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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+ L$ j9 W3 P$ p - 8 m; U- K% i& L2 ^" G$ l
- # 队伍最大人数 i) E- Y! o; p4 a7 S
- MaxPartySize = 8
2 g$ t3 e2 [: r' |0 d( s - 0 u/ k- u* o) ^4 |
- # 出战人数6 ^# B0 R8 S' Y$ I* ]4 m
- MaxBattlerSize = 16 M! j7 r8 `& } @3 G
- * }/ A6 b) ?( G$ `/ D
- # 换人语句
* q9 ^2 Y' I, W+ n6 n1 D$ M - WordChangeBattler = "换人"9 B5 l8 E' S: W( W/ G9 w* Q
- - q3 Y* X' ^. f+ C
- # 换人时播放的动画/ m+ V/ r; W4 N" ^: \
- AnimationChangeBattler = 26) F7 Q5 ~# h5 `6 s/ Q- _
- 2 r0 e6 ^' T8 r# f* h" u+ L) Z4 F
- end9 x O/ ~2 }8 N" V5 e; z
- ( T9 L# ~- [2 |/ P
- class Game_BattleAction! U* b! G1 r1 U
- attr_accessor :change_to_battler
2 B ] _" S [8 d( Z, x - # 初始化
0 A0 M* e: g7 N Y! G" k7 l8 n& ] - alias lbp_initialize initialize
, }( W: k, w. M2 Q0 @ - def initialize
0 e& D6 z9 t$ L6 w4 j! q - lbp_initialize; T$ ?9 e( w0 }6 L% S' @5 \3 Y
- @change_to_battler = 0( l+ j; Z T! d5 ]6 h# b
- end) i! o. @" y2 E
- # 欲更换角色编号
$ g3 Z- q$ F2 `' C6 i* b - def set_change_battler" |5 ]8 J' v( p& @
- @kind = 3
3 y: e( z+ n( z9 b+ P - end
8 T' V( T# @$ O5 r9 q - # 判断行动是否为更换角色9 I N; j G% A1 P2 w; k E1 J$ S
- def is_change_battler?( |! j# F2 B3 A& s8 Q, Y- n
- return (@kind == 3)( I/ k" z5 c9 j4 r. G, @$ e
- end* k! }2 D' b; T: [# k3 ^
- end+ R7 a2 l7 e( a! s( K. G; T( x
! @/ @( V; r3 x4 B9 }" \3 \- class Game_Party% [5 C8 j5 r4 R4 ?0 I$ H& K6 S+ P( Z% G
- include LimBattlePlug
' W3 P/ ?( b) q- N7 d: I - attr_reader :actors2
. v$ J$ h [ S! J1 | - alias lpb_initialize initialize
P8 F+ U8 F. l0 `! S. D3 C [ - def initialize
* V w) h" `- ^ R - lpb_initialize2 F& |, X( q2 y O
- @actors2 = []
& p5 c5 ?) T; q' M' h$ M - end; _5 H y" y; J2 Q" T5 ^
- # 角色加入; j4 j# ]! q- z; g1 e
- def add_actor(actor_id)% B& x; U( `9 D! t% w
- actor = $game_actors[actor_id]
+ W$ L; c6 x2 ?3 f6 K! Y - if @actors.size < MaxPartySize and not @actors.include?(actor)
6 g- g8 i$ @: p3 u- l) O& o* v - @actors.push(actor)
, L1 ~$ J' q; C - $game_player.refresh( @8 H7 b ^9 u% l
- end
[/ e0 @8 a0 {- x- T - end
9 j- Y. J8 Y; V+ z" j( A - # 设置战斗的角色/ P" K7 P% a$ K, p! Z- Y1 k5 O
- def set_actor_to_battle+ _$ a# D W% L! ~9 d9 D! E
- @actors2 = []
3 e* v* A* P7 s% I, h& H - @actors.each do |actor|
8 a# u% Y) g- f2 U3 ?% o - @actors2.push(actor)
/ g4 j& o4 _9 q - end3 P3 g: z) j6 F1 S9 z+ y
- @actors = []
( |+ E0 v' }+ q3 ]+ W - @actors2.each do |actor|
/ o( e4 V+ y, a0 e: _ - @actors.push(actor)5 G" n9 z! ~% |6 e8 `# s9 j
- break if @actors.size == MaxBattlerSize
5 Q9 d! D2 y1 Y% c9 S% D! Q! o5 J - end! E3 v. T1 K2 J b" y, ~& b
- end
8 `4 k2 M% c* n6 M - # 还原战斗的角色
5 f5 @9 v) l# x' j U3 b - def set_actor_to_normal
4 B6 Z8 C) P" g4 ^0 | - @actors = []
O& m9 D5 {- {, G3 m - @actors2.each do |actor|6 I9 x! v6 e) z7 k- h. g0 O
- @actors.push(actor)
/ P V# F) |4 w# O - end
6 c; {+ ]6 R6 U3 U$ ?% | - end, N" r( o: j6 C
- # 获取角色id数组
5 v! e- ]; c$ x" R9 p# h - def get_actors_id1 i }3 t* `4 G& K8 ]
- id = []
* ~+ {" g& m& b8 P - @actors.each{|actor|id.push(actor.id)}
+ X G' v: E5 E2 M& O - return id: m! h( \9 O0 i8 d; q' x8 K. i
- end6 _$ K) t8 Q: C# A3 Z
- # 获取角色id数组+ q A/ v% R8 v- M- D/ f
- def get_actors2_id
8 z: H5 D4 [+ u- {$ E) |) h4 k9 p# b - id = []
* Q3 B7 l( I. Q, k! u1 M1 W - @actors2.each{|actor|id.push(actor.id)}
1 L& t/ {2 W' Z% A$ s - return id v: A( _; G* j. g% f
- end
+ Z+ p$ l- @ H5 l4 E! Q& { - # 兑换角色( i7 I: h7 h) A2 D0 Q
- def change_actor(index,id)
+ r. A1 _" j) e- ^" N; T - @actors[index] = $game_actors[id]1 f' _9 n' j9 G# i
- end
2 h& _" C3 \3 ~5 p' X: s: u - # 全灭判定
' d* K, ~; J9 s" X0 G - def all_dead?
