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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
$ Q$ y* r+ R+ J* h" c. n - Y2 j8 e5 F9 ]( C9 k0 j2 a
- # 队伍最大人数
+ ~! |- B2 T& c; E) a - MaxPartySize = 8- a# M; K$ G4 v% N, j1 S
- & j. ^3 q* V; b% W0 P
- # 出战人数
5 N/ u' I5 }0 b. w" o/ @0 s - MaxBattlerSize = 18 k% x K) z4 _( a, U/ D: u% L
% B, z6 z( X- E7 z. ~$ h- # 换人语句
' [ G$ h; A' A% ?5 O0 x: c6 N - WordChangeBattler = "换人"
, q# e' w3 [6 j# h - . v4 s& p4 y! Z4 O
- # 换人时播放的动画; N5 S" p2 f+ Z x- t* b1 a
- AnimationChangeBattler = 26
* ?, k% p* I5 r+ V
) i3 E- {6 a: e3 p" P, ]" G- end
s2 @3 Y% J E8 H
# z1 u/ G# N5 \ f- class Game_BattleAction* b% I# r' H& k6 R% T& E
- attr_accessor :change_to_battler
: d; o A: }7 x$ j% ~ - # 初始化/ C' A x' m7 z
- alias lbp_initialize initialize" r ?3 b9 d' E6 N p
- def initialize, n# x; h& j. t H( b6 L' N
- lbp_initialize
/ U& Z* J, p g7 b- X - @change_to_battler = 0+ D) i" n ^2 r
- end
! I( J2 o/ `" J6 a/ q - # 欲更换角色编号; I5 H* g; l. S5 w5 V" g5 l
- def set_change_battler5 [& Z9 |1 ]/ g& d [- O
- @kind = 3
4 x( T* M0 N2 i2 K% v5 h - end( M4 T2 D m* j+ }$ i# A
- # 判断行动是否为更换角色
! Z8 w; r& [9 g+ T7 b% X' a; B - def is_change_battler?6 f i: F& M* W) p% i! E J9 _
- return (@kind == 3)
9 {- c S" u, p( v2 _5 V* @# P - end: x' f8 ^- `# B
- end
9 c- N- k$ E: w# p/ X3 g* N# C0 ~
+ i- L( c! o/ Z+ o- class Game_Party
; N" ]# N+ _( u" R# ], J - include LimBattlePlug6 k/ w8 i$ P+ w
- attr_reader :actors27 X: \7 @8 g4 |, Y* \; J3 L+ l' Y
- alias lpb_initialize initialize
$ K V3 Q" |! F5 x/ l+ B - def initialize
! |( n! K0 g1 [. o9 x" B/ l - lpb_initialize m1 X2 p: N7 I$ [: C% E
- @actors2 = []
2 n8 a; E2 i" ~, }. ]% D - end
) `8 U8 S- d" y" i0 Z1 ^ - # 角色加入
! M2 r: C7 p7 { - def add_actor(actor_id)
5 y% v0 z3 j& O - actor = $game_actors[actor_id]+ c& O+ s' W8 G# m
- if @actors.size < MaxPartySize and not @actors.include?(actor)
4 c( S) U5 ~# H- } - @actors.push(actor)' J" h! ^; F$ W/ i( \9 X
- $game_player.refresh
0 v/ t1 W7 j9 S* `& X9 B - end6 a% K8 Z7 K! v' |/ ?. w
- end6 c. I( Y0 W3 u% \( u6 F4 q9 b
- # 设置战斗的角色
% [; D0 y" ?; Y - def set_actor_to_battle4 _* `6 n: T' H% j5 S( C
- @actors2 = []
0 C" h q4 ?; I - @actors.each do |actor|
% w7 s2 z: w7 K4 e - @actors2.push(actor)/ E: |8 ^, |$ ~& d' ^9 M
- end
: l' E, b; h) D# b7 ?9 {0 X [ - @actors = [], R' `* ]4 }2 R9 ^3 J
- @actors2.each do |actor|2 Q* z9 |' w# K2 d9 h
- @actors.push(actor)
6 N0 M' j9 S1 j4 w5 Y& T* e W1 v+ i - break if @actors.size == MaxBattlerSize) A! t4 p2 [4 {6 Q+ Z
- end
* y# m3 P' a0 B& x& M9 r - end6 B1 V0 j5 f; B& P ]
- # 还原战斗的角色
; z- Z" e7 H9 L( T3 o ?7 q8 ` - def set_actor_to_normal2 ~/ K, r( M M3 j
- @actors = []
# \8 o5 q$ z; H( \ - @actors2.each do |actor|$ @! D9 D. Q. R0 V0 x
- @actors.push(actor)
% V" F7 q4 |* C3 ~' g - end& B" o/ O; B" b) ]
- end; I0 U- x' j: r% q* o4 O
- # 获取角色id数组
! H- o! {2 e9 t: M& [; ]5 C) S - def get_actors_id
2 {! j' z0 P- h/ J3 u3 i - id = []3 ~6 i" F- C# k$ [
- @actors.each{|actor|id.push(actor.id)}
7 |( R. G- A6 n! m- S - return id
