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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$ q7 p% m* x$ }9 @9 K
+ Q, t) O, V0 o3 G* U3 M0 f; `- # 队伍最大人数: F; w! }0 B- |+ B) c3 I* x
- MaxPartySize = 8! j/ G: j Z3 p) ]
- - [5 ^/ t0 R) }6 t6 j8 @3 ]
- # 出战人数
+ k( F; n( W2 ` - MaxBattlerSize = 1
# t' ~' r2 Q0 L) P7 d6 F" P
/ u# K' \% A7 j& F( C0 Q: b. s- # 换人语句( ~; D: a) s0 |
- WordChangeBattler = "换人"
4 e- o, @0 y& v: j" r# p. s - : }, }' Y7 e$ x
- # 换人时播放的动画* W3 R% b" {$ X6 O c7 P' j0 O' {. k
- AnimationChangeBattler = 269 W/ i; D0 l8 i: s! t$ x
- / }3 n4 N m) V; d3 c
- end6 w6 N8 {7 b6 x" e& g4 t
- * t$ J& a4 l8 U
- class Game_BattleAction+ S1 u3 Q6 X6 X$ p
- attr_accessor :change_to_battler* u1 D' Y5 ?/ i6 O
- # 初始化
' Y# {7 l- y# _. W& {. d - alias lbp_initialize initialize
# Q! U+ p& {# F5 G3 j - def initialize
$ f- h4 ^+ s6 H3 Y- A) c7 } - lbp_initialize0 Y8 t, y+ \* S4 f) j' \- \, F# M
- @change_to_battler = 09 M* U' g1 t) S
- end- B/ r8 d( N8 y1 R; S( T' v
- # 欲更换角色编号
5 q" @7 }* x, F9 ?! n$ L5 Z: u - def set_change_battler
- O- ?4 X% l& A; J& d# B - @kind = 3
( Z7 ?/ ~$ n* v1 [6 H3 q - end
! I) i/ f! h: p- ~# O - # 判断行动是否为更换角色
5 }4 f9 H) z; ]' Y) e6 a - def is_change_battler?
9 r. m; p. D, J. _6 X - return (@kind == 3)
' u% U$ p- X3 C7 R$ m' x- I+ J( ?! k+ I4 Q - end" \& W0 ~7 n! I2 q% `$ ~
- end
! L$ e% l8 y7 l2 ~ K. ? - ' z3 z& o* n% o6 Z) @0 I* e. G
- class Game_Party1 i# F+ M& h- f! o
- include LimBattlePlug+ G8 e9 I. M0 j* {6 `3 d
- attr_reader :actors2) V' ?8 p% Q0 S& R
- alias lpb_initialize initialize
2 U/ t& h! _% ?+ ] - def initialize
; [$ D$ i5 O: T: u, c - lpb_initialize
% t' K# n: N2 V' i0 V) I - @actors2 = []
' m! X" i9 V% g6 h8 p: J - end- k; k; T! y/ O% w7 z2 T
- # 角色加入
: F9 {/ k6 v6 t, {8 w; T - def add_actor(actor_id)" X1 M0 k. U F* T0 K$ u
- actor = $game_actors[actor_id]! u( n R2 e* H+ J( z) h8 y
- if @actors.size < MaxPartySize and not @actors.include?(actor)
2 B @7 R. |# a; {- v5 [ - @actors.push(actor)1 P7 |6 b6 [$ q, h
- $game_player.refresh4 o% H5 A% t& u' P7 n2 C6 X! F
- end
) |3 b7 I2 s T8 n1 A+ W! G - end
4 z0 ^9 h' p9 J) J) X! q - # 设置战斗的角色5 R- v( G8 y/ o1 c, T! a3 }& ~
- def set_actor_to_battle9 t* C: a/ P) n# A0 \6 P7 r
- @actors2 = []
/ G# L& a( \, _ C# t- J - @actors.each do |actor|
3 K& X0 S6 i% s5 g( k - @actors2.push(actor)
( e7 Y2 N7 ~$ s) U - end
7 s/ h' C5 m% s - @actors = []$ ]/ t5 K$ l) c1 {$ ?