0 p* ]7 I w; B. n, `2 @* G* g - # 同伴人数为 0 的情况下4 b6 x6 Z6 _0 I/ \9 F! H
- if $game_party.actors.size == 0
& \8 T& w2 o+ H9 B1 F& y" J; d! Q - return false: D$ \" D3 Z0 R" w2 ~6 A
- end! U2 L# u/ q9 H* j
- # 同伴中无人 HP 在 0 以上
# v" G$ k, K. B: _& o- {, ^ - for actor in @actors2
, z+ @+ q. C# f- l1 x - if actor.hp > 0
0 j( Z+ y: Q0 m% g. w' c/ i - return false
: b6 U4 H- H; z$ U2 e( ]- S - end
7 U5 `8 A4 z, i - end
I$ L& H7 E6 B8 ?$ @ - for actor in @actors
8 K( F$ M: W6 B R$ H" T2 Q' w2 E' Z - if actor.hp > 0
3 H2 i. ^; z4 T$ Q/ Q" P) a - return false
$ O0 Y0 {% t1 L; x" K; C8 l - end U$ u! R6 j; D1 G0 S) r
- end
& l% t$ V5 ~: F: f, G1 f& ?5 o+ n - # 全灭: @" G m9 _3 N3 _0 [- [0 V7 v4 k
- return true
3 Z+ ?" I+ g k7 ?; F( c - end4 A5 w+ I0 d7 |1 A
- # 其他角色4 F5 w( {6 Y$ g7 q
- def other_actors e7 M& g8 T2 f9 y: A, `
- actors = []
' K$ c' S0 L. e% k7 O( { - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
7 F" V- ?7 }* z( ^9 s9 i: f - return actors
7 G! F4 g' S2 B# ?# J' c - end
$ L' D% X z6 ]/ f! y2 Q S - # 角色位置互换9 [7 b5 ?3 `$ R) j* d# L% S
- def change_actor_pos(id1,id2)
& n( l$ J7 f* o, v, Q - actor_id = []- e- j0 ?2 Q: t, s/ q" \) v. K, a
- @actors.each do |actor|
: c( {& V3 f: H4 a/ `, o& X* v - actor_id.push(actor.id) C( T' C7 e3 U
- end
/ H2 i% r" w) w% U- s$ g - return if !actor_id.include?(id1) and !actor_id.include?(id2)+ C- f" H$ m1 n$ x% f, i
- id1_index = id2_index = -1- [6 S) ^2 G8 X4 H2 o9 V
- (0...actor_id.size).each do |i|
7 L. K. U$ u; M9 y6 N" P& W - if actor_id[i] == id1/ F, {3 O3 P/ r6 S
- id1_index = i2 e" q+ R/ L- U* D
- elsif actor_id[i] == id2. M ~( ^. O! \
- id2_index = i
' W% P* y: n( W) q/ i - end
5 x6 X6 ~3 w& J' ^/ j; w' E! v - end
' S6 E: `% _. p- y2 d$ U* y3 r - temp_actor = @actors[id1_index]7 i* _' c# u$ w
- @actors[id1_index] = @actors[id2_index]! j) V: H* r2 K Y' w4 T9 H
- @actors[id2_index] = temp_actor
6 i0 B- T, e2 }5 v( S - end. [ O) T7 @3 u& T6 K: D; t
- end
+ C/ R R6 g; C l$ y$ p- E4 V4 _- z - 8 j! ?+ f; ^) K0 R5 _' u h& J
- class Window_Actor < Window_Selectable
7 }0 F8 B& w6 j( s) k2 y" ? - # 初始化; T0 l( f; J; @( n2 u
- def initialize
' p8 n2 Q$ _# q) z5 } - super(0,64,640,256)
/ }" E) l! A9 M9 R: a6 | - self.back_opacity = 160
0 S' G s$ n7 W! \% Q - refresh
/ F: S8 N% I( W* Q - self.index = -1
" T, a6 S8 T5 U - self.active = false
$ D1 Q) s7 l7 J$ h: F( U' k; H3 m - end' O& Q$ l2 L, `7 V
- # 刷新2 ~* Y- g! t5 P& C* p5 Z/ H7 l
- def refresh
8 A8 X D, N# Y. @: F - @item_max = $game_party.actors2.size6 X7 W* W, G1 k& b, U7 U
- @data = []
- H- u$ P' l2 P- I% M6 U - $game_party.actors.each do |actor|
+ ]/ W& m" s, B; n4 F1 c - @data.push(actor)! G" ?0 d _5 T+ C
- end
. h+ g" U9 b2 J. w# y8 X' [/ b7 M - $game_party.actors2.each do |actor|+ V7 n+ a( V6 c" Y& a" m
- @data.push(actor) if [email protected]?(actor)
% h# b& Q& v, o+ d0 q0 \ - end
4 Z- C, [& H* I/ e1 K* g - if self.contents != nil: b! h. b3 W- @+ v3 t
- self.contents.clear
+ S: U* @7 Z8 h: o( o - self.contents = nil$ q% Y2 p3 [* s4 R; I* d$ S% X
- end3 R3 R6 I% P" L
- self.contents = Bitmap.new(608,@data.size*32)
