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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
9 I6 F8 `5 N7 A2 L/ u
3 T, m: m/ S! ^8 t9 @; ~- # 队伍最大人数/ ~, \6 I* c- I9 Q' I) {" X
- MaxPartySize = 8
8 W* S O$ u/ V3 n1 H
0 a$ ]( m) b2 _" M# I$ y- # 出战人数- T4 ~5 Q, {1 L: f. Q9 K0 R
- MaxBattlerSize = 1
4 |0 `! x/ n, P3 W - ! |8 F& S4 h. V3 @8 W
- # 换人语句
0 l% ?9 Z2 g0 f8 r* K! n - WordChangeBattler = "换人"
4 x' C% F# J) @) ^( `( O
3 l2 h; u2 k+ s2 G9 n- # 换人时播放的动画& [- [0 H# y3 z! q- ]* U9 x
- AnimationChangeBattler = 26, v6 z- K( c$ r! l0 b
* E* v' W1 r/ M# H8 k- end, I& V5 S2 `! h! \
- 2 y% L0 q& |+ S8 s
- class Game_BattleAction
0 q' b' G2 v/ }( d- v \* r - attr_accessor :change_to_battler
) L$ k# h+ N6 b o" [$ M) T - # 初始化. N. d7 V+ h, T( [, J; l% U
- alias lbp_initialize initialize$ G' D& s: ^9 l, D. g6 p
- def initialize; m8 Z6 Y2 v% N9 f
- lbp_initialize3 Q1 ?; w# }6 }/ ]7 B9 A
- @change_to_battler = 03 i% V: X8 X/ s
- end
3 j n* D8 G9 v. Z# f4 T5 ^ - # 欲更换角色编号
% l5 d3 H$ n- k$ R3 f - def set_change_battler8 [# B5 I% F7 `+ V: D9 C
- @kind = 37 L: ?! q+ w7 M4 r1 o
- end5 d6 ]. N8 P- h4 O# [2 J3 R' q
- # 判断行动是否为更换角色
% b+ x3 u4 {. }) t: X: i - def is_change_battler?+ m' s) `+ K) m
- return (@kind == 3)
# O5 h& t; w) N, i - end' e3 ^, D/ _5 U& q4 w
- end
$ O4 t9 H: C. i0 }4 a - 5 p! X; c* t3 o3 S3 z1 @) j* k
- class Game_Party
+ I3 p2 h5 n, \ - include LimBattlePlug
* q* i, `# q. ? j% C& ]8 X* B, \ - attr_reader :actors2
0 l$ X. O# L. M# @ - alias lpb_initialize initialize
7 p- O& K7 C: ^ X0 X - def initialize0 K+ V0 U& C6 H. W9 ^* m
- lpb_initialize( m, O. E/ m6 F E6 b
- @actors2 = []
* g8 T; h- l1 Z2 @# J6 [ - end
' {6 R$ {) q+ o - # 角色加入
. l+ W" P4 A+ v" m6 h - def add_actor(actor_id)
7 I. m$ @% R g3 y - actor = $game_actors[actor_id] z$ N8 x7 ^9 e0 i' l
- if @actors.size < MaxPartySize and not @actors.include?(actor)1 b/ U) |& H/ _1 L3 l
- @actors.push(actor). _. | \: V. {1 `6 _
- $game_player.refresh
( Q1 q5 U, `; x; a - end# u7 j- a/ K# Z) {- U
- end' q: \# k; n) s& @: g4 O7 M
- # 设置战斗的角色9 t* M4 \' f3 y) _7 Z. T' u
- def set_actor_to_battle
3 t m1 Q' a3 Q# u6 M% N( u - @actors2 = []5 w* {7 A- V4 w% x
- @actors.each do |actor|5 S5 `5 @ j# }' ]0 a
- @actors2.push(actor)( A6 G$ o% d0 p% T$ E
- end
3 f) @6 p6 J+ F, W) ? - @actors = [], Q; Q% @7 I0 F. p) l
- @actors2.each do |actor|; U. u4 {3 T# u" \8 D: a4 s7 l
- @actors.push(actor)
9 O% n' f2 l G, }& r3 n - break if @actors.size == MaxBattlerSize
$ L( V( }% U) ] - end% V4 x) {$ p2 f* `6 C
- end
" a4 o' U& {6 r2 k; @ - # 还原战斗的角色& I) ]1 p6 z- i$ _% q4 |
- def set_actor_to_normal
2 k" b2 ^" l( I: D3 K - @actors = []! }3 C; L) r/ _
- @actors2.each do |actor|
5 a! M4 Y$ W: r& d$ m) _# Z - @actors.push(actor)
' ^ |7 |9 i, h - end
- B+ x0 ~$ {4 s+ n - end3 O& U! o4 E7 [& O
- # 获取角色id数组
1 c% R- G" O, c1 B - def get_actors_id, p; }7 s/ L0 I& H
- id = []+ r7 h/ p+ R e7 p' l5 K
- @actors.each{|actor|id.push(actor.id)}& ^+ F0 t _! g" I0 r
- return id
7 H, K! Y0 Q5 V+ D( w0 i( \# C - end' B2 o1 e# x& g" c
- # 获取角色id数组# E+ e4 Z9 z$ Z2 E7 |- f. w4 c
- def get_actors2_id
$ m+ }& y0 k% n7 J% l; @ - id = []
1 y# r6 u+ `# F5 L - @actors2.each{|actor|id.push(actor.id)}6 m( I6 @: P! q1 L; t( u3 L z
- return id' ~+ O4 Q ]! t1 z; B- E
- end# Q v" Y' Y5 P+ w4 t' G
- # 兑换角色0 a4 j# \1 W, f' `9 Y2 W
- def change_actor(index,id)
& {* c+ |' N8 O c - @actors[index] = $game_actors[id]
$ ^! `$ f& ?3 K - end
' X$ v7 [) s; M8 b b9 t - # 全灭判定5 A. A( \# d3 @+ l( C
- def all_dead?