- @actors2.each do |actor|4 E" g8 K7 j$ T' [
- @actors.push(actor)* J9 [) j- {$ w3 j# r6 Z
- break if @actors.size == MaxBattlerSize
7 j8 S+ p; I# D - end' d" y9 v. u' W' @
- end, P d: M* R, N( f. w1 s
- # 还原战斗的角色
9 @, }8 Q: T, e4 k L- P - def set_actor_to_normal3 N# v7 X% o: q" d4 @2 n! W9 V6 ]
- @actors = []. K# G4 l! J$ x( ^1 c7 S5 ^
- @actors2.each do |actor|, J# G. @3 |( |. V
- @actors.push(actor)
* r7 c: I2 z# R I3 k! u; `0 p- w - end4 I. o$ f1 B& s- O. \
- end) a2 v2 E5 I v0 T- m
- # 获取角色id数组
( d( W# E" N* _) j8 O3 l - def get_actors_id" I G6 L" |6 v
- id = []
b, K4 M# b5 p+ q3 | - @actors.each{|actor|id.push(actor.id)}- p7 W* B" Q8 Z ]3 T8 C; i
- return id3 }7 z0 d; v! v! M
- end
+ o' d2 R/ L8 a$ E5 ?6 E6 w6 O - # 获取角色id数组
6 J: B' `, x( P8 L% U, D - def get_actors2_id0 W [: ]- x* ?' l2 ^
- id = []" W9 ?: C0 D# x% q* `0 k
- @actors2.each{|actor|id.push(actor.id)}
, p+ _4 g+ t" E' w* h9 W - return id
. X, I5 }3 t( U0 O! I5 k! I - end h3 P/ w3 c- r1 x! g
- # 兑换角色2 Z. J, R' H3 H* X
- def change_actor(index,id)7 u4 ?6 g% L8 {& R+ n, {2 k
- @actors[index] = $game_actors[id]
7 p# x! Y4 Y; J+ K- A2 Q8 Z - end
. F* A8 t/ U! V+ {2 |( }: |) L - # 全灭判定
5 X" U9 j2 h! N x+ E$ t9 O - def all_dead?
0 y# w! H: k3 G# o$ Q |0 ^" v7 ~$ i - # 同伴人数为 0 的情况下0 K" G" v3 t: c$ O. r- y
- if $game_party.actors.size == 0
7 |- M' V$ N T% Y$ w3 s - return false
4 H8 G& o5 D! |1 J) o* r - end6 \' }( S O0 ?% |( k0 a
- # 同伴中无人 HP 在 0 以上! c3 u% d" X; k; t
- for actor in @actors2
7 Y8 s: P" A- x - if actor.hp > 0
& P7 N; {6 y2 y& l9 z - return false1 F r. D' q3 A3 [8 n
- end
$ [' K/ z9 ]8 S$ D" B ^" |# l - end2 ] q$ T6 o. C& u) t% F5 x
- for actor in @actors# T7 o# [) g% u
- if actor.hp > 0
% S1 o: u. W# j# H - return false* X+ P {, o5 y4 v; u4 o
- end
( E5 h- b( v5 n: K( y - end
% q; J* K& ]1 D" U2 {9 R - # 全灭
% C# t4 R& q' E# F- U - return true" @( ]: S/ O& }0 t0 z( G" f% ]4 e# t
- end, u5 y# n, `7 |0 U+ x+ i7 z
- # 其他角色
! D+ `! b! D$ S/ F& P/ K( S - def other_actors9 |$ A. |) H6 C/ s1 X
- actors = []2 D/ ^4 R* n. p
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}" A, ]6 h: o& Y6 Z7 h5 h( o
- return actors+ y: P& h$ h+ U6 y
- end& U& u- d6 t$ e
- # 角色位置互换
5 p' m% z; P8 s4 {1 J - def change_actor_pos(id1,id2)
* ?# q4 o1 W7 V# f& B( f - actor_id = []2 d d- a# t; c g
- @actors.each do |actor|
5 [/ Z7 s7 u' V& _ - actor_id.push(actor.id)
1 w, x5 ]$ t2 w! t - end, T( y A' |, a2 I8 X+ {
- return if !actor_id.include?(id1) and !actor_id.include?(id2)* p& i5 P) j. p m( X s
- id1_index = id2_index = -19 U' x6 T7 v0 j% D9 z' z6 V
- (0...actor_id.size).each do |i|. o5 C+ f F) @: I9 d* H7 o% g1 Y
- if actor_id[i] == id1
1 ~. P. Q' N R7 u: v - id1_index = i
% _/ \- a9 I" H( k1 Q! L" S - elsif actor_id[i] == id2* y/ e: s! B" m; n- H' V
- id2_index = i4 |" ?; W4 n+ B- F- \+ ?( s' l! ]
- end
# Y. ]1 ~, `+ C G' M) y5 ]7 N; I - end$ l$ Q( [" v1 \$ @+ D2 Q+ M8 O
- temp_actor = @actors[id1_index]
8 c+ @3 ?2 ?) H! D$ A. T - @actors[id1_index] = @actors[id2_index]
1 h! ^/ P. ~* x& M% [ - @actors[id2_index] = temp_actor
7 r3 W5 i. h! l2 H* X - end
k5 j) j( r5 Q+ ~9 E3 O9 ^1 E0 A - end7 g0 k! U( ?" P) l. I3 c
6 Q- l0 x# w; J- V8 a/ z" ~7 g- class Window_Actor < Window_Selectable