& c. \# o& Q" z: J; C% C - x = 4$ {+ K8 D" k3 ]( c: Z
- y = 0, X9 d q5 I) H+ t9 u P
- @data.each do |actor|1 ^: ?0 M2 X% o! p: v( h1 b
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)( ?2 V- M3 w( x4 Z
- rect = Rect.new(0,0,bitmap.width/4,31)6 Q. J: ?' k# F" O/ K6 S
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)/ G6 V0 q1 e& l6 f! E7 \ c
- draw_actor_name(actor,x+36,y)6 W! f Z9 u8 ]# L
- draw_actor_state(actor,156,y), h/ P7 [" a9 F& u# {8 h3 R
- draw_actor_hp(actor,x+256,y,96)' c7 f1 W! f1 j, e, x
- draw_actor_sp(actor,x+376,y,96)% \/ j. m1 z& b2 E! p
- if $game_party.actors.include?(actor)
3 e' x( R& Y1 N2 T+ q - self.contents.font.color = text_color(6): o: R0 R" {& z0 y1 M! `# q( C+ ~( {
- cword = "出战"& C! y; ?2 H. E1 l
- else
& N. X( I2 M/ c - self.contents.font.color = text_color(0)% @/ f7 i9 a" W# u
- cword = "待战"
T6 ?- d* W: \/ n& r" r5 I7 E, | - end
( X% ~4 Q* K" n) O) D5 l e' J - self.contents.draw_text(x+496,y,60,32,cword)
5 g+ H9 ^, v% Z/ r - y += 32
+ g- K; b2 Q/ C2 Y# j, n( Q - end6 x; @, k+ Z& u/ H' ?! Q J
- end# L* O: L/ N8 M9 |: U ^
- # 获取当前角色编号
5 T% E( _) I: t1 g- |4 J - def actor_id
" L; N/ L3 i- A7 t$ {+ p0 S1 s - return @data[self.index].id/ [: O& M0 a; e+ s r
- end3 g' n5 K) c G
- # 刷新帮助
3 _4 D6 U; J8 A) w9 I3 \) \ - def update_help
& Y) t5 F3 K* Y! o/ b% P - @help_window.set_text(@data[self.index] == nil ?\& D( B; { X5 N0 B
- "" : @data[self.index].name): N4 o9 s0 @% [. @8 Z. W
- end
0 q4 m- L/ h, w6 V& g$ W - end
: d/ c+ U* B% R+ A/ G9 k$ L
! e6 }) S7 \* w3 W6 Z- class Scene_Battle
0 l* p; M+ ?" q - include LimBattlePlug
$ g8 ~$ U7 C6 N) l( i8 o9 k/ Y - # 初始化
: N& x" b% i( ?% A. K - def initialize; i: ?4 g& E$ p2 F% A
- $game_party.set_actor_to_battle0 U5 X& e5 s( S4 l
- end
2 p4 @) L) U0 F2 P - # 主处理
1 z$ h/ G! y* R$ J- I; T2 s - def main! r4 r* F" E7 S8 Y O W5 }
- # 初始化战斗用的各种暂时数据8 W5 u. G% ~2 p3 N, {/ A
- $game_temp.in_battle = true. {8 {. h% [$ O6 v0 y, y! C
- $game_temp.battle_turn = 01 ~1 u: Y% D8 _+ n' o
- $game_temp.battle_event_flags.clear N, y: P4 t+ w T( Q
- $game_temp.battle_abort = false
. E; I0 O. d, I - $game_temp.battle_main_phase = false
* T& }" w) N' [( U) L - $game_temp.battleback_name = $game_map.battleback_name4 T5 \7 }! _; \
- $game_temp.forcing_battler = nil% E+ A" `8 g3 b H3 q
- # 初始化战斗用事件解释器
9 w( I0 y% ^8 c1 ~- ? - $game_system.battle_interpreter.setup(nil, 0)- C6 f, v; r d2 b
- # 准备队伍 i0 v! h7 T# x5 ]
- @troop_id = $game_temp.battle_troop_id
( P3 s! Y1 }% C/ x- f% _9 b - $game_troop.setup(@troop_id)8 I' b- Z+ k; N- @+ e/ L. L
- # 生成角色命令窗口
! V4 `% J- f& h% A% _& g# e - s1 = $data_system.words.attack' p" ?3 p! Y3 Z1 J
- s2 = $data_system.words.skill
) J2 m! P( N& u9 p# @8 u+ M - s3 = $data_system.words.guard5 A# Z9 J# N- c
- s4 = $data_system.words.item
( a0 a h( Z6 z: s ^6 m( @5 W - s5 = WordChangeBattler& P: E( C' Q4 I3 q3 m
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])1 [1 @2 `+ a; M9 Z# f
- @actor_command_window.y = 128' C" b7 [4 A$ N2 Q
- @actor_command_window.back_opacity = 160, {1 m7 s2 R9 ^, }
- @actor_command_window.active = false