+ `: U# K3 D1 k, }6 Z& B& Q* v - end8 K9 i4 Z+ w1 A1 m8 E9 V
- # 获取角色id数组7 |3 @8 w m) {4 q3 O7 I
- def get_actors2_id
" X$ G z$ Q4 }+ t- V - id = []3 e# C% Z! c _0 s2 D& Y- L
- @actors2.each{|actor|id.push(actor.id)}7 G9 T2 R) o. Q7 U4 f5 x7 Z
- return id. B P) M6 p1 F' l7 P+ O
- end5 m( P! P$ G" O- z$ X) [( i1 C5 q7 D
- # 兑换角色+ w9 G( S8 y: H" Q) S7 G2 G
- def change_actor(index,id)
6 Q" \! `- n' \ - @actors[index] = $game_actors[id]
' E2 W+ j3 K9 U' k - end, ~5 t8 ?- p. Q; u( L
- # 全灭判定
* K' U4 k$ ~7 y) j) N" w$ j9 C - def all_dead?* [3 [& X) M3 n4 x% z
- # 同伴人数为 0 的情况下) E# W& l# h- L1 |
- if $game_party.actors.size == 07 y# o ] _1 b
- return false
# h" R+ `. U2 Y: h) q8 n. `3 g - end
1 W$ o4 U! o) {) A+ d( X - # 同伴中无人 HP 在 0 以上
3 r I# R& F. S9 \ - for actor in @actors2
+ E1 v2 p: D$ H - if actor.hp > 0
u$ z X! t7 Y, S# ~# u" o r - return false' O0 L( [2 k' ^! i8 A9 r
- end/ K7 P' z6 D8 A( D' s5 J
- end
' e) u6 z; [( a; h7 |9 Y - for actor in @actors X; L7 N# ~& Y
- if actor.hp > 06 T* W; N' a8 d- J2 q2 b9 [* E
- return false
4 W2 I1 Z# M) F - end) d5 C! U/ A7 A
- end$ }; D) f( P. V' ^! W2 k
- # 全灭$ A6 g) G; Z# ?$ L/ \
- return true
! Z1 {% A1 o4 n8 L' \8 T- Y - end- ?# U7 G8 ?4 K
- # 其他角色
4 J5 M8 a5 p$ X1 k - def other_actors
$ {- W. x3 ?8 G+ A8 p - actors = []
9 K! f8 S, l1 X - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}$ O% [9 ^# z; D j
- return actors6 }/ S3 G1 H) F+ E7 Z7 ~
- end
# D; M1 \8 i: G+ G - # 角色位置互换
2 t- @' c+ P' }' R6 e - def change_actor_pos(id1,id2)
P1 J; Q8 s+ P+ E - actor_id = []
% Q5 g% \+ Q+ p' G2 u4 X - @actors.each do |actor| P6 V% {* m6 l6 w& N: X! j; j0 q
- actor_id.push(actor.id), Y7 m) d; o2 n5 h2 B4 P
- end1 n; q) |, W B+ h
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
' b; u+ O. J: V" c, h! N4 j- R- a - id1_index = id2_index = -12 w8 [ l( ]+ m; |- t
- (0...actor_id.size).each do |i|
0 @2 b7 n6 q# L* @ - if actor_id[i] == id1$ [% R3 \$ `& N( Q; i7 x3 |" a5 k9 `8 y
- id1_index = i( |9 X* _6 \ W
- elsif actor_id[i] == id2
+ N o6 Y2 D/ i3 u - id2_index = i6 T" E8 A* k4 o
- end
# J" |# P7 k2 e5 ^ - end
- _ ]8 r7 J' H2 o2 R& m0 J! @* \/ M - temp_actor = @actors[id1_index]) f: [5 p9 P. g2 u% \6 A' c
- @actors[id1_index] = @actors[id2_index]
6 c* w/ p/ K' q- a - @actors[id2_index] = temp_actor
$ u! [9 K& o: O4 k" K+ @3 N/ {! g* d& O - end
1 @6 Y' I! V3 g0 r5 a/ ]: q% w - end% `" m* y s7 S1 F; z$ J$ M3 h
- 1 [4 m$ L& p# @' _, c9 A3 W# ~
- class Window_Actor < Window_Selectable
- o3 B+ [( Z7 Q5 \5 |7 c) F - # 初始化
& K3 ~7 t( d& M8 x5 @ - def initialize
7 E0 v p2 u6 I6 @$ r0 z - super(0,64,640,256)9 D- `+ Z# w1 X
- self.back_opacity = 1603 F8 a% ]" a% A# R+ B5 H% j
- refresh- x, p& T W& O& Y
- self.index = -1
0 N9 h' l; q9 T4 V- }+ C9 E - self.active = false0 H9 N8 `0 \' W* K9 h
- end8 \& n; r& m. h/ Y
- # 刷新4 A# H5 `2 \8 Q# K
- def refresh/ [; W9 b( T }
- @item_max = $game_party.actors2.size, t, `# f. K3 _7 s# F
- @data = []# n) w9 U1 R* ~& B# g) _- `
- $game_party.actors.each do |actor|
8 H, ~" A( g# n3 U - @data.push(actor)' I- `8 h, n E