" u( |& t( g- n - # 同伴人数为 0 的情况下' g, e/ d$ i' P/ U- Y0 ]1 x& z
- if $game_party.actors.size == 0' C$ N, u/ ?( c" h, @3 I
- return false' P, j, w$ g- K: ~" G: Z: R
- end
8 m' I$ P0 c, `5 H( q - # 同伴中无人 HP 在 0 以上
# q, G; f3 w1 @% _& {( ? - for actor in @actors2
7 S* {0 V/ N; M' D" y6 \4 d - if actor.hp > 0$ z. D! _# |, m% \* Y. U- B
- return false
% n* x% t1 g9 @& N* S5 c - end2 h/ ~- I% v) A2 K2 |5 F( Z7 _7 m
- end
) r3 v: Z# y9 q% k$ | - for actor in @actors
& l- t2 r8 R( f4 X3 W( S: u$ ` - if actor.hp > 0
/ ^; [! l$ U* N7 t4 C1 t y* G9 m2 L - return false
8 ^1 d- k' `; p- D8 T$ K - end/ l: C7 X3 `9 g, j
- end4 B1 b) w! I$ a y2 s1 C
- # 全灭
1 e) o& v' I3 }$ r' k# } - return true
$ V: N. _# x- s% ^: O; @4 m5 T - end; K) G0 y* |+ ^9 R% B
- # 其他角色/ r6 v" q0 g3 [& U' D. ^
- def other_actors9 ]/ K3 g' U. z' ?: P" o, o4 a
- actors = []
1 P+ a: C; T1 E. m8 {" o) u' s/ d - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}( z" Q4 d1 L9 i* p4 h$ t: t+ `8 X/ E
- return actors
9 `. y& f, V4 c, ^( u" m* v - end
. I8 [5 F- r* ~& L4 Z; P: _$ y - # 角色位置互换9 p9 E- Q( N7 i* {7 Y
- def change_actor_pos(id1,id2)( L7 u* R( F" _# }
- actor_id = []
6 M! P {& A& g$ Q- ?+ y - @actors.each do |actor|
/ a! O# {2 u8 o& ]+ M - actor_id.push(actor.id)
: Q" ^0 K' ~( s* N( y/ Q - end8 ]+ O0 r3 P: ~# P
- return if !actor_id.include?(id1) and !actor_id.include?(id2)8 \( B: {1 z$ _6 a3 r) {
- id1_index = id2_index = -1
# j3 C& e% X, X. l! z - (0...actor_id.size).each do |i|5 Q) T; d, r, V+ o9 o" o3 _" x' M
- if actor_id[i] == id1) }& u2 E1 c- c s, c1 i
- id1_index = i
1 @% `8 V+ w" k, `( X- t - elsif actor_id[i] == id2# v: p Q7 G0 Q* J) q
- id2_index = i
# L2 Z6 w! a) l3 q0 g - end, D/ O* X2 n3 W/ j7 O7 y) I) E/ }2 C
- end
* T' X( S1 b9 K1 w) Y - temp_actor = @actors[id1_index]' [$ M8 Y6 P% y" v m i/ r
- @actors[id1_index] = @actors[id2_index]
. Y) B6 g! z/ C" P - @actors[id2_index] = temp_actor
5 N7 W0 x0 d: S9 D2 H - end
7 J5 j9 x( ~1 I - end
3 h/ Z! X# A) A
5 M$ n, Q8 ^; i8 M- class Window_Actor < Window_Selectable) }- z7 f1 N7 E" ^& P
- # 初始化8 V6 p m& L5 G2 J
- def initialize
, |4 B( [9 C3 t6 W4 x' ~ - super(0,64,640,256), K( R8 ^& g6 I$ x
- self.back_opacity = 160
/ k/ V, t2 L" n2 \. a" }6 [ - refresh9 P1 o% o( ?% E0 h; [! Z6 Z
- self.index = -1; e2 r& r8 y |4 I# w' ?
