- return
8 } z- G# Z; H/ `+ g0 Q! ?4 Z - end e; e3 W7 T3 x1 q3 F/ v
- $game_system.se_play($data_system.decision_se)! i, h: o1 r/ c+ j6 n' g% K% }
- @active_battler.current_action.change_to_battler = actor_id: q' O% W& d$ ]6 R4 S
- @changed_battler_id.push(actor_id); W. `& W7 o, Y! [0 Q, i
- end_battler_select( w2 w: b y% O* E) H& O; U; s; h
- phase3_next_actor% a: A& R+ ?; W: H1 l
- return- ^9 g' u; _( ]3 v
- end" v# N# j8 R0 I2 \ V
- end4 V4 _1 E0 S, [) I4 g2 c/ a
- # 行动方动画
% e1 Q6 [$ [: X5 ] t1 K7 |0 k - def update_phase4_step3' b; |% a* H* L4 e" n
- if @active_battler.current_action.is_change_battler?4 j3 `/ D% f* n) _1 R) L/ p: Q2 Z+ u X
- @animation1_id = AnimationChangeBattler2 d$ E5 |) Y4 m- h6 a! f5 S# z
- @target_battlers = []
9 P+ |/ ?" ]* `+ S2 y - end; h4 `2 m7 l4 E& J6 ~
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)% W. [1 L$ b) F7 m5 V3 g
- if @animation1_id == 0
* x, Q* K; J$ \% j3 V - @active_battler.white_flash = true' j& y: W, F/ i6 A# S
- else
/ J' P, A2 a# E1 V7 y - @active_battler.animation_id = @animation1_id
- y* X/ @1 s; l' i+ @+ B" K - @active_battler.animation_hit = true
1 V+ i) Z8 z$ k9 U4 l' t# A - end
- q0 ` c( O Q - # 移至步骤 41 O, V! E+ q! r& k
- @phase4_step = 49 i2 o9 W) x; E
- end
+ {0 C/ x/ D1 T! t' w - # 对象方动画
0 T: m5 u3 l x7 N. ^/ {5 c - def update_phase4_step4$ s4 P s) \* `* ]# N' r
- if @active_battler.current_action.is_change_battler?4 |7 [8 M7 C5 I: @! c" s: G
- actor1_id = @active_battler.current_action.change_to_battler7 ~- l: G+ i5 F7 D/ `; ^: |
- actor2_id = @active_battler.id4 K- M! M: {( _1 O, i. C. G
- (0...$game_party.actors.size).each do |i|2 n: ]8 u% m2 X& _: N# C
- if $game_party.actors[i].id == actor2_id
$ j% P; x. J. m# f; v s - $game_party.change_actor(i,actor1_id)7 I+ B Q6 G* }+ S
- @active_battler = $game_actors[actor1_id]
9 b% C8 U+ S! g$ X8 k3 c0 r - @status_window.refresh
+ J# u3 S- |! ]' _! N - end
7 H4 x4 S0 z' Z! ~; g! c2 S! R7 x - end9 R' | C! G9 s
- end' h$ `+ f7 Q* s% H/ H# O3 r. V
- # 对像方动画1 t) E2 g6 c! a) [6 ^; G9 Y/ r2 R
- for target in @target_battlers9 x6 t8 m2 H( _5 k [+ f
- target.animation_id = @animation2_id, l) p+ d. J! O* \# I, h
- target.animation_hit = (target.damage != "Miss")+ l" h. ^ B3 m: s1 B. V, q+ _
- end
# a' q \+ p+ S5 B5 _5 L - # 限制动画长度、最低 8 帧. _& u! u" M/ K/ j
- @wait_count = 8
4 {/ w# r( t0 s" J - # 移至步骤 5) B. c+ W7 [ g! F4 M5 o
- @phase4_step = 5
~4 S/ m+ g4 d' a# K3 r8 ? - end
9 r) y* v; i7 ^! f( L- U4 z - # 公共事件
4 Z) Y) k- I9 O2 w$ s) F, w - def update_phase4_step6
. y Y5 r% h7 I& o0 q0 y6 h - @target_battlers.each do |target|
9 z3 A0 Z+ G) H, |. F8 i - if target.is_a?(Game_Actor) and target.dead? and+ k8 n/ ]0 I: v
- !$game_party.other_actors.all?{|actor|actor.dead?}2 \* { V0 v3 A4 F8 h" ?( t9 s
- @actor_window = Window_Actor.new
1 }' \7 A+ R ? - @actor_window.index = 0# y: k8 G' {) j
- @actor_window.active = true( z' E6 W0 J0 v5 Z3 a5 {& |( k+ L2 k4 g
- @actor_window.help_window = @help_window+ e7 }& m1 W f% k5 D
- actor_id = -1
) ~$ l ]0 S8 X5 b+ ?' T- y - loop do2 F4 ~6 P# A( U! {' y$ Y- R1 W