( n1 m- x% o) z- Y6 q - @actor_command_window.visible = false2 \& d3 Q( e3 w6 t! T2 E$ }' K$ s0 H
- # 生成其它窗口1 N% T3 a! b- h
- @party_command_window = Window_PartyCommand.new0 X2 v" o; J# Z# o! L' M: y$ j
- @help_window = Window_Help.new t! W' g, O( b, N2 ]$ V( p
- @help_window.back_opacity = 160
! h" l" P9 R3 y6 J6 x4 [, P - @help_window.visible = false
) b' a3 x. g; q, E& y) R, t - @status_window = Window_BattleStatus.new
; b/ T6 N7 Z1 e) e - @message_window = Window_Message.new5 Z! Q( D" @+ c0 ]% ?% t" I8 J& E
- # 生成活动块$ J+ u7 F( h- |5 Q1 o9 B, Q
- @spriteset = Spriteset_Battle.new- U$ }9 Y+ X! y% e
- # 初始化等待计数2 {! e" I2 @. z
- @wait_count = 0
7 x- a" `* ]: c, G5 J! c - # 执行过渡
, ^+ w, r. f, I) _ - if $data_system.battle_transition == ""4 i* b& i d* S" |3 m/ `
- Graphics.transition(20)
; c A( Q$ l0 ]* T$ W2 c2 l - else
9 j# D% F) i5 m' j( w y - Graphics.transition(40, "Graphics/Transitions/" +
# v$ U6 P8 d( v3 ~" E - $data_system.battle_transition)6 _7 U% ~' Z, \# y; d
- end
, `' O4 X1 D& K, h b7 z- c - # 开始自由战斗回合
! ` n1 j1 v3 c S+ Q, d) \1 G5 P - start_phase1
5 [4 F6 m. C; i& V8 L8 j - # 主循环4 F6 X, C/ P) r+ t. X
- loop do
6 f O0 A& {' N9 ` - # 刷新游戏画面
, T1 N& V+ {! W/ b3 C - Graphics.update2 T3 i6 ^5 y( @2 q
- # 刷新输入信息4 {3 g3 F- }( T& g
- Input.update
0 o- q H, A+ f5 K: t - # 刷新画面; w' b8 J; ~' e- n; W+ ^
- update% B; k N" T' @$ {4 ^
- # 如果画面切换的话就中断循环
6 F( k O# @- a0 q - if $scene != self) @. v! Y1 u2 F6 _! s
- break
; }' H1 p( s7 W - end6 L) J( S. m* W; b1 N6 v
- end
7 n0 ]" C& d$ q, k$ b - # 刷新地图
6 R* c7 K: p+ n - $game_map.refresh- N! T; Y( u4 W5 |
- # 准备过渡
C; W8 J: i$ r, G. X: X - Graphics.freeze5 i3 }8 W3 ^- `" [6 f- c
- # 释放窗口
2 p4 i# |% \: F* |5 t6 w" S( l% S& n - @actor_command_window.dispose
% X V$ D% Q) z2 b: Z - @party_command_window.dispose4 E1 \9 E$ ^$ }0 m7 @
- @help_window.dispose9 X( L! |$ ] T3 t. N5 L! p
- @status_window.dispose
, n3 m" X: d, l7 h z. V - @message_window.dispose
% z& s. O' N! ]% M7 ^8 [! Y0 s0 e+ M - if @skill_window != nil: n2 A/ V, N3 n8 S1 p
- @skill_window.dispose6 z7 _8 u6 x1 \ I/ `
- end% ^4 }) S$ U: k. C: K) i# r9 M1 E
- if @item_window != nil
6 v8 {* L- z! r! i9 i - @item_window.dispose6 y3 h5 ^/ _3 l8 `4 i l; U
- end
! N1 e' `- m" I1 I) b; y6 _ - if @actor_window != nil
$ q0 O/ @; `, I9 Q - @actor_window.dispose
) M+ e: g) D2 H4 l - end, F: T! V/ c6 h# j7 E
- if @result_window != nil2 D) w: u; D( t; `* _2 u5 o' q; E
- @result_window.dispose
8 t1 W( B5 H6 C/ r$ t3 J R( V - end9 i* {4 B# S; j( L. J! t1 i6 p
- # 释放活动块/ V& o6 P2 y) v; t' V, v
- @spriteset.dispose B0 Q. J& U5 w5 o. l/ c/ \
- # 标题画面切换中的情况! X5 H J: S: }0 W _
- if $scene.is_a?(Scene_Title)
7 X9 p/ L0 M( ?. `; A; w - # 淡入淡出画面
9 _3 S0 e# s% a2 a# @0 y* ] - Graphics.transition. q, q5 S2 x' g) C6 X( B: N
- Graphics.freeze
" m5 L9 `; y. o0 y* B) y( d - end
7 k* {7 c( f( C - # 战斗测试或者游戏结束以外的画面切换中的情况
* s- R |4 P, a( u. r7 _ - if $BTEST and not $scene.is_a?(Scene_Gameover)9 }3 O" ^9 ^8 `; V7 ^
- $scene = nil
: @8 g) J* ~; q/ w7 L9 P - end
/ P, A3 \" I8 B, M; r( Y3 U - end: v1 T: }9 U/ i! q: D7 C
- # 战斗结束
$ K# f6 H( G; a! B! A - alias lpb_battle_end battle_end3 `5 k6 S: }4 a8 x5 p( u+ ?