( |7 ^, _1 B0 h' k" b6 P- b - # 初始化- P: X0 D. `7 H( U# w# N" Z6 v3 v
- def initialize5 h: g9 B, v' _ |8 |
- super(0,64,640,256)
, m e; p9 `$ G4 G- E - self.back_opacity = 160
$ [9 i8 u4 l; G: o6 F1 F# q% O - refresh
' d- p! v$ o& @1 K$ Y+ G: k - self.index = -1
3 m7 y, Q" W1 T% L. K - self.active = false D- c: A+ M# K5 J9 s, Q' ^
- end+ k$ `) \+ f1 d4 I" c7 g9 g0 E" v% ?6 t
- # 刷新
3 Y9 `- j h+ c1 l5 L - def refresh
3 E" g" a* `2 h' ~& d0 E/ Y - @item_max = $game_party.actors2.size* a0 h" J. j; O+ R7 j2 \5 P
- @data = []! v+ o+ k0 P+ h8 p: N1 n
- $game_party.actors.each do |actor|
2 n V2 }5 V { G* B - @data.push(actor)
; G5 C0 r4 g7 G! u/ |" O! o - end1 u+ I8 ^' k4 F
- $game_party.actors2.each do |actor|3 r6 M! L2 V4 C6 i
- @data.push(actor) if [email protected]?(actor) L4 J n4 N6 g# w# n
- end. x2 ]4 H t, i- S p7 I: o- ~- u
- if self.contents != nil$ p! [; ]* \ w& w/ w9 ]- F0 h
- self.contents.clear
. l: R# J; x2 D _( G3 D/ F - self.contents = nil, [) h3 s7 I g3 u- d! G
- end) A* z1 |+ e0 J$ l8 K
- self.contents = Bitmap.new(608,@data.size*32)1 }- J) r7 g' I+ z% x8 S# I
- x = 4
2 a1 G/ i. f, o) @! v# J - y = 03 z& S4 y4 F* i1 n
- @data.each do |actor|
% p3 j: e/ d' K7 ` - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)9 [) h$ w% P* p2 F
- rect = Rect.new(0,0,bitmap.width/4,31)! B1 b& {0 h E! A3 m
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)) e5 M! L( E r2 [7 q
- draw_actor_name(actor,x+36,y)) S/ l0 n: g; p3 _6 r5 a; K
- draw_actor_state(actor,156,y)
: V) v5 m6 v! ]. a. Z+ V! n& k - draw_actor_hp(actor,x+256,y,96)9 K* ?' T( M; j) ~6 f& e% ]
- draw_actor_sp(actor,x+376,y,96)
# i$ a% Q0 u; t, u- T+ _ - if $game_party.actors.include?(actor)$ w5 V. M1 g o
- self.contents.font.color = text_color(6)
' Q" }# z _' h! v - cword = "出战"
/ Z6 m3 t V, S, J5 c: T1 _ - else% _% I) q. _7 Z0 u U4 w
- self.contents.font.color = text_color(0)
% z4 d# ~" a+ E# N+ R - cword = "待战"3 N0 q8 n6 H, g" b
- end2 w7 ~ [3 }1 e8 \
- self.contents.draw_text(x+496,y,60,32,cword)/ [( h7 Z9 q2 E; A
- y += 32
" @ A$ n( `: ]- s% S& i B, g - end
9 t3 [' c) c/ ] - end
+ V1 a ~2 j2 k6 O. T - # 获取当前角色编号2 V& y" K4 j' e
- def actor_id
$ ]- [2 G: m2 o5 x* p/ ? - return @data[self.index].id
4 d! j' L7 a3 L4 X2 i4 |0 m: { - end
! [# g0 n: h/ p8 M! f8 ~8 b - # 刷新帮助4 T8 X* y) f; B
- def update_help+ A; l! o" ]6 L0 L- e
- @help_window.set_text(@data[self.index] == nil ?\$ ? W& A" d; ^2 ]. R
- "" : @data[self.index].name)8 j. G4 b1 J; M3 h: P, p
- end8 e7 R4 L; ]% ~3 L0 E! m
- end
# W' p; W% F) f. ?- f6 F5 w - & [- H% W# x# t
- class Scene_Battle
" ~ ^3 X) |/ Z, `0 z - include LimBattlePlug" _4 \" m0 E6 ~$ u: V/ q% f% e4 w8 d
- # 初始化2 S; x6 e# w6 V, [
- def initialize4 S6 U- \; g" s$ S& [$ J& ^' k! h
- $game_party.set_actor_to_battle- l; {0 {3 {% k2 v
- end
$ R" K* D- e; }. q% x - # 主处理
, R) @1 q- Q, [0 J+ A; D5 w& c - def main, ~7 L; k+ P# g+ C
- # 初始化战斗用的各种暂时数据
4 J. l, \0 o. a' N: b, M - $game_temp.in_battle = true3 ], n* A! ~! k3 a7 d+ B& k
- $game_temp.battle_turn = 00 ]5 E9 C" r; I
- $game_temp.battle_event_flags.clear
" E" c9 g) M, l - $game_temp.battle_abort = false5 [! A2 a0 l) `6 H6 x( x5 B5 e9 m