- self.active = false# u9 n+ v% b* C8 N8 Q
- end8 l- y; ]7 h- F7 ~7 v
- # 刷新
, u2 z) ` G. O* ~# q& L - def refresh
]7 I6 V2 e# W! @# i/ J - @item_max = $game_party.actors2.size1 E5 {# k) U0 b1 F" A/ p
- @data = []
1 t0 c- L% N" I. L, ?( L - $game_party.actors.each do |actor|' Z; T" B2 k* w6 L; j2 U5 f
- @data.push(actor)
) Q- A9 d) F8 _; Y - end& c* K* H9 _$ s8 ?2 q4 x
- $game_party.actors2.each do |actor|; h6 u$ V$ W. W k+ A* ~+ Q9 \
- @data.push(actor) if [email protected]?(actor)
. F# Q6 Z" h* N& _5 x - end
4 q2 L* i" A+ F! R, Y1 Q - if self.contents != nil Q6 F+ ]* Z& a# O6 p
- self.contents.clear
) i% ?( i+ t- S2 S r8 L5 K. l - self.contents = nil$ }( D' {6 R' D; r( O, s' F
- end) ~+ Z v8 R: ?
- self.contents = Bitmap.new(608,@data.size*32)
( F8 _- a: b$ N* E: U - x = 4* C1 z' q- H- R* o4 J
- y = 0) d7 s: {; N/ g g: N9 x/ y9 [
- @data.each do |actor|1 q& V. M, \/ J, S
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)2 i" v3 i* {, R' {. R3 e
- rect = Rect.new(0,0,bitmap.width/4,31)
4 \ E3 O3 D* M# ~0 d6 F& g - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
. k4 S3 l+ i) X( I - draw_actor_name(actor,x+36,y)
9 P$ J8 ~3 S; a7 R$ _+ u - draw_actor_state(actor,156,y)3 N; E4 B. h$ D1 k! r
- draw_actor_hp(actor,x+256,y,96), \9 [/ g: h2 M7 e1 b1 \" U
- draw_actor_sp(actor,x+376,y,96)+ E$ }5 n' Y% L& F! |9 U& \
- if $game_party.actors.include?(actor)% ?0 X- r- d9 j' B5 V
- self.contents.font.color = text_color(6)% r% d) Y2 Y1 i G" d+ a( H: `
- cword = "出战"9 c9 o A4 t. j2 G# ^; P
- else
1 t" ^. w, o( ]1 C0 j" W - self.contents.font.color = text_color(0)
% J& r6 F" q7 ^# ~1 z# L - cword = "待战"
# t6 f& V5 _, T8 X7 c% i; W - end
: D0 y D' C6 N; \6 z6 a; j2 q - self.contents.draw_text(x+496,y,60,32,cword)
2 g* D6 L$ [* R7 I3 j6 P: k - y += 32
3 e) x% b- h' E. ^/ y - end2 r- F+ v1 n+ \% ~
- end9 V3 R6 v0 X3 k: E9 y+ g; j
- # 获取当前角色编号' d a# ~8 [% q0 |' p2 I( J
- def actor_id
9 i8 s- j1 ]% Y - return @data[self.index].id
4 V6 }: E: \. s* w( S - end
: {1 G: L0 z4 `' U V. q. j) n - # 刷新帮助
: t- @: V7 }" Y8 C/ W( T - def update_help5 b% i6 a1 P( f9 U: ?4 h* H& G' s
- @help_window.set_text(@data[self.index] == nil ?\
# H/ i$ d. R: C - "" : @data[self.index].name)' O W/ ~" ?4 Y
- end
" U% r( q& X( O7 x& F6 [, o. I2 h - end
$ ] m; ~: Z8 W7 E: X/ p% ~ - ! A5 z" I2 ?0 n& m% \* b
- class Scene_Battle1 L% S* s9 g$ S- @+ v
- include LimBattlePlug
8 p/ J3 S, v- u$ n2 L8 J s - # 初始化
0 p% k( ?+ n; Y5 j - def initialize
2 g0 a+ K# a4 Z8 b# |# \ T+ o - $game_party.set_actor_to_battle$ I. j/ K/ p* \2 f0 c; G" h5 [4 |
- end
/ J4 b8 s2 x, b! a- e8 |. d0 P( o9 S - # 主处理
, ?9 z( p8 ^* O2 D! a3 E1 k2 V/ H& T! Y - def main
) D ~9 h! U' T - # 初始化战斗用的各种暂时数据
( _0 x5 o, r0 K* L- q - $game_temp.in_battle = true
2 [8 z( I4 e6 Y3 i - $game_temp.battle_turn = 07 Q @; V) E* I- m
- $game_temp.battle_event_flags.clear4 r3 P) t# C: ~2 U3 }( I) ~- [; ?+ h
- $game_temp.battle_abort = false0 k; l: ~( q$ ~; `9 d
- $game_temp.battle_main_phase = false; H& ~9 @& b% s, _: d2 w
- $game_temp.battleback_name = $game_map.battleback_name% O9 }5 ~: Y+ i4 _: V
- $game_temp.forcing_battler = nil
! }2 N6 b' I% c5 e; t1 [ - # 初始化战斗用事件解释器) ^3 j0 f* r8 b6 x
- $game_system.battle_interpreter.setup(nil, 0)