- def battle_end(n)1 I0 O* d( u2 w, \% |. k
- lpb_battle_end(n)
+ l; b1 j. x( B5 ~, S* I8 l - $game_party.set_actor_to_normal g6 K8 }: u: ?+ }% n3 u# ]
- end9 x0 [6 v+ E& d
- # 开始回合3
. @% V) n `; q& l6 ~9 h - alias lbp_start_phase3 start_phase3$ e) Z7 D. b) S6 C F& v+ \0 b; c
- def start_phase3
$ ~: K% J7 A4 ], t' h - @changed_battler_id = []: P& l0 [( w! M0 {
- lbp_start_phase31 N) s) V8 Y/ U p, p
- end" t% v4 L) V4 C/ T
- # 刷新角色命令回合画面; ^+ `- L# F1 |+ F( ?, ]+ F8 @
- def update_phase3
( ?7 I! a7 ^' v0 Z0 ?. l3 Q; [ - # 敌人光标有效的情况下% c) M$ y- j( @* \% O6 p2 ]" O
- if @enemy_arrow != nil
% T2 O; B. Z6 E& i! i1 K - update_phase3_enemy_select4 ~' o! ~! e9 P+ w) K7 N
- # 角色光标有效的情况下
* t9 @* h, f. U4 K! |0 D2 [ - elsif @actor_arrow != nil; O" O6 |* E/ u/ \( }/ O- e8 G
- update_phase3_actor_select
0 R6 h* C5 G5 q+ `+ _1 ^. N$ c - # 特技窗口有效的情况下- m4 `% [+ ]! ]) H8 U
- elsif @skill_window != nil
& |) [6 A! p4 {: w' N } - update_phase3_skill_select
! J2 j d4 [5 j$ g7 _& T" n- O9 @ - # 物品窗口有效的情况下, G7 Q4 c0 V0 x/ y
- elsif @item_window != nil
" u" g* w4 a$ o, }$ f# u4 K5 X - update_phase3_item_select
. h* t F; r0 m0 t0 K3 D - elsif @actor_window != nil, a( W( ~; p% f5 G3 r% z
- update_phase3_battler_select
_) ?) U4 X+ _ - # 角色指令窗口有效的情况下
1 m4 _( L4 |0 C( t$ v1 }! D - elsif @actor_command_window.active
8 V+ m) a4 D5 X0 k - update_phase3_basic_command
- z8 `7 K- M. ?2 L - end
9 Y! k- E6 o5 W4 Z( V - end
/ ?4 u; O z; W+ x - # 角色基本命令: j% J' V9 V" e% ^% b0 m- z, y5 x
- def update_phase3_basic_command7 E# n. `) t, ]
- # 按下 B 键的情况下, L- G, B- x2 p* [3 B! z% Q P1 X6 y
- if Input.trigger?(Input::B)7 ~+ |' x7 l5 L+ _" V+ [& e+ h8 ^ V
- # 演奏取消 SE5 ~% t6 |2 G8 Y% i! x" B) z
- $game_system.se_play($data_system.cancel_se)* e. \4 B. y, J/ p) m
- # 转向前一个角色的指令输入7 z d! \1 Q: J
- phase3_prior_actor
2 s$ \$ L2 C! P" H - return+ A0 \: {5 N o X
- end
- b7 ]" [9 T. `) j - # 按下 C 键的情况下. n& t( z" k: I' X! w
- if Input.trigger?(Input::C)
& t0 X9 D3 R: p% s m% {- p4 [ - # 角色指令窗口光标位置分之
) \# o2 ]7 f9 l. r X; m# Q! y' L - case @actor_command_window.index
& i/ D/ p; v, ^% Y - when 0 # 攻击1 i! ?0 a- t6 J% L& @& ^
- # 演奏确定 SE
$ s2 f3 j1 X' H - $game_system.se_play($data_system.decision_se)( M. m3 L" L2 j' k9 u$ |' t. q
- # 设置行动" X' N2 R3 E9 q* _0 h( @. q1 C
- @active_battler.current_action.kind = 03 J* T/ O% E7 K. i0 L
- @active_battler.current_action.basic = 00 {7 Z9 @+ r3 y5 {# v0 f
- # 开始选择敌人
) {# h$ ?$ \7 y9 N) I1 f6 p4 [ - start_enemy_select
4 ^+ d3 b' }! P- |( ^ - when 1 # 特技
( V: R3 j! M D' y- n - # 演奏确定 SE4 h8 W' b# f4 Z9 K K
- $game_system.se_play($data_system.decision_se)
- [. c# Y, o6 | E8 X - # 设置行动
0 @! ?" b& Q, |4 k3 i9 Y: s - @active_battler.current_action.kind = 1
: u* }% n: C% @0 T$ B9 V - # 开始选择特技# i8 O1 [* Z- l: @ G
- start_skill_select2 U8 t" I5 H$ ?) f0 Q
- when 2 # 防御1 c; g( v4 d: I. V8 q( l
- # 演奏确定 SE
$ S" L2 i( L a* { - $game_system.se_play($data_system.decision_se)
4 t- h7 b0 @$ p1 H5 E4 F - # 设置行动