- end$ o; Q' v$ v1 o6 w+ F
- $game_party.actors2.each do |actor|: i# m* r& K- ~8 i6 `
- @data.push(actor) if [email protected]?(actor)# k6 _) u- ]# t0 ~
- end6 |0 {& G$ o, [ x3 s, N0 h$ M
- if self.contents != nil8 A& A7 P' N2 E9 C
- self.contents.clear
% N$ c P4 g& r+ n5 |! [9 j0 W - self.contents = nil! d4 g; | u4 `/ S/ j" J" F0 z Z
- end
. t: K6 i. K9 a" n# R - self.contents = Bitmap.new(608,@data.size*32)* f: t' N1 P* V7 V% t( m, }
- x = 4
7 j% x$ g+ c! O - y = 0
4 H3 _; |1 o$ `# i - @data.each do |actor|
* m9 W2 R) B' V5 j, z! Q: S - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)- R, Y/ p$ r) `3 S u" {9 U( p
- rect = Rect.new(0,0,bitmap.width/4,31)3 N" q& D `. K' ~$ |8 q! C3 P
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
$ R- c) d/ S% y3 ]$ G' n% S& D - draw_actor_name(actor,x+36,y)
. a9 ~) J4 a0 t8 {/ W, P - draw_actor_state(actor,156,y)
8 d! \; A$ L# O7 ~+ ` - draw_actor_hp(actor,x+256,y,96)
2 `1 r+ B. s' ~0 F6 Y - draw_actor_sp(actor,x+376,y,96)' @9 G6 L" l. A A- q8 p# E
- if $game_party.actors.include?(actor)
8 @& ~8 E7 H% Q; X2 p - self.contents.font.color = text_color(6)
- m: C# G: p: p/ B7 ] - cword = "出战"% H7 o4 e; R: q$ `! s0 w. p
- else& V" t7 \; ^5 `
- self.contents.font.color = text_color(0)
! g5 L$ F$ D3 | k+ R6 X, ] - cword = "待战"
' j! a( `' _3 |5 I* n! j) Q+ J - end0 }/ O6 a) {! Z- e8 Z
- self.contents.draw_text(x+496,y,60,32,cword)
0 h- b# } f0 X) G' Q2 O# u - y += 32; J4 l6 P* b& A
- end
7 }0 d& O; G6 H5 C - end
$ e2 L0 K* X8 v _: D - # 获取当前角色编号, U4 Z8 }/ z4 @8 t8 G7 x( V1 `
- def actor_id$ ]6 d+ }! Y, |& _8 c. t6 ]6 R7 h2 f
- return @data[self.index].id X: K5 f/ H" a; R, x6 Z0 Q+ f
- end
! f. ?! D# e' x6 a: G7 u* h - # 刷新帮助$ W% j& s& t, E8 r4 N; @
- def update_help
: j2 k' G9 ?/ m" { - @help_window.set_text(@data[self.index] == nil ?\
! d/ B* p+ S8 D+ }2 N2 n# k& p - "" : @data[self.index].name). ?6 o/ q2 \9 n# p/ L7 Q
- end9 W! G! s5 b. D
- end C+ i# r! Y7 p1 @ `) q& |- j
$ Y7 Q" V2 \: M4 n0 v- class Scene_Battle
9 T3 j( F+ ^. W0 K4 q! w - include LimBattlePlug: Z6 [; _ _2 U ], s5 X6 v& H) i
- # 初始化. T% C6 p/ j' I) \
- def initialize
, }- B* Z1 Q- n, D. _2 i# T - $game_party.set_actor_to_battle% A/ x* P7 p* h0 ]% n
- end
) g4 ]" Y, a ]+ l- b* | I+ I - # 主处理
9 u0 N' l7 J. ?1 u0 B - def main
D, G3 k9 n5 {: S - # 初始化战斗用的各种暂时数据7 ]6 p$ t7 o s* F- y% B: N7 ~
- $game_temp.in_battle = true5 m* d K3 Z+ t/ F* \& k9 i
- $game_temp.battle_turn = 0; V( K% }1 T, X- f
- $game_temp.battle_event_flags.clear+ s V0 W2 `7 L) U% K
- $game_temp.battle_abort = false: u8 i$ M4 f8 \; i3 p& _% h" c' q% D
- $game_temp.battle_main_phase = false
2 E1 Z0 W2 d6 ^/ F r - $game_temp.battleback_name = $game_map.battleback_name* g. r) B3 B5 T
- $game_temp.forcing_battler = nil8 c$ @& R" L5 d6 d2 @ j7 ^) x
- # 初始化战斗用事件解释器
* D* u4 v" Z& i0 W1 J - $game_system.battle_interpreter.setup(nil, 0)1 p2 v7 V6 S% J) j( g9 N+ |8 L& g( c
- # 准备队伍" p* W1 J5 Z( S& k2 }( ^
- @troop_id = $game_temp.battle_troop_id5 K+ s! L6 x# m- [: W* W9 W9 p7 A9 ?