- Graphics.update. z/ ~. r n; h6 Y9 d8 N0 ]
- Input.update$ B! A" \: q) O
- @actor_window.update
0 k9 b9 |6 N- C& F - if Input.trigger?(Input::C)3 x) l. X' D3 m+ E8 h8 t
- actor = $game_actors[@actor_window.actor_id]
5 T8 R- O* n1 x - if actor.dead? or
# A: M: v% F: e' ? - (@changed_battler_id.include?(actor.id) and
! m$ L& v8 L) G - target.current_action.change_to_battler != actor.id) or$ v1 _2 C( {& O, W* e/ T2 ]3 k. k
- $game_party.actors.include?(actor): p! M0 L K ?' M& k/ Q6 c6 V2 b
- $game_system.se_play($data_system.buzzer_se)
. D4 i$ H2 z, J5 x - else
0 t" ? w- X; `7 G - actor_id = actor.id2 P( | Z8 j% N1 u+ E' }" ?1 k
- end' U/ W6 k' E% m6 E& _7 K" k
- end. c0 ~$ H7 i _! S- z
- break if actor_id >= 0
' N3 H+ ^* O' U! T, `* D - end2 g i; D0 T$ y8 ^2 S1 n
- @actor_window.visible = false
% V/ I* R$ Q( }% I# |" j, B% k/ M - @actor_window.dispose1 Y/ P1 q' G9 P( Z, C0 R) e& F1 }
- @actor_window = nil
/ A8 C9 F$ ~$ H: f" L, V - @help_window.visible = false
6 u$ i( ?6 M/ a. x ]0 x" | - (0...$game_party.actors.size).each do |i|
7 B' _- U% `5 C8 i) a. P - if $game_party.actors[i].id == target.id
, |2 ^" J) |+ l0 p$ G/ A - $game_party.change_actor(i,actor_id)
- \1 D/ I7 S) h+ B - @status_window.refresh
) m4 ~0 v+ i" T6 Q# }, D - end# x( U' T* X8 _2 @5 l9 Y
- end% p, N3 l7 u( y
- end3 g+ v$ t& G8 x
- end& \% \2 A4 k* h. [% S; o" N& O
- # 清除强制行动对像的战斗者
8 [- P% e6 }& ^# o6 x+ h - $game_temp.forcing_battler = nil
$ L; ^0 N: e- ]/ y; ?/ ~' V - # 公共事件 ID 有效的情况下
4 G A3 j4 x% `8 i6 c* H - if @common_event_id > 0
% U) p' i, l1 a( ]3 o/ i - # 设置事件
9 v4 S/ M( D. Z! Y - common_event = $data_common_events[@common_event_id]* m Y4 _! K# J- O
- $game_system.battle_interpreter.setup(common_event.list, 0)) j+ M4 M+ ^5 ]. |
- end
- Q# N$ k5 a* L+ z - # 移至步骤 1
7 S/ f+ s" ~4 X, V+ f - @phase4_step = 1
$ ^5 A+ V" o2 r, m! s% ^ - end
" a8 N: ]+ {! r+ t; G. N - end
; b# W5 l; Z4 U/ P5 p+ `# M - * s m4 z1 i" j# {# {8 h. S
- class Window_MenuStatus
/ Y; z- u! ~' E- ]0 { - def refresh4 _" ~" D1 [6 e# i
- self.contents.clear' G/ X7 E: ]( a5 e
- @item_max = $game_party.actors.size
v0 t; n) J8 V: G0 n - for i in 0...$game_party.actors.size) q# k1 u7 C2 L+ _' L* q! s
- x = 4
1 a3 R5 F3 }+ G" r& n/ n - y = i * 32$ Q0 H* Q; c$ l7 W. P
- actor = $game_party.actors[i]
* F$ w) |9 L1 m# F) D - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)1 ?' {+ h* M/ I( o7 L
- rect = Rect.new(0,0,bitmap.width/4,31)8 n x$ C V6 W! `; H- g7 @
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)4 s4 }. ]) H& P% H7 q) l5 j
- draw_actor_name(actor, x+36, y)
/ y( J* N0 q% j0 C - draw_actor_state(actor, x + 136,y)
3 s& H9 |1 C# G- o - draw_actor_hp(actor, x + 236, y,96) N+ y& M4 g( j, J1 @6 ~! l
- draw_actor_sp(actor, x + 336, y,96)9 z& e; H) z4 {& }3 Y
- end
, {/ u r' q, E+ L; }- U - end) j: j$ H( H6 Z, s
- def update_cursor_rect
/ M- c4 \* U7 S" I - super/ @" t) I5 M8 Z n) ]* a
- end
% o! K1 w9 ^* r - 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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