' d4 N! }& b% G- M0 U - @active_battler.current_action.kind = 02 T" t7 ^( _9 H9 i5 I
- @active_battler.current_action.basic = 1
3 s5 J! U* h( b4 g { - # 转向下一位角色的指令输入6 |) `. H8 G" g0 X' s( e
- phase3_next_actor
& c% L$ Q, Z8 ^7 [9 e: f - when 3 # 物品
9 }* q+ ~% W! n( i0 o& K - # 演奏确定 SE
0 t, {: L, x9 X* H8 p2 E8 Z; V# M9 F - $game_system.se_play($data_system.decision_se)1 R5 _5 N, ~4 P% J
- # 设置行动
- e2 I% f& A, c9 ^' ?" Z' e - @active_battler.current_action.kind = 2
# X1 D: h. F$ Z* W0 t/ ^8 a - # 开始选择物品! Z0 P( A$ [5 G$ I( L1 `9 w* k. k' V
- start_item_select0 p, N ~7 n) [. n
- when 4 # 换人! s" a5 M6 T; U) ~
- $game_system.se_play($data_system.decision_se)
8 L W# ?6 J* c2 d8 l0 p& ^2 u - @active_battler.current_action.set_change_battler
6 R7 k" ?5 \ D% [9 @ - start_battler_select# q! I8 {6 m9 V$ t7 [, u3 j6 d( [, U$ P
- end
4 [& C+ x0 S# R7 [% B - return
% P8 [0 ^: L5 r' z3 M - end! {* t0 I; x- \% @# c
- end
; V+ H) m( N7 U1 H5 r1 \. ~ - # 开始角色选择
3 e0 M& T# Z$ C& r! u, @2 o8 W) C - def start_battler_select
& |9 @. L& t9 n% ?0 O& a* x - @actor_window = Window_Actor.new
; R/ e7 C3 ]2 Q% o* n2 v R; A( ~# f - @actor_window.active = true1 K, Y& B3 K P- w3 g
- @actor_window.index = 0# c6 i* w/ e1 K4 O; Z
- @actor_window.help_window = @help_window
! V) M$ _* h( `1 Z8 I% G/ v - @actor_command_window.active = false' o9 { j* v$ N$ R# m" w
- @actor_command_window.visible = false* D3 k: [# i. ]& s8 J# g$ R% T6 C
- end
$ {* O" @1 s0 K2 S& p# s$ t f - # 结束角色选择- ]$ _% o0 p# a
- def end_battler_select
% o" Q# h& O3 u: a" Q- |" z7 O$ |( Y - @actor_window.dispose
; K. _0 I j: T) O; Y - @actor_window = nil; x7 ^6 n- U3 V
- @help_window.visible = false
0 X& c$ l4 L# E - @actor_command_window.active = true0 [& t& N$ ?9 U8 C
- @actor_command_window.visible = true
' g, ^' @$ K& e d# B - end
" ]/ Q+ i- A3 l1 q) P9 P, E, u# R$ h - # 刷新角色选择) C% e, b4 }! h0 V+ [) _
- def update_phase3_battler_select
" A# L, A; l3 T) t: ^ - @actor_window.visible = true$ w$ N4 s. i: V9 q$ }4 T
- @actor_window.update
; e0 a& A% G/ Z8 k) u2 e& h - if Input.trigger?(Input::B)
# U/ i4 c. X+ V2 {# a - $game_system.se_play($data_system.cancel_se)
8 y4 y7 i- x# f- f* r% s - end_battler_select$ V6 ^1 a$ j, A* m$ M$ \+ G
- return
/ S! B6 e, m M - end/ c# Y% ]( k+ y) H
- if Input.trigger?(Input::C)9 F. z3 w9 V" U
- actor_id = @actor_window.actor_id
+ s7 j# k" M6 e, d" s2 n - if $game_party.get_actors_id.include?(actor_id) or) R; ^/ `7 C- _' V% R$ f. Y. }5 r1 Z
- $game_actors[actor_id].dead? or
& u$ ]+ b0 @: O6 [) i - @changed_battler_id.include?(actor_id)
) y4 l2 @+ m$ O+ `, Y8 Q - $game_system.se_play($data_system.buzzer_se)9 c/ B7 Q H7 I J& ^% ^( C7 P; Y
- return
) F) i1 H# m( n - end8 E% x$ s& [ k
- $game_system.se_play($data_system.decision_se). l* ~; V$ k B* j0 o
- @active_battler.current_action.change_to_battler = actor_id
/ e! p, z2 `" Q& X - @changed_battler_id.push(actor_id)
8 _2 B) I& V$ `8 X - end_battler_select