- $game_troop.setup(@troop_id)7 K! }' x! X: {, y" c; v
- # 生成角色命令窗口
) o7 Z/ q. @4 ]7 g - s1 = $data_system.words.attack+ f! C- f, k3 I
- s2 = $data_system.words.skill) R; E& |# f M( ?& S. s
- s3 = $data_system.words.guard
+ f; N. I, Y( S3 k% W7 u N, N - s4 = $data_system.words.item5 y: X" O% k c
- s5 = WordChangeBattler% }1 }. [ @1 {% z4 G& v
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
, y, }2 U `; G" w& g - @actor_command_window.y = 128" m0 x, Z' q% U9 x" U+ O8 }: _
- @actor_command_window.back_opacity = 160/ r Z* ~; M$ K7 [
- @actor_command_window.active = false% J" u$ j7 ~. }% p- m4 h* j
- @actor_command_window.visible = false
6 i: P6 Z7 m- o5 i# S5 ? - # 生成其它窗口6 U: x$ B/ a, m. }$ t" v
- @party_command_window = Window_PartyCommand.new* R' J6 a" z& a1 [; W3 M3 X2 h
- @help_window = Window_Help.new* i ]* W. a. k5 E" a9 H# X
- @help_window.back_opacity = 1604 I9 x5 t: N) X" S
- @help_window.visible = false
8 Y& q6 o. g& J6 G' R6 a - @status_window = Window_BattleStatus.new9 D. v! D- Q9 H& W) D, h
- @message_window = Window_Message.new
+ D' ^ j1 x4 i; s - # 生成活动块" j6 m( A7 g! P8 e8 A, m
- @spriteset = Spriteset_Battle.new
9 s5 }5 \, t# J7 Z - # 初始化等待计数
7 U( ~! l! `9 Q- x; C0 M: W - @wait_count = 0! O9 d ^' r5 T' z# i; D, Q
- # 执行过渡
, A9 {6 I! Z) W' n* Y5 v9 { - if $data_system.battle_transition == "") d& B) `1 w2 t/ K- ~6 x
- Graphics.transition(20)/ s k4 f5 a5 T4 U. q* M
- else7 r7 K( a2 t9 U: G( n- R- ^
- Graphics.transition(40, "Graphics/Transitions/" +% [1 r0 ]3 s( {, m1 ^
- $data_system.battle_transition)
$ {4 p5 k3 m. v( Z% U7 f - end9 n1 p! I, G/ I! ?
- # 开始自由战斗回合6 n2 t5 x. H2 |6 C0 u1 R! {
- start_phase18 E# r& n% }: L6 Z' {
- # 主循环5 }& `: S& m4 f) |& ~
- loop do4 V( J2 ?5 c* S
- # 刷新游戏画面+ ~* m! F' r6 w e) Q. Y# i
- Graphics.update* ^1 z" ^5 W" s5 }. \" {+ e
- # 刷新输入信息8 o& }( T( R! I4 j* W/ \# C
- Input.update
$ G, ?' S& j. }7 ?3 ?9 i - # 刷新画面
; J0 k" `9 z8 j. C/ ?4 f( t0 T - update& `' T. k& m- C) D4 R
- # 如果画面切换的话就中断循环
0 t6 v" d; {% D& k9 p) F0 J9 ^ - if $scene != self
9 M% }# t: C& H - break; s7 p1 q% R! a0 m0 I
- end# C- y/ b3 t, T, {, k! G- A2 i
- end) M+ g: }2 F( ]' H2 s
- # 刷新地图! V+ W9 L5 a" g8 P, }" {
- $game_map.refresh3 A1 q# y2 T1 Q F0 M" r
- # 准备过渡! {" v3 L) M$ K7 m1 V4 F9 d6 P! _
- Graphics.freeze
1 s. z3 F! U! i - # 释放窗口
' D T$ Q! I9 j) V1 a - @actor_command_window.dispose' K6 [ N( _. }2 B% o9 ]2 R
- @party_command_window.dispose
9 Y) z4 j6 b" E$ K u - @help_window.dispose
8 F( v [0 |) k& w) y T* Q - @status_window.dispose
! o1 Q! ~; ?' m% Q" [ - @message_window.dispose
- e; H2 S+ u# l1 }6 m - if @skill_window != nil- I3 @- A- ?+ q ?- ^" ]
- @skill_window.dispose6 `1 \- }1 i8 g! U" `* p
- end' a+ l: e3 A# Q) S
- if @item_window != nil
m7 t0 G+ s& q2 G0 m - @item_window.dispose
4 T/ z3 E1 z# [2 z - end5 s' }+ ~. [. R/ `
- if @actor_window != nil
' ~( d% m* [ y6 Y - @actor_window.dispose- Y6 a7 h6 s, ~! V
- end
1 M4 {/ R0 e6 g# z2 G5 t, i - if @result_window != nil4 j) g6 V( V" p# G! {/ d
- @result_window.dispose- T& i! ]: U: A8 M
- end. m# f9 W2 g2 l i
- # 释放活动块
2 {3 f$ n0 H- y - @spriteset.dispose7 ^7 |# c% e: U8 w& j
- # 标题画面切换中的情况
" m6 p, j! e9 g - if $scene.is_a?(Scene_Title)2 E9 x! d3 Y. w4 X+ x4 P
- # 淡入淡出画面
' h9 r a1 Q; U7 q1 {# j - Graphics.transition
1 N3 T! x4 e& z - Graphics.freeze