# S& F4 z& d# ~: G" J; } - # 准备队伍6 {0 e% o( ], J5 A1 ^5 A
- @troop_id = $game_temp.battle_troop_id
- J$ i: S q1 w Z - $game_troop.setup(@troop_id)
$ v5 G' f5 {: [( r, n. c+ w; C - # 生成角色命令窗口( x. X3 P2 k5 V1 z) X
- s1 = $data_system.words.attack
4 v8 r% _9 K1 `2 I( @ - s2 = $data_system.words.skill; F; b9 a. l% I, U8 Y% S, P
- s3 = $data_system.words.guard
8 V/ d( E# Q, V5 `3 a - s4 = $data_system.words.item
7 {/ }* l w) @2 k' v. y - s5 = WordChangeBattler
3 @) Z0 w3 e3 o& [' M1 ?* X - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])3 @$ a @0 }: g: L8 V7 G, n
- @actor_command_window.y = 128
' U' D. s Q1 D. [; ^$ P9 a' ` - @actor_command_window.back_opacity = 160
0 q Z- F- J' l5 @ - @actor_command_window.active = false) P& l0 P- I8 F6 G* c5 q3 w6 {0 r( w
- @actor_command_window.visible = false
5 n% Z8 P( ^! e' P9 O7 ~ - # 生成其它窗口& a' O5 x0 q3 v" @
- @party_command_window = Window_PartyCommand.new
/ X! C2 ^3 j6 }- H! \' t - @help_window = Window_Help.new
) a1 @, q! C, g - @help_window.back_opacity = 160
2 Z. R- u7 R7 m( S3 I" P. g. q* u9 f - @help_window.visible = false& u. ~. ]2 D$ w1 U, ?
- @status_window = Window_BattleStatus.new
- a( G2 x, |! h - @message_window = Window_Message.new% v5 G+ |8 C: c
- # 生成活动块; u) o4 q1 X) W J; E
- @spriteset = Spriteset_Battle.new3 V2 t7 u0 ?/ ^/ S$ k
- # 初始化等待计数8 s- `: Q, s4 M5 A: _7 u$ |9 S
- @wait_count = 0
- r3 K5 F7 O, `8 Q- y$ |8 H - # 执行过渡
* l& l/ n* X8 \* o7 w( L - if $data_system.battle_transition == ""5 v7 z6 a- O5 L/ e! U$ Y
- Graphics.transition(20)
1 T( w3 \* ]1 P% U' I$ | - else
1 {/ I' X9 r2 m/ }; j - Graphics.transition(40, "Graphics/Transitions/" +0 { N- E2 V8 u, b7 W: G
- $data_system.battle_transition), E# G- {8 f3 c1 W/ e
- end5 A' f. T& v5 W3 H: A
- # 开始自由战斗回合4 D, n) X1 u7 k! i$ B) I
- start_phase14 m; l! J. y; V7 o8 r. m3 ^
- # 主循环
1 f0 r8 M: d' b/ _9 F5 s6 W - loop do
& s$ \1 f/ p! H- o3 v# n# C - # 刷新游戏画面3 E% X1 I+ A# _: {5 i
- Graphics.update
6 v9 q# a% R9 ] g5 {$ I, p: }( _/ x - # 刷新输入信息
( W3 Q- B' u# |* F/ U! [" l - Input.update
; _/ E0 u/ D' \" W - # 刷新画面
! }7 X2 @/ v7 r/ `( n - update) o# m2 Z, o2 v- ]8 h
- # 如果画面切换的话就中断循环- l/ u' f& y6 S# i* f; h
- if $scene != self
7 |9 G& d' M$ b4 E' Y - break
- q8 I( E, T; [1 h+ [; ] - end8 T, `/ n6 a# X, K: p9 \1 F
- end
* P* K( ?4 z- ? - # 刷新地图
' I& P5 N- A, y/ i - $game_map.refresh2 [, v0 K5 v. T9 |5 J$ e# r
- # 准备过渡
9 u) \% n# I7 A j6 T - Graphics.freeze! g6 r9 q3 O. k! f
- # 释放窗口
4 W' h% B0 P# {* i - @actor_command_window.dispose
7 }: c) R3 |; d; |- F - @party_command_window.dispose
8 {, p: T, E6 H7 u - @help_window.dispose
2 _! m4 l( o+ ]. i - @status_window.dispose$ D9 d- R( q @1 o
- @message_window.dispose
9 y h! C( i% E; g" p" x0 q' K - if @skill_window != nil) a- s/ {2 L! A0 [! R( R
- @skill_window.dispose
) Y, T, F" K/ k4 Q- Q% \ - end
, Z& c9 s- t; o - if @item_window != nil
4 W2 K6 B8 O w9 R H7 f' {% v - @item_window.dispose
" I, D$ X" J5 F- l8 V - end
d0 z7 q3 c W0 o# M% e. g' a! a - if @actor_window != nil
7 Y, [* n+ I& P8 h) ]+ L - @actor_window.dispose
3 s5 F, K* F9 L# B - end
, x5 i7 |( E" P ^; K+ y- H7 A - if @result_window != nil
2 P, @7 l5 q: _# J2 K7 x - @result_window.dispose e- e: U7 z) W- Z7 W! p
- end/ W& s* W f" b9 h5 ?# R& U, e
- # 释放活动块5 q, ~) X$ W* ]/ }7 D8 |
- @spriteset.dispose, r' [2 \7 u' K4 ?