- $game_temp.battle_main_phase = false
2 N( J7 A& D. Z' J) J0 C8 h3 k" O6 p - $game_temp.battleback_name = $game_map.battleback_name
: x- F# P1 T8 F/ ^ - $game_temp.forcing_battler = nil
, P* O* ]3 R) [# ] - # 初始化战斗用事件解释器$ p3 N) T) X) w0 u: c1 N% Q
- $game_system.battle_interpreter.setup(nil, 0)
* t: M9 n+ B2 R' g7 }' L - # 准备队伍
3 B- H. L+ Q( y8 H! h& s! Z6 a - @troop_id = $game_temp.battle_troop_id# j( ^& S1 _( O/ u8 Z) p' g
- $game_troop.setup(@troop_id)3 T+ h8 J, {1 X
- # 生成角色命令窗口
1 o" ?+ O5 L& e% J% D9 r& p - s1 = $data_system.words.attack8 u& E7 t! n9 _7 `' b5 I2 {5 D
- s2 = $data_system.words.skill
4 t2 Y% a3 b* Z( H: t3 ?2 {2 d% X - s3 = $data_system.words.guard
{, \, y& o% d - s4 = $data_system.words.item
9 G6 K+ m2 w% C* E - s5 = WordChangeBattler5 ^, a7 G8 e, O" e% p D- w
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
4 `! n1 @# g# w5 i& A: G' U+ C - @actor_command_window.y = 128: G/ p; I! f* C/ I% b$ s
- @actor_command_window.back_opacity = 160- s0 j# F9 h! U" i
- @actor_command_window.active = false/ g3 x# t$ J3 p, x: W- C- X
- @actor_command_window.visible = false
# E1 @5 I! {. n2 S$ Y w6 E - # 生成其它窗口1 O* d( x2 l. V9 ^: c
- @party_command_window = Window_PartyCommand.new3 j- z0 _0 g5 X0 T8 y) d6 Y
- @help_window = Window_Help.new! @3 c8 P2 ^6 ]( K
- @help_window.back_opacity = 160
5 x9 S! D* @; N& l" O - @help_window.visible = false" e8 b9 Y6 E% K1 X1 y# N# x2 ?; |
- @status_window = Window_BattleStatus.new9 L+ { R3 Q. n9 b
- @message_window = Window_Message.new# [8 i8 t A7 p1 A* r
- # 生成活动块/ }/ Q, g) Z7 c
- @spriteset = Spriteset_Battle.new" }$ o$ F; d# p
- # 初始化等待计数
- q9 ? O E; y# k$ u7 i$ c - @wait_count = 0
9 `9 R6 |8 E$ {' V8 }- ~* B - # 执行过渡, Y4 I! `: X, R1 @0 h5 G' e
- if $data_system.battle_transition == ""& ?6 r1 t) p, T; k3 e
- Graphics.transition(20)1 h+ v1 r A, ]* C# j6 _
- else
1 s/ K G' P& w) B. @ - Graphics.transition(40, "Graphics/Transitions/" +
- _& x5 \5 l% d! f/ ~0 Q1 P& f - $data_system.battle_transition)
C) t* U: `' H& p3 [3 G1 E* V - end
# D" E0 z- t1 G- s; s - # 开始自由战斗回合
6 {$ R4 e- P( v4 P j4 M9 d - start_phase1
5 a& W6 M/ J Q: U; h3 O; n - # 主循环# j& z1 U- V0 n% [% e. g5 C
- loop do
0 D/ p0 ~ s& X+ O. P - # 刷新游戏画面& `+ r. L3 X' X/ o1 C7 R8 u
- Graphics.update) S; m! ]$ l" |8 e. H6 g
- # 刷新输入信息4 J+ I9 x+ X% e% ~2 O% @
- Input.update
3 h, J+ x4 f3 |6 R: H7 x# a9 s* c - # 刷新画面
7 ~2 ~2 D4 H( B9 g" b - update5 n. ]- J, \( w
- # 如果画面切换的话就中断循环
+ r2 T% B# ]9 D \7 E5 m - if $scene != self
) _3 W# F* y) ~$ i - break" {; N$ K9 S7 N; p
- end1 F% o2 U$ u; ]% r8 g; o5 Q
- end
9 t4 i- B* v e - # 刷新地图/ x+ ]# j3 j* O
- $game_map.refresh
& T' \4 t3 ~1 Q( l0 M* ?' \7 V+ Z - # 准备过渡 T4 Z& g' c( O9 t$ E" f
- Graphics.freeze
, ~. a8 q8 U. p9 _6 L - # 释放窗口
$ s" ~) g6 c4 ?7 {( c& N# | - @actor_command_window.dispose9 V2 f+ |8 F3 L6 c/ z
- @party_command_window.dispose0 n) D6 A! {! l9 c; p
- @help_window.dispose
, n* s( z5 r* V3 Y0 C - @status_window.dispose
5 v- n# i' I4 y m8 I3 G - @message_window.dispose2 u% q: i# O4 E# n N
- if @skill_window != nil
: L* s9 D. u* r3 U - @skill_window.dispose0 D% v1 k5 Y { w6 i& A
- end
. H: t \5 s0 x3 ~9 n' S - if @item_window != nil
. m' I: D3 B7 P9 ] - @item_window.dispose