# v7 i7 X0 q3 [9 D; y& X& g - end
: J" L0 k- G4 S& v: L. } - # 战斗测试或者游戏结束以外的画面切换中的情况
' C( g+ I% c8 V1 A( Z. [: B - if $BTEST and not $scene.is_a?(Scene_Gameover)
3 A% W+ G8 m+ R/ U) y5 j& |9 } - $scene = nil
$ n4 p6 a0 E! z6 L, o - end
`0 j% D/ Z5 P; o - end
* [; a# H9 J8 H( w3 D - # 战斗结束
! S( ]1 F- z+ s6 U$ b5 d2 e - alias lpb_battle_end battle_end4 ?; m- j8 ^% @6 |6 D5 d
- def battle_end(n)
9 \$ Z9 I$ @8 Z: k* a) x- t. ~& B1 p - lpb_battle_end(n)5 }" }* E0 i% P$ A
- $game_party.set_actor_to_normal( \. p1 a5 ?; Q2 W
- end
4 B4 U: k' F& b, S) g) L# [' I' ] - # 开始回合3. ~* q. G4 X* D" n8 ?$ w
- alias lbp_start_phase3 start_phase3! P* M, p D1 ~1 E: }; U, e/ E
- def start_phase3' y/ y/ z/ `* a% G1 |# z
- @changed_battler_id = []
; C8 f+ N* Q% C/ X" `+ T+ l - lbp_start_phase3) I: Q- ?: }* z2 c" D
- end
2 v) T5 p" B ~+ S. \7 [* F - # 刷新角色命令回合画面$ v2 e& U* z5 V. D4 v m/ Q) C
- def update_phase3
5 A) W, k( [# R% d0 H - # 敌人光标有效的情况下) Q! v; F9 K( ~3 R0 r6 U1 ?4 ^; Z# {' T
- if @enemy_arrow != nil
4 K4 D# q9 o' {) O - update_phase3_enemy_select
3 f' @5 ~8 s/ J+ V0 N8 s - # 角色光标有效的情况下
* j `9 J/ a9 b- p; H, C4 l1 r4 B - elsif @actor_arrow != nil
& r3 m* w8 e, |4 }$ p - update_phase3_actor_select
6 [ A3 S1 j1 a" K" O3 |* G - # 特技窗口有效的情况下
9 K0 Z" c$ f. E! F4 k - elsif @skill_window != nil1 I% F' L7 U( Y9 Z: }' [
- update_phase3_skill_select( G% E1 F6 J8 @3 J6 J6 I
- # 物品窗口有效的情况下- w) D+ m2 a4 |3 b9 I- U! _
- elsif @item_window != nil
S+ L! u6 u5 P. E/ R" [5 ]; m - update_phase3_item_select/ F& a# q, d' ^4 x6 y. v
- elsif @actor_window != nil+ b+ i$ `2 M) q
- update_phase3_battler_select
P7 d. K3 t3 M" V+ H4 Y' D$ _ - # 角色指令窗口有效的情况下4 h: a. i4 Q* \8 |' H# V
- elsif @actor_command_window.active* m" [* U$ f. X; G/ x1 r" e8 D
- update_phase3_basic_command. x( F9 t; X7 K0 Z0 [
- end ]8 {5 L. H4 M7 B# Y
- end4 a0 ]4 Y. }9 a6 x G
- # 角色基本命令% J9 i. P* ^9 G r3 q$ m
- def update_phase3_basic_command! k- Z& K: W9 ^5 e4 A; w
- # 按下 B 键的情况下
( `" s! l) H& I4 a. |1 ]- O' M3 g7 ^ - if Input.trigger?(Input::B)
" X2 o7 G$ c; d8 Z" U$ a5 v, W& U - # 演奏取消 SE
1 C, l! g5 J; l - $game_system.se_play($data_system.cancel_se)
; w7 g" L9 U. l# H" f: f - # 转向前一个角色的指令输入
, X8 g2 g3 t9 ~% X1 b - phase3_prior_actor* V3 T) R* P# E) b% ~
- return
2 e# A: ^6 S- x& A: M - end( s- \: \5 d7 `3 I$ X9 _4 m3 i
- # 按下 C 键的情况下
# u4 h4 Z' q& X6 I8 L- d u - if Input.trigger?(Input::C)% P9 b% T8 T& M) S
- # 角色指令窗口光标位置分之
* X& [; E* m o* I- u2 v' v6 V - case @actor_command_window.index
# m; K: S4 K, Z [ - when 0 # 攻击! U: A, Q! Z9 @6 }$ [
- # 演奏确定 SE
O6 L4 p* u0 W& L0 M0 U4 q/ Q - $game_system.se_play($data_system.decision_se)
# n( Q- f H6 k. u0 O' P3 k- C - # 设置行动
- \3 N6 C+ B$ b6 k' Z' A - @active_battler.current_action.kind = 0
& p5 A3 o, w9 R. N) \ - @active_battler.current_action.basic = 0
1 y( t. b* Q- d6 H; L- i - # 开始选择敌人) L, U$ |2 b6 `7 S/ x
- start_enemy_select: A3 R5 B! ]+ M0 o* F A! \
- when 1 # 特技
; I, w, j U |' L# z8 M c - # 演奏确定 SE
5 u. | U+ O9 i3 f+ } - $game_system.se_play($data_system.decision_se)
" V) }# g, x8 [- f* D9 k - # 设置行动
- P3 d( m; I! f) ^ - @active_battler.current_action.kind = 1
# G2 k9 Q( M3 H* ~, x/ q' r) G: i/ f - # 开始选择特技
; D3 w; P" W/ H2 s7 O0 u8 g% D' c - start_skill_select
- H& B: ^) N/ d3 o' q- @ - when 2 # 防御# I3 C1 C" b1 R z$ \1 |1 O# U