- # 标题画面切换中的情况
& v, w) [/ l: m. n, l# C0 y2 k - if $scene.is_a?(Scene_Title)3 P& x3 ^* M6 M4 p# d% E
- # 淡入淡出画面' Z) Y, q$ l+ d. i3 b
- Graphics.transition5 z. u( I- z3 u7 P9 W! ^
- Graphics.freeze
2 ~: B$ l* ~8 u. V: \3 ~ - end) L8 p+ b& N: T) u* U
- # 战斗测试或者游戏结束以外的画面切换中的情况
/ G9 v# i' n% I# g5 l* f - if $BTEST and not $scene.is_a?(Scene_Gameover)
- ]9 x* _$ ^9 Q$ s: d; ]4 ~ - $scene = nil
1 a3 P1 Z& {% K v - end
; p. S. [5 q( T2 `$ ~. Y - end3 i0 P( G- W R( k6 Q) d) Q
- # 战斗结束! R" t6 N3 ], B' L, e S# O: h Z
- alias lpb_battle_end battle_end4 j7 @ V( v1 @9 x( s$ {" @
- def battle_end(n)
+ @) O* c3 P \ - lpb_battle_end(n)
( q& R+ a! L3 u4 S+ k - $game_party.set_actor_to_normal0 e+ w, C2 P: I+ c
- end
# b3 j: z: `2 s$ Q. ?, R' i - # 开始回合3
! S- d( C$ N0 I - alias lbp_start_phase3 start_phase3
! k2 H. U4 y9 K: V5 G5 s& O8 `- o9 I - def start_phase3
# O8 B8 w/ V" S - @changed_battler_id = []9 _' c4 S- L% e; v# t
- lbp_start_phase3& \, c1 h3 m2 ^. Q; X$ m: a
- end+ r x! L5 z+ ~& H3 x
- # 刷新角色命令回合画面; w3 Y& ~8 ?4 x. w. d- \
- def update_phase3
0 E& S8 v' T! u" S; ]' s - # 敌人光标有效的情况下
4 H, F1 x- B; t7 ]% X - if @enemy_arrow != nil, A" m/ V! k! j6 Q# i. i
- update_phase3_enemy_select
" j" [5 X" f4 X0 }% A - # 角色光标有效的情况下& j6 s# g7 Y5 M, H6 J, @! J
- elsif @actor_arrow != nil
P1 c2 j! p3 \5 f0 p6 Y - update_phase3_actor_select6 ]$ ~+ K# d! l# x! ?$ |. c
- # 特技窗口有效的情况下( a+ i' _: M, `2 Z$ g0 O- S
- elsif @skill_window != nil
1 h9 }+ Q; p! q/ j& K+ t - update_phase3_skill_select
6 o7 F4 M: _/ t1 G# `" T5 a: n - # 物品窗口有效的情况下- F+ _- [ r* k$ C y
- elsif @item_window != nil
; W# h2 V9 V0 I6 U7 e; K ~ - update_phase3_item_select0 j1 Y' k( G- @7 A6 R
- elsif @actor_window != nil
, X8 `7 Z6 s5 y( r& Z - update_phase3_battler_select3 p' a5 m% ^, Z
- # 角色指令窗口有效的情况下
+ H$ o# G4 y8 H: G - elsif @actor_command_window.active4 H- j/ \; Z! H. x0 B' B& H+ q A
- update_phase3_basic_command0 r \. ] \ Y8 k0 y9 Y$ z
- end R, J+ U P( m- i; _) \ C
- end
2 t! ]5 `3 W1 s9 Y - # 角色基本命令
" S( [" \/ \- G1 D - def update_phase3_basic_command6 p1 z" g B- [+ u; q7 s* v
- # 按下 B 键的情况下) Y1 `/ E! r+ Y2 C$ u, }
- if Input.trigger?(Input::B)
3 K, C. D& A g, D - # 演奏取消 SE. M; E# @' Q; {! q* N% E* l, W
- $game_system.se_play($data_system.cancel_se)0 o( F% z- @2 B" g+ u6 A8 m3 k
- # 转向前一个角色的指令输入/ ]% X" N4 X: ~% J" ~* O' J* }/ R5 r
- phase3_prior_actor, [, }4 Z) H+ [* O+ Q2 H
- return
. ?+ `$ j# y: `# |% C - end
, b4 n) K; V* v% O. p5 f - # 按下 C 键的情况下1 G. k4 D1 ?. |. ?/ G- j9 S9 E
- if Input.trigger?(Input::C)
7 b1 v8 J4 @% s/ l: _ J7 P% J - # 角色指令窗口光标位置分之7 E: }5 c3 O8 X- Q' o
- case @actor_command_window.index5 o6 E! Z& q, T. T" I: ?