/ V$ W, m2 ?6 r1 } - end0 q2 O: k( a0 S8 m
- if @actor_window != nil
/ v4 o4 f& \+ D' m - @actor_window.dispose1 P6 s7 Q) ~! @0 ?. Y% F0 c$ I- N* L
- end
+ E/ \4 n9 d9 w! y1 W - if @result_window != nil/ V% ]* r- \/ p( W- N1 g
- @result_window.dispose
3 J; A d- R& |! Z# O9 d# v1 A - end; a3 Z [: C A( j/ @. y
- # 释放活动块' h: E2 Q( K; E* k, }' R9 E5 ^
- @spriteset.dispose
4 I1 w; y1 F* u% } - # 标题画面切换中的情况: P6 f. Y. v2 U( m# h5 z
- if $scene.is_a?(Scene_Title)- c- a' V8 v; _' u5 \5 _
- # 淡入淡出画面# f$ v- W6 \. c; n: J: w/ p
- Graphics.transition
/ T& I/ ]% {) s3 [1 E - Graphics.freeze1 {% M% U/ [( X% b
- end
2 G& @$ I8 t) _% K - # 战斗测试或者游戏结束以外的画面切换中的情况
) T' O! Q/ Y2 H/ j/ X - if $BTEST and not $scene.is_a?(Scene_Gameover)( ~1 m' o: ~ H# d/ J
- $scene = nil
$ x) a/ O. @9 L$ b, O {* Y: A5 E& P - end
# T1 \5 P, r9 Z, |: ]: p - end6 i7 C/ U6 a# W) J+ L; r2 G
- # 战斗结束; b1 u( D$ |4 Y; k* e
- alias lpb_battle_end battle_end
, i) x# T+ f* `+ S& x* l1 X2 g - def battle_end(n)
1 f' t, n* {# v" x+ Y2 Y+ Y4 }2 @ - lpb_battle_end(n)
2 y& x6 S3 m8 x - $game_party.set_actor_to_normal
0 i, K3 ]+ u: z1 a7 d7 a7 [5 P - end- D( `2 g; g$ X: x T
- # 开始回合34 ]# c2 l5 N) I [+ @' r
- alias lbp_start_phase3 start_phase3
& W+ q t+ J( A7 l8 b - def start_phase3. G/ ~: H" ]* L& o" L* g
- @changed_battler_id = [], W/ e2 P4 t2 U/ ]. W- A6 H6 x
- lbp_start_phase3
1 b/ j% }" _" {0 H( s - end; k+ y# ]6 s Z# `! s
- # 刷新角色命令回合画面
- P" E: m! w6 b - def update_phase3
* }' `6 q4 h' V4 v' ] - # 敌人光标有效的情况下
! u' h, H" f, q: T* k# T/ Z. g' p/ s# ^' R - if @enemy_arrow != nil
H, F9 D% g! U6 `! P3 k5 r- [! v& w - update_phase3_enemy_select
, E$ @" y0 |% j+ x4 h - # 角色光标有效的情况下
# K& O: s4 L: V - elsif @actor_arrow != nil
f& G8 d" p: a+ `4 y0 ^! r) W - update_phase3_actor_select
1 H3 P! g+ |7 k. h- @( q, C5 m - # 特技窗口有效的情况下
+ [( ~. Q# _ y& x - elsif @skill_window != nil
4 a$ m. k5 Q- m4 q) k+ Z& ~ - update_phase3_skill_select
8 q: o) Y* @; y/ ? - # 物品窗口有效的情况下
# i% @4 I9 A; z5 J, I - elsif @item_window != nil
7 A# z, K+ m3 Q m: S - update_phase3_item_select
" [* }8 J) F; l) U, d! C - elsif @actor_window != nil4 W$ Y& h! e; ~; b: m9 n: C X9 L
- update_phase3_battler_select' T" [6 Y# C' A) Z7 [. C% ]/ }
- # 角色指令窗口有效的情况下9 ?. l. n5 [. `8 O' ?1 y
- elsif @actor_command_window.active
" `6 c: q8 b/ S/ N5 C - update_phase3_basic_command
$ b7 a' i! G/ Y5 {# ^% C - end) y6 ^( A8 \2 s) |8 V. b/ |$ ~0 ]
- end
* V, Q0 E" ^) f7 p' x1 K* C" r - # 角色基本命令- n; }' Y- U! C4 a6 O# C: i
- def update_phase3_basic_command
) o+ B' Z, H7 M- _+ j( v# C6 m7 v - # 按下 B 键的情况下
2 [7 \% u, {9 d* M, X$ m4 a" Q - if Input.trigger?(Input::B)6 _+ ^, Q8 s: ^# V
- # 演奏取消 SE
' ^: D( U! X2 m: d3 S6 m - $game_system.se_play($data_system.cancel_se) l) Y! Y8 Q. R' V& ?6 C
- # 转向前一个角色的指令输入
& p- @% L% ]2 O _9 K9 N - phase3_prior_actor+ o0 X- m3 \- t! H+ U) Z
- return
, l) h9 u. K& A* B0 | - end; \8 }3 C! @" Q/ X! v; W
- # 按下 C 键的情况下* r n v. f% ]- T' t. F D
- if Input.trigger?(Input::C)3 e+ H, S' W. y8 g9 U5 Y8 Y4 s
- # 角色指令窗口光标位置分之* Z& @& V+ X2 x5 P
- case @actor_command_window.index
, g3 H6 s. l+ Y; i: v7 O2 P* R( _& d* O - when 0 # 攻击
6 F% P) A! n, Q0 G, U2 T L - # 演奏确定 SE7 N" O8 d; E8 a3 M1 S+ B) F) a; `