- # 演奏确定 SE0 h% k6 L& j/ ^! u
- $game_system.se_play($data_system.decision_se)" q" W4 l7 H( `" u; c
- # 设置行动 i/ a" q/ S+ L. ~" U+ x" {
- @active_battler.current_action.kind = 0" J4 b" l$ |1 Z1 L1 _3 t3 j
- @active_battler.current_action.basic = 1
6 i2 a' w8 l/ [0 g5 A% u) M2 C/ ? - # 转向下一位角色的指令输入: d# v/ x" ^4 E
- phase3_next_actor7 E# N1 r. m) H" R
- when 3 # 物品
9 O7 y7 f8 }7 g/ \9 E U; c2 d3 P8 D% ~ - # 演奏确定 SE1 C2 [. _: o7 \8 n% n
- $game_system.se_play($data_system.decision_se)
& X5 Z: h8 T3 u% \ - # 设置行动
- Q$ E+ A; ~7 ]- V - @active_battler.current_action.kind = 2 x$ u+ I0 ~- {
- # 开始选择物品
6 i: O% l3 ~+ z" z" | - start_item_select/ B) X# ]" b, w; f1 F0 J
- when 4 # 换人$ j4 f/ W0 h/ Z2 F
- $game_system.se_play($data_system.decision_se)
. H/ l, `+ s/ { - @active_battler.current_action.set_change_battler" ]# s5 W. [' c
- start_battler_select
& w0 A' G# Y! j! Y; k - end+ P2 n( }* Q* N5 b9 O# B3 f8 P
- return7 p9 @' k' u0 `' r: u, q4 L8 ~: A+ l
- end
& c: ]. |8 L" W9 S; Q - end
0 H1 ]; i B; @6 a( q - # 开始角色选择
$ W- y) g4 p" J+ x1 g2 V$ q - def start_battler_select
0 i/ r1 K( w; |+ W6 e) u& ] - @actor_window = Window_Actor.new7 m" z: H! H. b3 l5 d+ v/ C
- @actor_window.active = true+ H9 S9 h$ j) O; s
- @actor_window.index = 0- z: V8 r& h/ M; ]% v: L
- @actor_window.help_window = @help_window& m4 G0 G) u1 r% _( ]7 y1 P1 r
- @actor_command_window.active = false) F p. ~' u2 Q8 L( `) w4 G
- @actor_command_window.visible = false
7 }+ Y4 E9 U+ [ @' f - end
; q4 K) y8 I9 f% \ - # 结束角色选择
- o5 G! L6 E% z3 q8 q% f! M( I6 u - def end_battler_select! x- o3 ]" a# ?& L q4 c; j
- @actor_window.dispose; t% q! q1 l$ o! A4 F
- @actor_window = nil$ J o" I7 q( L; r5 ~
- @help_window.visible = false
" R& G2 U2 L% r5 { - @actor_command_window.active = true# A+ b9 B1 A, m2 V
- @actor_command_window.visible = true6 {% {; @3 U% R1 {
- end
1 A5 |" R" L$ D3 b* Z' g+ B - # 刷新角色选择
% J% K7 Z& b9 ^0 U, ~, C5 F) C - def update_phase3_battler_select
3 J2 o. W4 l2 I% | - @actor_window.visible = true9 q A3 g8 w, A
- @actor_window.update
/ ?( F- W: R* F$ r - if Input.trigger?(Input::B)& C o j% s/ o' o
- $game_system.se_play($data_system.cancel_se)
# P9 f; b+ k# t1 I! H: L - end_battler_select
1 z0 V8 y* V- h( ^( a: j - return
' _9 s& \3 J+ ~+ b% C1 T - end3 x. C: i3 o+ g, f; Z* A
- if Input.trigger?(Input::C)
' t+ k) C5 `. }/ D2 J# b - actor_id = @actor_window.actor_id& Q: R6 b$ d* T; B, s" Q5 g8 ]% N
- if $game_party.get_actors_id.include?(actor_id) or
3 E) X `% X' M+ P7 M/ H n5 b5 s - $game_actors[actor_id].dead? or ' r6 c! Q- g& F# j+ V- B
- @changed_battler_id.include?(actor_id)
0 v Q( Q$ ^& x4 u% P( } - $game_system.se_play($data_system.buzzer_se)
9 X- F6 U; c# `' W( h6 O& i' ~5 f# I - return
2 f$ R( W8 N: M0 x2 o - end# E& B) q9 Z& ?6 k; e) _6 J
- $game_system.se_play($data_system.decision_se), x& D% \- k5 S& g6 g5 m* _
- @active_battler.current_action.change_to_battler = actor_id
( `* e4 u' V2 ~5 V! w - @changed_battler_id.push(actor_id)
) ?2 K Y- T6 F$ A k - end_battler_select4 S6 \5 Y( `4 x; ~
- phase3_next_actor+ k- M) d6 W( S
- return
5 j1 x) C! ?( d - end/ R" w# q) N* u$ `3 x, ~
- end L2 n% s6 K% D3 |6 [" q6 @
- # 行动方动画+ m# B2 G7 H a; Q+ x( x
- def update_phase4_step3
4 \) k4 U1 [' A - if @active_battler.current_action.is_change_battler?