- when 0 # 攻击
5 x) @0 |4 {: Q* O* t' X9 D% Q - # 演奏确定 SE
G/ @5 f' L0 x+ r0 x+ o8 K - $game_system.se_play($data_system.decision_se): ^/ `5 @4 w4 L z" D: Z/ X. X1 E
- # 设置行动) ?" @1 N, o5 D8 g0 C+ J- z
- @active_battler.current_action.kind = 0
& \# r. b# u& K, ~" ?. o - @active_battler.current_action.basic = 00 g2 s1 B) H) \- `" f; _
- # 开始选择敌人# j; |" H- K6 C
- start_enemy_select
% T5 U9 a2 h# B6 t4 z% @6 D - when 1 # 特技# F0 E- @: S0 a6 g* v
- # 演奏确定 SE( a0 B* g9 Q# F1 f" ?7 L& p$ q5 [
- $game_system.se_play($data_system.decision_se)
/ f( H9 L" l& l6 ]+ e - # 设置行动2 H9 k, h g/ _& b( j
- @active_battler.current_action.kind = 1
7 j: ^4 {* C! r R - # 开始选择特技
4 x, v( V/ w2 ~) u- u - start_skill_select" l8 l8 d/ k" y
- when 2 # 防御* N1 i1 v: T6 m9 I7 p) C: E
- # 演奏确定 SE
0 D; M5 V d7 _7 L0 _$ g+ p( D - $game_system.se_play($data_system.decision_se)$ g1 i4 @; K3 u3 k- D
- # 设置行动" L6 w: C: S9 g6 S
- @active_battler.current_action.kind = 0: q8 a# V$ r* I9 ~; Q
- @active_battler.current_action.basic = 1. j& n- ?- L' h! l9 p$ A) n
- # 转向下一位角色的指令输入
6 n5 E' I3 E! P5 w/ J8 v, C - phase3_next_actor$ A' k; t7 n& m" [5 s! @) K
- when 3 # 物品
/ l* I$ g. u/ u9 r8 t - # 演奏确定 SE
7 a" Y" |' i7 `9 n. |4 ?8 z - $game_system.se_play($data_system.decision_se)
) e4 f& O/ ^0 x* R! T! R2 h - # 设置行动/ s( J# [8 z$ }. A, V
- @active_battler.current_action.kind = 2
, R" e' V8 Q V& ^3 j: D$ p6 d - # 开始选择物品0 ]" M8 j8 e+ Y1 |5 H
- start_item_select
) {2 n- `4 o/ K7 e3 h5 @ - when 4 # 换人
: q5 e/ k% c0 U4 E* ?# S u - $game_system.se_play($data_system.decision_se)
. N9 c- G- A. {( g/ ` - @active_battler.current_action.set_change_battler
# G( T9 q" I1 C |" Y+ E- S; O - start_battler_select8 E& v& `. p5 e& {9 E" Z! B2 Q
- end' {; S0 X% k6 w5 \, \7 ^% G' x* N
- return: t! ~2 z$ Z% p6 S& o: O9 z
- end* c [$ l- |5 u: K+ _* t
- end
& h" o2 o+ P4 o$ Q - # 开始角色选择
; u7 c h% ^ ^8 Y: d# h" Y @( I - def start_battler_select' i6 |, V5 ~1 O
- @actor_window = Window_Actor.new
6 U# C+ [+ `* L1 d. p* J' A! ~ - @actor_window.active = true/ U" x/ d) U, w$ t \( ~
- @actor_window.index = 0
# G- \4 H* Z9 n8 e - @actor_window.help_window = @help_window
7 [. {8 D [. d/ e: R - @actor_command_window.active = false
3 n) N9 j) N3 x; b - @actor_command_window.visible = false3 X& R# \- g7 j; N
- end* t4 e. f. Y1 h; n1 P( S* w0 ]0 D
- # 结束角色选择' G u; G3 ~4 P) J: D# G
- def end_battler_select
" S7 s* M# u3 j5 \ - @actor_window.dispose' I/ B" G* Q1 v s8 J% _9 |
- @actor_window = nil8 N- }# [5 @, Z' T8 }6 |
- @help_window.visible = false* }% m: v; F# j5 w M; C9 @
- @actor_command_window.active = true+ _' L" G+ E: ]: ]% B2 D
- @actor_command_window.visible = true3 w5 q7 y( C! X* D' r
- end
8 t: C! m, Y0 f& c - # 刷新角色选择
E& U. K2 S; Z: V2 C1 f - def update_phase3_battler_select
9 ]1 x9 S( O/ j - @actor_window.visible = true5 H! |- `, i! l" F
- @actor_window.update) T; g8 F% H- H; Q L/ B0 `
- if Input.trigger?(Input::B)* h) @) }) W# ]6 q }- v: l9 K
- $game_system.se_play($data_system.cancel_se)
3 P5 z7 C7 p2 ] e' ? - end_battler_select, {2 B) |9 ]4 T/ P0 S0 O" x% G
- return$ ]6 J3 | @8 ^: T1 c
- end
1 ^7 r$ W: t; t" M+ o: F! B+ a - if Input.trigger?(Input::C)6 c2 s) i7 G8 ]9 M2 d2 Z
- actor_id = @actor_window.actor_id1 |+ Q4 w- t1 s+ {9 {
- if $game_party.get_actors_id.include?(actor_id) or
3 o+ o% C0 _' o1 J- J" y* c - $game_actors[actor_id].dead? or
% z- p9 s& r, M8 f! S& u - @changed_battler_id.include?(actor_id)
. m- v8 f& ?( N - $game_system.se_play($data_system.buzzer_se)0 S) u( ?2 ` B6 d. s3 q( S- ?