- $game_system.se_play($data_system.decision_se) S2 i9 s0 |( g" ^
- # 设置行动
0 J- o9 `0 r6 g+ M2 N, ^) I - @active_battler.current_action.kind = 0
- A. X% d' [7 y5 I0 N3 G - @active_battler.current_action.basic = 0! g# e; z& }* }
- # 开始选择敌人/ I% q" A8 N5 ?9 _" P6 r* L
- start_enemy_select
' x1 p& U& A& ]4 e, W* `# b - when 1 # 特技7 s% a& @2 h, @$ T9 [% I
- # 演奏确定 SE
3 W B+ ~7 S( l8 \" ?- n4 U4 e - $game_system.se_play($data_system.decision_se)( R1 Z9 @1 p0 L* }3 ~5 ^
- # 设置行动; ^" X7 K8 H; u; P% |
- @active_battler.current_action.kind = 1 L/ B5 P4 F( n. t& f' F7 D* `
- # 开始选择特技
6 t# \6 @# Q/ p# a5 k( N$ W) x - start_skill_select
5 k8 t+ O, y* u, o8 j+ a' ] - when 2 # 防御* u5 @6 h, A6 m6 O/ D' e! [
- # 演奏确定 SE+ G ?# M+ j5 \6 ^8 _( o" {
- $game_system.se_play($data_system.decision_se)
! Z6 A1 T, N/ g5 S3 ^% D; j& K7 v - # 设置行动* b' G/ E, J$ S8 U
- @active_battler.current_action.kind = 0
9 l3 f# g% O! V" D1 f - @active_battler.current_action.basic = 1# c5 E: q& o( i& \4 [. P' f8 K7 N
- # 转向下一位角色的指令输入7 m7 z! W+ Q5 h
- phase3_next_actor/ c( g, T) t# d* d; W/ n5 W2 m: a
- when 3 # 物品4 x R4 _. v2 ~* u1 C/ k
- # 演奏确定 SE
% j' t) @/ F# V I0 X! ~ - $game_system.se_play($data_system.decision_se)
" ^/ B" t' R; B/ M - # 设置行动/ u9 n( C/ ]' T7 H- [1 d* I' d
- @active_battler.current_action.kind = 23 C1 j1 O4 v" G& U9 m
- # 开始选择物品. k$ a. @# M& F" b
- start_item_select# C" g- c' [) y% ~ S0 y6 f
- when 4 # 换人
% c: Z- W2 c+ D9 z6 Y. }( y! o - $game_system.se_play($data_system.decision_se)2 ^% K( J B: J) v9 t9 Z O% J* A9 a% D; G
- @active_battler.current_action.set_change_battler
/ B* n: A8 _5 L0 v7 j( {" }6 r; K B - start_battler_select
# s$ ?6 D5 {; Y: ` - end
$ w5 m! O2 |. a$ K% S- p# L2 C5 X+ Q - return) O9 m. o) t! j% f: Y/ Z2 H
- end( Z# j! g$ @# [6 V$ o. ]
- end
5 i: n! y$ r) Y5 u9 w; } - # 开始角色选择3 a" \' ?: f7 _1 q2 V3 }$ G
- def start_battler_select7 W0 J9 l. e8 \9 ]" z
- @actor_window = Window_Actor.new
d6 i7 I" @4 p* u6 I - @actor_window.active = true
- L! H x: @4 _4 |; I - @actor_window.index = 0: [# b: d6 p8 h+ o; H1 ~' }
- @actor_window.help_window = @help_window) f4 q, ~" G# M% v
- @actor_command_window.active = false7 K. t8 x x( {" \. Q# ~. E5 P
- @actor_command_window.visible = false
% Q) E: P% X X0 L8 J2 B! Y2 v - end
, T1 [; P F6 g" x6 k3 \ - # 结束角色选择
5 R6 q( S4 M. @' K - def end_battler_select
) }6 v# v% g9 Z# p: r" u1 d - @actor_window.dispose' J2 t5 c3 I* ]: A" a; T5 J9 [/ j
- @actor_window = nil& V8 }& q. H/ j9 O% K2 R
- @help_window.visible = false. {; e1 e+ J( @* o5 l
- @actor_command_window.active = true
4 f% l9 o' x6 h! {$ u7 l - @actor_command_window.visible = true
8 ^" j1 S0 b* W/ l0 T6 s - end' X& c8 p* l$ x. G, r0 N
- # 刷新角色选择
/ G" B% |& \8 |2 z - def update_phase3_battler_select
$ p6 y' c' S/ h3 y! \ - @actor_window.visible = true
4 F. t: f/ F4 g. P& Q - @actor_window.update
1 T9 S/ P3 d* `" s - if Input.trigger?(Input::B)4 c6 g) Q0 c: `1 W9 Y
- $game_system.se_play($data_system.cancel_se)$ ~1 u8 V) W" Z6 G' s) V
- end_battler_select
* L) n4 l6 m6 G0 a - return: G: C: [0 o0 x2 u
- end
$ W, }# k( B2 |$ A - if Input.trigger?(Input::C)" J7 z r3 w- Y0 b# Q
- actor_id = @actor_window.actor_id/ q* D( `7 f: m8 p