" O; I6 S4 N9 p - phase3_next_actor
% g# @8 Z* o2 I- ` - return( g/ R6 y: j$ q" V z. j+ |. \
- end( V9 \0 F& ~. r! K! W7 q1 I* b
- end+ {* I. n# w4 P. R- s) [5 v$ p
- # 行动方动画+ c, v, E* z4 w" e& v ]' i& A; A$ n
- def update_phase4_step37 e. Z! f" ]- b
- if @active_battler.current_action.is_change_battler?" B4 J6 y. ~* R4 X; ?3 T: S
- @animation1_id = AnimationChangeBattler
! D3 ^/ ?7 x; I% Q2 i - @target_battlers = []
1 v; Z+ [2 s! G - end
1 p4 [) s2 Y# x- r, B" W- I - # 行动方动画 (ID 为 0 的情况下是白色闪烁)+ r- T: W! e3 v
- if @animation1_id == 0
5 C7 [) ~+ p* D9 m0 K4 g7 M( b4 y - @active_battler.white_flash = true
+ l) t& z- C' m; `; f - else
7 l4 q" F8 Q* u2 h7 b - @active_battler.animation_id = @animation1_id
% X9 ~$ ^! I( ^ - @active_battler.animation_hit = true
+ c9 r+ u+ a1 ^9 e% n* n/ J - end5 b9 ^5 r2 t; J7 o& ^) m
- # 移至步骤 4
9 ^( \2 O+ P5 n' ]2 {8 V - @phase4_step = 4, u; O! u4 @3 _4 V! L& G0 `1 S
- end
( ^' x0 D2 Z1 Z. P7 R0 @ - # 对象方动画
8 |9 v. o4 q% p7 l" b% Z - def update_phase4_step4
+ }8 ~6 p) N9 g+ y8 h/ o - if @active_battler.current_action.is_change_battler?1 L* d0 }2 h0 D) n
- actor1_id = @active_battler.current_action.change_to_battler5 j2 @& n5 X* B0 F0 h |. V
- actor2_id = @active_battler.id
/ X) M' a1 i9 K8 X. h& P: q& @ - (0...$game_party.actors.size).each do |i|
( p* Y6 o& s! J$ |6 d - if $game_party.actors[i].id == actor2_id& y* L5 ]9 D. }2 m
- $game_party.change_actor(i,actor1_id)
3 W2 \) w6 S v `8 s9 f - @active_battler = $game_actors[actor1_id]
& _: v. e, V( f; m - @status_window.refresh9 @) C0 W6 k! [ e& i
- end" H) m4 k# O7 l
- end
m9 N" @2 y( B# Y4 \# M" d - end
: D8 d( R2 U0 m# W$ x Y% L - # 对像方动画. z! z" [7 {: H* h h( d; e
- for target in @target_battlers1 _5 C1 }7 z1 v5 U, c4 G7 D
- target.animation_id = @animation2_id6 u5 x3 M3 d2 m6 R- c( q
- target.animation_hit = (target.damage != "Miss")
2 E$ I( R/ l4 o2 z1 i5 | - end& z) }1 {7 y% X2 w" i! Z
- # 限制动画长度、最低 8 帧
4 R' H* N3 x5 n+ ~" ^; X3 j2 O9 W - @wait_count = 8 [& ~6 {; o9 t7 A* x# z
- # 移至步骤 5
/ d2 ?1 H1 b3 _ c6 f5 b# F9 j - @phase4_step = 5
: v( J% I X. A" U) r M - end4 Z- h5 c. t" I5 Y
- # 公共事件
% r: ^, A9 A& M - def update_phase4_step6+ v/ ~* K1 U) Y) [% G
- @target_battlers.each do |target|
! W( s6 `8 _# a+ f - if target.is_a?(Game_Actor) and target.dead? and; l/ r/ V0 c$ u9 V2 H6 S
- !$game_party.other_actors.all?{|actor|actor.dead?}
8 v: r7 e& M6 M5 J, n* ? - @actor_window = Window_Actor.new( ^. ~; u+ [. ~3 `, c( u/ O
- @actor_window.index = 0
9 K" Y7 _2 {# S( B' O( @& D4 U2 U - @actor_window.active = true: e N6 t) ?; h% V0 R$ G8 M+ Y# I
- @actor_window.help_window = @help_window
- e! u7 P) a% T: _# l: f1 R - actor_id = -1
0 ]2 Q+ O, [& n$ @/ l - loop do
* C8 X& J/ `6 H - Graphics.update* l& B7 g1 |, Y0 G v3 M. T
- Input.update3 T1 Q/ Z6 |! q4 p5 Q
- @actor_window.update
+ @& Z: x% [6 A- e% R - if Input.trigger?(Input::C)