- return
% ?6 Q' \/ q8 E - end' V; C5 M/ N6 ~
- $game_system.se_play($data_system.decision_se)
{5 z7 u9 Q i# G; U, o# W } - @active_battler.current_action.change_to_battler = actor_id" A9 k$ \! Z: p: l! S* z
- @changed_battler_id.push(actor_id)7 ]/ R4 Y O+ T+ a
- end_battler_select& x9 E, `+ |2 o2 ~+ G
- phase3_next_actor0 a- `) [+ C5 Q7 o8 z/ B9 ?3 n
- return
; |- R) m1 Y8 o. B. W1 e% _ - end
* Z9 f. e7 T9 k `$ {0 h" C5 a: _ - end
Z( I* S) ?( I$ N X7 Q - # 行动方动画( X' e4 F0 g( O+ B6 M
- def update_phase4_step3# @; x) `5 f4 W) \ Q3 b
- if @active_battler.current_action.is_change_battler?
- \% `2 V- |/ V' L1 @ - @animation1_id = AnimationChangeBattler1 n1 B' }) [$ p7 `4 `* b. Y m8 `% W
- @target_battlers = []
; C, a7 J$ o" _0 |+ [/ n - end. g5 V4 }, s7 _$ y1 H
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
* Q; @+ x/ _- u1 {& K5 l; W: w$ R$ @, } - if @animation1_id == 01 @# W( l) x+ ?* W! n; t. K4 U. Z. H
- @active_battler.white_flash = true* |* w, X" P+ O4 {8 A; O
- else
' v$ u- j/ \. X' p8 t9 M6 M8 e - @active_battler.animation_id = @animation1_id% q: _7 ~: R# s- p }( {' Z6 X
- @active_battler.animation_hit = true
& o1 w& b0 P& E L3 [- s - end
5 ~0 e4 G- h' g - # 移至步骤 40 {( d; `4 P! b& z# f) {: n- w
- @phase4_step = 4) _/ f& X0 w; ]6 @: [1 n& U% l9 P
- end/ d C: r! p1 |6 C5 @) S4 S+ _* d
- # 对象方动画
7 G- P1 o9 m: _ - def update_phase4_step49 Z x: u, C' `" A% G
- if @active_battler.current_action.is_change_battler?
+ J0 X% V7 l- |7 h6 Z3 [5 U - actor1_id = @active_battler.current_action.change_to_battler$ Z# ^7 P. E* ~5 h( {
- actor2_id = @active_battler.id
: o5 b3 B1 r* E I) r/ u - (0...$game_party.actors.size).each do |i|
+ A# |% p5 c* w/ Q; j( D0 i - if $game_party.actors[i].id == actor2_id7 _0 W$ }9 @* i) g+ l
- $game_party.change_actor(i,actor1_id)
1 [- }( z/ n( {8 H- \6 U - @active_battler = $game_actors[actor1_id]
, {! E& B, R. L - @status_window.refresh
5 ~6 M; G! M, q3 W - end
2 Q' r; ^. u; |- }$ n - end
$ G) E) k H! u. t+ Q1 o! B d& ] - end% p0 Q0 G, A2 j$ r
- # 对像方动画8 N( D3 r A, g# H$ Z; j4 v" `# U
- for target in @target_battlers
0 n2 |/ m; @7 r& O - target.animation_id = @animation2_id, X8 W! C$ A- b/ |" R7 r* @$ j
- target.animation_hit = (target.damage != "Miss")7 c" {& q P0 [* N
- end
) ^3 J$ B5 n6 b& A$ M - # 限制动画长度、最低 8 帧9 ~$ ~1 ^7 H) Z& d6 y$ K* Z
- @wait_count = 8" j5 r0 D8 b: K' _
- # 移至步骤 5
4 `) ~6 w" X5 x5 M- q - @phase4_step = 5- t* W8 Z+ o p7 i
- end- |/ X- r9 _! @, k
- # 公共事件* W5 V7 D$ P; c$ h% ^
- def update_phase4_step6
/ n3 G* l" {0 H - @target_battlers.each do |target|
4 `) ?4 Z& K: A2 Q' r* ?* b - if target.is_a?(Game_Actor) and target.dead? and
6 I; g _: G( s J - !$game_party.other_actors.all?{|actor|actor.dead?}4 o% |# v% c2 b; i$ G. L' ~3 i
- @actor_window = Window_Actor.new2 |* \4 T. a0 D# s9 R2 d
- @actor_window.index = 0
+ U- @! @3 @7 ^5 ? - @actor_window.active = true5 F, b6 \6 W6 g4 ?$ E ~4 a+ K4 m
- @actor_window.help_window = @help_window! h4 b7 g) _' d* X; x& z4 @$ N3 |( {
- actor_id = -12 s% ^& C2 _" t- \3 X6 b, R3 o2 `
- loop do
4 T6 F a0 [* X! R - Graphics.update# S8 r- H& R" t