- if $game_party.get_actors_id.include?(actor_id) or
. P6 P9 D! K/ o" P( @( k - $game_actors[actor_id].dead? or " G! F6 B8 C! [# f$ U, U! P
- @changed_battler_id.include?(actor_id)( c0 y9 }4 j6 ~' O0 U
- $game_system.se_play($data_system.buzzer_se)
1 d5 w" ?! n9 u- n2 p - return
4 b7 b0 l6 N$ v6 u& F. o9 ~ - end! {, o5 ^* j4 l
- $game_system.se_play($data_system.decision_se), I, t$ h! u4 V( _3 S% m' s0 x
- @active_battler.current_action.change_to_battler = actor_id
) A' K( B% T/ I& g5 K - @changed_battler_id.push(actor_id)# U$ j/ k# r0 D8 H
- end_battler_select1 p2 I/ w7 L, K1 t; a+ J( _
- phase3_next_actor
& \3 q$ |. g7 |% }" X1 q4 S! o - return4 [% L8 ^" W `2 `
- end
5 P! S* ~$ V s - end
1 `& H i6 B6 S. t( P: t - # 行动方动画
0 G% X0 |: [, I4 [7 D - def update_phase4_step39 v* w/ R' t. j4 |( c5 l
- if @active_battler.current_action.is_change_battler?( G# A5 g+ C% i, y
- @animation1_id = AnimationChangeBattler- F& i, Z9 F' k1 E8 W
- @target_battlers = []' m! H5 }- w) t2 i |# M
- end+ g5 H$ d3 Y) R9 ?8 D k1 Y
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)* o% _! P* a9 Q0 V ^: b
- if @animation1_id == 0
0 X! Y! M) B* L# m8 R - @active_battler.white_flash = true; n% y4 m& y$ j- e3 l
- else' N0 ~: P, N2 B2 \
- @active_battler.animation_id = @animation1_id
+ r; ]% f) L+ F `9 O% P: B - @active_battler.animation_hit = true9 x1 E' n# R! F/ `( `' x6 w! a
- end9 i" t0 E0 ^ ~& P3 U2 H
- # 移至步骤 4
0 D8 e Y/ E6 M- F" H' K2 C2 \ - @phase4_step = 4
- F( P* m) f5 n: x S: ~ - end4 o4 y" K/ `! j) V8 g' K
- # 对象方动画3 _6 N/ \+ m2 g) Q1 V
- def update_phase4_step4
. O" [; c# Y. J8 N - if @active_battler.current_action.is_change_battler?2 S. A1 z7 \% B* `* t
- actor1_id = @active_battler.current_action.change_to_battler7 ?# z5 |4 E+ R7 H9 b; T
- actor2_id = @active_battler.id$ k1 t) D6 D1 L4 l1 @% a
- (0...$game_party.actors.size).each do |i|
Y6 j3 ~* [ Z - if $game_party.actors[i].id == actor2_id* @0 n2 @0 Y! D/ R( o. z: h4 Z+ M
- $game_party.change_actor(i,actor1_id)
3 _1 @. W$ h* M! z3 H$ p0 x - @active_battler = $game_actors[actor1_id]2 J. n! T3 `, T3 G. j" }1 c
- @status_window.refresh! \. L5 y( y9 I4 q3 l9 y, U/ |0 i, k* k
- end& c5 ?3 [! q" H& x( ]4 t/ \, F
- end
. t0 R3 s" s s$ i+ m" ? - end5 G% r4 v2 K( g& k( _1 g
- # 对像方动画6 }- j: P" T! D2 p
- for target in @target_battlers# ~- V9 m% ^" M! G! w2 I2 e
- target.animation_id = @animation2_id. ?* s7 Y, h6 H
- target.animation_hit = (target.damage != "Miss")9 A/ T' Q6 G5 {0 C
- end
; A$ W5 @8 k8 [3 `4 W3 M - # 限制动画长度、最低 8 帧& E0 A1 i: X0 b6 ]. d" s' K- A
- @wait_count = 84 H$ ?& ]- x$ b/ a$ j
- # 移至步骤 5
: [5 O" ~( V" ?8 ~" Q7 A |- e/ W - @phase4_step = 5
% d% k7 r* b5 c9 o+ Z - end) H9 g6 o9 K0 |2 f' p: E% l a
- # 公共事件# m3 A, ^7 @: [5 t
- def update_phase4_step6( w+ r. n1 n4 {
- @target_battlers.each do |target|5 G' i+ Z# j, f/ }" W* z- P3 @6 k
- if target.is_a?(Game_Actor) and target.dead? and
6 f( W( o+ e: ~+ j - !$game_party.other_actors.all?{|actor|actor.dead?} y0 j! K1 H d! v1 N" ]
- @actor_window = Window_Actor.new q {" n9 X) C
- @actor_window.index = 0- C4 ?* X# B4 E) O, O6 x7 V2 m
- @actor_window.active = true
# }6 Y1 p8 x |! s' h! J" n! Q6 O - @actor_window.help_window = @help_window$ H4 q6 t# s1 Y
- actor_id = -1/ `# m. r# e) w5 ^$ `2 ~