C9 u, Y& f1 j! N. [ - actor = $game_actors[@actor_window.actor_id]# J$ L! a& T) e/ x9 N7 ?/ I6 z
- if actor.dead? or
& V! \/ X, g4 H/ \5 A - (@changed_battler_id.include?(actor.id) and
% b7 `+ d1 {9 J$ F8 w - target.current_action.change_to_battler != actor.id) or
$ _% ]8 M+ R ~/ N7 X+ r9 P9 L - $game_party.actors.include?(actor); v& V1 L [- q; L3 X
- $game_system.se_play($data_system.buzzer_se)7 w. R1 q% u+ l- k# c! ]2 J, J
- else% \7 Q5 p$ e+ f3 T; ^" ~* Y: I# x
- actor_id = actor.id9 z4 _, r- |7 e: ]
- end
5 c1 v; v" }) e- J - end; { R. c) b7 U* M
- break if actor_id >= 00 V0 f+ @! c n! p" a+ L
- end
4 _' }" Z5 C0 x' i' ]3 S: } - @actor_window.visible = false- ]6 [: p8 b; ]' A+ @, w! L. W# c
- @actor_window.dispose0 @4 x! d8 H, s: z: g
- @actor_window = nil7 i- ]) i5 n- E# i; B, _
- @help_window.visible = false
/ \+ ?( }( x. ?/ A8 O: ~( s7 x6 ~! q - (0...$game_party.actors.size).each do |i|; Q d/ g: \5 T
- if $game_party.actors[i].id == target.id- x2 t5 _9 I4 o7 F; M% z! V" z) D
- $game_party.change_actor(i,actor_id)
3 Z: C( o" `* b - @status_window.refresh
" O; L V: u2 Z4 v/ F# _$ T - end
, ~1 t+ ]- H' X8 J: M - end
6 u8 c3 d1 }0 r - end
2 @4 i4 W4 {+ ]* T/ c9 D. m - end$ Y7 l2 R5 [& F- W( r- t
- # 清除强制行动对像的战斗者; D2 ~" P6 a& P1 b# o
- $game_temp.forcing_battler = nil2 x$ [6 y5 T( Q* t) T
- # 公共事件 ID 有效的情况下
7 u* r3 F: g( J4 q E# q; e. X1 [ - if @common_event_id > 0
8 f5 g0 u/ q# c: a( Q0 P% }( O3 p - # 设置事件6 K: h: z/ x! v/ Y$ O8 U
- common_event = $data_common_events[@common_event_id]
& Z, k3 I7 _0 _0 f4 }3 w - $game_system.battle_interpreter.setup(common_event.list, 0), E9 G6 o$ V* T9 G- }# F7 M
- end4 O1 e3 J c' _8 d) T# z, t# p
- # 移至步骤 1. v" j7 U5 V; z5 x
- @phase4_step = 1
8 u8 c6 W+ w( O+ \ - end
* Q6 r# a. i4 ~/ I: O* ^ - end4 P% q4 l) U' y7 |: M* C
- 1 J% l% ]6 z8 o% z* L3 k H! z
- class Window_MenuStatus( }5 l0 }4 B$ V. v
- def refresh
* g. v, P: ?7 r8 h1 _# S. b - self.contents.clear1 y8 Y' p# {) k+ j) @, k
- @item_max = $game_party.actors.size3 T+ j! h# _/ D' W1 l: ^
- for i in 0...$game_party.actors.size* e) h" E- j3 w, @2 c
- x = 49 Q0 j2 m' t/ Q7 Q' K6 J: D2 r, d, k" I
- y = i * 32 p2 W) v* e4 Y5 e6 `8 v5 @
- actor = $game_party.actors[i]! L7 Q+ T: @. {: B
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
3 A4 D! y! D, r. z9 X5 W G - rect = Rect.new(0,0,bitmap.width/4,31)- y( C. y2 \* m6 ^
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)+ a0 e6 ]$ Y6 n! W y
- draw_actor_name(actor, x+36, y)7 F% I/ |6 U: W0 w5 D. Z
- draw_actor_state(actor, x + 136,y)) S3 [) @3 u( K" Q
- draw_actor_hp(actor, x + 236, y,96)) O8 ]6 W2 d) u ~
- draw_actor_sp(actor, x + 336, y,96)
6 T3 B' F n( u7 y, W C5 N9 X - end
# a7 v& w Q# Y( P/ k" f, q1 U* B5 d - end% m; M2 F! k8 ]# Y
- def update_cursor_rect
! X4 h, I' q* K4 U3 N - super
. ?, _9 x; Y2 R2 m: t" Z; r3 C - end
+ b. ]" u' ]+ p) f2 x( Z - 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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