! R" ~5 Z- x, u- a5 l5 o - @animation1_id = AnimationChangeBattler+ c! S7 u2 S2 ?2 V
- @target_battlers = []
* ~1 h: m# \. f1 E7 R# S - end$ T6 M0 o" Z) Z) E, U! W
- # 行动方动画 (ID 为 0 的情况下是白色闪烁); l K5 k3 x0 v6 Q) z
- if @animation1_id == 0( [1 r( E& e- F9 w- q2 o; Y& O4 Z
- @active_battler.white_flash = true8 `6 ^, Y1 I3 B2 k! B
- else4 Q7 Z* O0 R' c: a* q( P
- @active_battler.animation_id = @animation1_id5 F0 h. P% e( |( p4 }( S
- @active_battler.animation_hit = true* u1 v% p! O% }6 o/ T3 ?
- end
: u4 k+ W7 m3 j* q& ? - # 移至步骤 4% r) f+ U& r$ O" A0 S0 U0 i4 n5 p
- @phase4_step = 4- a" A8 l M4 X, D! n
- end' F* g& d: |. L/ T/ p
- # 对象方动画* d0 N4 ?% K% @% Q* H2 P, d
- def update_phase4_step4! k& H! [0 A) [5 P* F2 l) E
- if @active_battler.current_action.is_change_battler?
- f/ O/ k+ x' K1 H% u - actor1_id = @active_battler.current_action.change_to_battler9 M/ X, f2 s* M
- actor2_id = @active_battler.id( K: ?. b( W9 ?, R7 b) o: i: j
- (0...$game_party.actors.size).each do |i|7 t+ {8 d& e6 Z$ F+ s. L8 G
- if $game_party.actors[i].id == actor2_id0 }0 P& z( {; ?5 C n! @
- $game_party.change_actor(i,actor1_id)8 I8 {1 f1 K& H& Q* |# X' a6 f
- @active_battler = $game_actors[actor1_id]
5 K8 e7 o) I) V8 ]$ C4 @& M - @status_window.refresh3 n1 u) b7 x2 H4 S4 |4 ~, {6 l
- end. N' \$ C6 h" \, O
- end6 @' Q7 |; S9 }/ I4 v4 `
- end
% q+ |* v E' c8 w3 D - # 对像方动画+ r1 |, w+ ^# I
- for target in @target_battlers
5 g' Q' W5 o V4 G- o1 ?- A! | - target.animation_id = @animation2_id, O2 F$ |0 W2 U# E3 _/ y5 @
- target.animation_hit = (target.damage != "Miss")
* R/ b) u5 _3 D+ |2 \( o7 \ - end A2 D& K5 h( H! r, L" B
- # 限制动画长度、最低 8 帧
! g/ l) c* n" D; y6 v- T+ i% ? - @wait_count = 8
9 g& M( c8 _8 X L- u+ I6 f9 u" n - # 移至步骤 5
4 P2 v- N- J9 e6 r2 Z3 K* M - @phase4_step = 50 y: ]* v# Y* F0 l* D, H
- end
& h G. h0 g1 P+ B9 j1 a \5 o7 Z% p - # 公共事件4 V9 ^. i; Q; m- X- C! F! _$ V
- def update_phase4_step6
7 ]! |! H: l, u6 G' t% [; Y - @target_battlers.each do |target|* ]2 t0 \/ a6 L
- if target.is_a?(Game_Actor) and target.dead? and
% G/ f& ?* V4 z/ U* ^" d - !$game_party.other_actors.all?{|actor|actor.dead?}
& Q. m. L! Z- M0 @: d6 a0 b - @actor_window = Window_Actor.new
5 z$ d( Q C$ T( f, p3 K h9 n - @actor_window.index = 0
7 m( E# c: ~9 B3 `3 R0 D f - @actor_window.active = true
9 C# o3 n1 J1 k( f9 B- e - @actor_window.help_window = @help_window3 ]: Y" q- I+ U1 m
- actor_id = -1
8 j8 e X! ^* o0 a. H+ g9 g% y - loop do" d6 z5 P6 @" W' O
- Graphics.update* N+ r9 a+ n4 ~2 e# J* N( f4 q- v
- Input.update- r; D% Q9 }, Z$ s
- @actor_window.update
" z$ w6 R& a! J+ C( n8 \ - if Input.trigger?(Input::C)# O2 l! }7 a( H& n4 |
- actor = $game_actors[@actor_window.actor_id]
! O8 o9 t& w# Q' L2 @2 V0 i - if actor.dead? or