- Input.update
* Z) w" T5 V# r. I4 X+ w - @actor_window.update9 P7 j3 c6 N# A4 R
- if Input.trigger?(Input::C)
3 @' F% {& F' v; |' W/ E% j. R1 G - actor = $game_actors[@actor_window.actor_id]1 j& [; P2 {' W
- if actor.dead? or8 I# R+ N) _6 f" |
- (@changed_battler_id.include?(actor.id) and
0 S# Z$ A# `4 ~5 D. W- r z& y - target.current_action.change_to_battler != actor.id) or* C! K4 R0 O- J, T/ r
- $game_party.actors.include?(actor)7 A( J+ `% M$ v5 l3 X
- $game_system.se_play($data_system.buzzer_se)
3 L: Y9 A" t5 _, U7 S - else" z- m, Y8 f5 V
- actor_id = actor.id
Q3 c, _% O! | i; Z - end
' a% r: ~ W+ I2 y) j' d! |8 p# a - end$ Y8 A4 r6 \1 M0 D- m5 y
- break if actor_id >= 0$ N- n* n% P# l) t6 J5 [( V, y5 u
- end
* k. J* i, q2 r0 h: t5 d4 y) f - @actor_window.visible = false
! m! K/ Q. |9 e, J3 q - @actor_window.dispose
% ~: ?- I( v4 h2 Y7 Y0 j$ S7 F - @actor_window = nil. r( @' S( O* N$ `1 t- P7 ~
- @help_window.visible = false
9 y; [/ q2 Z' W3 c4 n - (0...$game_party.actors.size).each do |i|
* T6 ~! [6 L, o$ n - if $game_party.actors[i].id == target.id- X1 B5 i' q! G+ P. w! e' n! J
- $game_party.change_actor(i,actor_id)
2 @& F% [3 a7 n" n7 g; U# O - @status_window.refresh, ] x) x& E/ n y7 N3 G3 q$ D( B+ X3 e
- end
2 N" t. }. E2 [/ E% G; a4 i - end
! W* O% Z3 c0 t# ]: M( J1 c - end
% h/ z8 E7 }0 i' [- k9 |# | - end
$ @& k- k1 ]! a8 H - # 清除强制行动对像的战斗者
. I# t+ u+ |* L - $game_temp.forcing_battler = nil# e* m. B. U! y9 S
- # 公共事件 ID 有效的情况下' d; d- e- ^# c4 j$ Y( {
- if @common_event_id > 0' W% U! J D$ }0 T6 |
- # 设置事件
8 |( N- A; F4 {; o - common_event = $data_common_events[@common_event_id]& b; t9 a" i7 {7 H! ]' Q
- $game_system.battle_interpreter.setup(common_event.list, 0)5 s7 m' Q" a' S( W. W, r+ U: W
- end) w' n1 J7 {/ _& @5 i* g; I
- # 移至步骤 1" W# h# B7 u& H+ g1 f
- @phase4_step = 1
- L: T4 U p( Y- O# v8 w5 i - end+ \) C) N2 @7 D# F
- end
- p- u+ D! B7 _7 _. l - + h. V- K& K. j& q( }7 x! X3 Y
- class Window_MenuStatus( b d% c/ ?6 k/ b
- def refresh" b" R. a# x- z6 L6 g# X0 j
- self.contents.clear
: z) h9 J9 @) w( { - @item_max = $game_party.actors.size* M$ W7 E6 m4 g2 [4 `, k
- for i in 0...$game_party.actors.size
) I( c7 m' o8 u8 k) p* Y" q* x: G( G/ q - x = 4# p* A" |% I& A' q' a0 W4 _
- y = i * 32
+ Y r* s. p k4 k# n; `4 [ - actor = $game_party.actors[i]) T6 N3 x( i7 w3 J& e$ B. r+ N
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)# H0 M" \* v2 R) U+ W# p
- rect = Rect.new(0,0,bitmap.width/4,31)- ?5 c S; Y7 ]( y Y+ b; I9 B" V
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
3 Z4 k4 n/ L( E1 j/ _* j8 O - draw_actor_name(actor, x+36, y)
8 t6 h9 |4 [# h# p4 k; ]( z# { - draw_actor_state(actor, x + 136,y)* ]' u; H- g0 g7 P# @) D1 p# M
- draw_actor_hp(actor, x + 236, y,96)& t, \# l, j( M6 M/ B( b
- draw_actor_sp(actor, x + 336, y,96): K6 t u) l4 t0 x
- end* u$ ]+ ^* o6 ?
- end" s1 ]6 {/ t& t5 v8 o
- def update_cursor_rect( A1 _# M4 `3 k- }# L
- super5 ~$ j5 v: v. S1 Z3 T6 a
- end
5 A& A/ K. a( i+ t6 j, T - 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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