- loop do
. L+ F) u; a8 W) w, y - Graphics.update( z4 d* \9 s( r9 p4 ^4 r
- Input.update
x" F3 W! b% B# _ - @actor_window.update
* S# W6 }% ~& R: A - if Input.trigger?(Input::C)
8 \8 h& u- C, T0 U) E - actor = $game_actors[@actor_window.actor_id]# R/ o% ^3 Q/ @) s& C% `" b
- if actor.dead? or- r) p) U2 i" }; q2 i( j* {7 X. I
- (@changed_battler_id.include?(actor.id) and
* k1 {7 p8 K$ K" b3 v. z - target.current_action.change_to_battler != actor.id) or2 _6 L- q* p7 I9 a$ ?' \1 ~! {
- $game_party.actors.include?(actor)- s9 C& z# m# ~$ m/ N+ W- r! s$ {
- $game_system.se_play($data_system.buzzer_se)1 \! @( x8 t6 h4 j$ s( |
- else' y7 I5 f. D( Q6 g3 o, M* u7 Y
- actor_id = actor.id
8 }0 M- W8 ?% c% ^5 \ - end$ P8 x9 l$ [8 n, q
- end
# B. d5 J$ o5 K: N% I% S0 W - break if actor_id >= 06 T3 y! X& r# s' I1 }; d
- end9 P: K# l: d4 _- X# ?( m
- @actor_window.visible = false
' _, D, g/ W5 ~ - @actor_window.dispose$ N8 S( K2 D, @0 I! C/ q
- @actor_window = nil
% g6 ^0 z" v# b' Y) b0 m$ \ - @help_window.visible = false: F* T5 `- V: d9 I$ |3 ~4 S9 b
- (0...$game_party.actors.size).each do |i|1 _ a6 Z5 K" R/ H
- if $game_party.actors[i].id == target.id
) Z& w5 _" J7 d9 Q - $game_party.change_actor(i,actor_id)/ E1 B9 y4 v; d! \* c
- @status_window.refresh
6 o* r% _" r' Q - end; M/ H! k3 w3 z+ d3 k3 f; u
- end+ \- E" f$ Q! D( O5 T0 `# L
- end9 _. q* ~, n; p7 w; ~" U" i
- end
) ]5 B$ P/ Z' I! Y' {! }* M - # 清除强制行动对像的战斗者
" Y. M$ x1 d8 L6 j - $game_temp.forcing_battler = nil, `3 X* l5 f' [+ F' y
- # 公共事件 ID 有效的情况下
' G0 f0 c$ v5 Z7 Z8 l. C+ p - if @common_event_id > 0
5 m/ |$ h% ^5 R8 a ]9 b* `, j - # 设置事件
6 a8 f h: x( C- I' t3 J: _* F1 K - common_event = $data_common_events[@common_event_id]+ x# V& q0 S' K6 p( u; _ r
- $game_system.battle_interpreter.setup(common_event.list, 0)3 e9 U$ ?" q9 _* |
- end9 V' j M/ e1 C: g) s
- # 移至步骤 1
( _! J) C4 K6 N# m - @phase4_step = 1
1 s% R5 h. y$ j+ U0 \5 a4 s - end- b( W2 q* c! j% O% R4 k' J @- M
- end
4 [ D/ Q8 u4 i* ^9 k
3 W6 h( B: K5 j9 H) x- class Window_MenuStatus/ A4 |+ O" `8 v" u$ C% n
- def refresh
6 l N# K6 G q+ H- l1 q# o8 ~ - self.contents.clear
6 Y+ [; V- g7 f# _ - @item_max = $game_party.actors.size! ]1 p1 B2 c; y* f5 J! r
- for i in 0...$game_party.actors.size Z# F% k* f; v' y+ z& I# H& Q0 R
- x = 4. w7 P$ j1 w) B8 \1 t
- y = i * 32
: r8 ^2 m: w3 D - actor = $game_party.actors[i]( P4 P5 Y& {# t# V3 }
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
9 s# e! A; T; t) i! A5 E4 U5 V - rect = Rect.new(0,0,bitmap.width/4,31)
! }2 M/ i9 H3 Z [7 @- _1 ^) L3 ]2 Y - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)5 ^( V! C! I& X3 ?* y3 f
- draw_actor_name(actor, x+36, y)
. V W, p* b/ ]5 y - draw_actor_state(actor, x + 136,y); f9 p) p0 ^( t
- draw_actor_hp(actor, x + 236, y,96). {% X7 c' z* r: k% b
- draw_actor_sp(actor, x + 336, y,96), c2 ?+ m3 Y7 U# ?. ?
- end
, p( e; A; [5 h( a# y2 @0 r- S# F - end
# v. H+ B( ~% ?4 J) F - def update_cursor_rect
. F7 N% I2 j! \. h - super' }5 ]* t! G5 f/ h7 b9 V
- end5 P0 G+ h; [" v& p" ^
- 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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