% ^+ U' z0 O' K* G3 a+ h. { - (@changed_battler_id.include?(actor.id) and 8 @% |. f! [$ y
- target.current_action.change_to_battler != actor.id) or# K4 L |4 A7 @8 B# n
- $game_party.actors.include?(actor)
0 N9 {% K" i% D6 u6 ^ P - $game_system.se_play($data_system.buzzer_se)5 d4 P0 |0 e* j* A' h. I. ]
- else: p; d: E# f7 r J
- actor_id = actor.id+ `8 J! E/ B* Y
- end
) E& _. D, n2 C - end+ T" R, v- i- L( U# u( F# d i
- break if actor_id >= 0* [+ a1 q6 U, {. m
- end
# [: n8 {! v( e) z - @actor_window.visible = false# L' Q" ]9 H$ C4 ~3 q6 U* p. J& f6 L
- @actor_window.dispose( R' K* _; _# w$ m2 A1 }, R
- @actor_window = nil
1 q# w' `0 Q% S8 a2 k+ }* F - @help_window.visible = false
$ h- _1 e3 i" Y, D( W2 z - (0...$game_party.actors.size).each do |i|
% N1 d- V5 }- T2 |/ D" t6 t - if $game_party.actors[i].id == target.id
1 x9 M3 q( b! c - $game_party.change_actor(i,actor_id)
+ T1 W: L2 c% e" H, \! D7 f) U( i - @status_window.refresh
- b5 e9 d5 v9 q+ `( t& B - end
6 u, }; I, ~2 i( _+ _$ D - end1 F J: x7 _8 j5 S y, @
- end& N1 @# `% F. m3 B# C* s
- end0 A' F- b2 ]& F) I+ a* P% X
- # 清除强制行动对像的战斗者
; h: A5 h1 ?7 J' P, C5 X - $game_temp.forcing_battler = nil: G: Y5 w' u6 A4 l
- # 公共事件 ID 有效的情况下6 W9 k( Y9 ^, y& Y( U$ A
- if @common_event_id > 09 }# [# m4 U# m6 N4 G
- # 设置事件
% F( ^, U: t4 G+ h" Y! i - common_event = $data_common_events[@common_event_id]: n1 b3 X0 O$ u& ]1 [
- $game_system.battle_interpreter.setup(common_event.list, 0)& ~, P8 p5 |4 G! X5 R3 k, [- N* t
- end, R/ ~5 S5 F# `- q: L, L8 \( p
- # 移至步骤 18 [1 U u2 e1 ^- z
- @phase4_step = 15 [8 N r; F+ g' @; C5 C
- end: M! |6 u9 y m& j. Q
- end& S5 ]0 c. L- A8 @# b. c Y' A9 i
% l+ G# T, m) o& l' e. u: p6 F& S- class Window_MenuStatus
7 H8 ]0 \: r- Z5 V- b - def refresh" I) C, M* t; L5 K$ B
- self.contents.clear2 ?3 h) [/ j( S4 j% w
- @item_max = $game_party.actors.size, `% p U- c p! E1 P3 @
- for i in 0...$game_party.actors.size4 i) B' k/ P q3 H- O! H0 w* s. c. ^
- x = 4/ w0 t2 t5 J# w: P
- y = i * 32
0 }, a/ j: z: d" b6 K2 ]0 q - actor = $game_party.actors[i]4 d! i) E( P3 R5 S6 H
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
& z; J7 F9 e7 {. D1 K - rect = Rect.new(0,0,bitmap.width/4,31)4 O6 \% x2 s0 Q
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
! f0 {7 G$ x2 x' \! V- i - draw_actor_name(actor, x+36, y)7 W: L/ E/ o( F# H( l: B/ |
- draw_actor_state(actor, x + 136,y)
. l$ t& Q; N% }2 ?0 \ - draw_actor_hp(actor, x + 236, y,96)9 \; s/ e s4 Q. h& W
- draw_actor_sp(actor, x + 336, y,96)7 ^) p9 f- `* R2 \
- end& F. W8 _/ K0 H2 y
- end/ C, x% Y$ O: L R
- def update_cursor_rect
) M2 [0 u! u0 N0 Z$ @) y( P - super% C7 g {% _5 a7 z. c
- end
! W2 r& ^6 o3 f5 x - 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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