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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
# N6 y, @! S0 F/ u& Q
1 l" J) u6 u" l/ w- # 队伍最大人数
4 }" [! I; u4 A( x( u* b - MaxPartySize = 8$ _, m. z* y' ?/ T3 g+ m+ P
- / A2 C( ~3 [( K6 D; N0 t7 n
- # 出战人数
0 }4 ^6 w( B+ }; e - MaxBattlerSize = 1/ r. W( Z y4 {
v# B: j7 M. F. S; g- # 换人语句* j9 D# E2 Q! t! l4 x% v) o
- WordChangeBattler = "换人"
: [4 |8 T- f! A0 G: h0 y: O, T - + c9 h$ a" M3 D$ c0 C7 a K4 t5 a+ o
- # 换人时播放的动画6 p O e! [! m: v8 f! r: x
- AnimationChangeBattler = 26
3 O! K5 ]# m1 u' o3 Q' u - . e i4 j5 V+ O7 a
- end# G D5 f1 b4 t' v+ t9 H7 a
+ G: n1 Q, e/ M! l7 y. |- class Game_BattleAction
( f+ z' X$ L- l6 H - attr_accessor :change_to_battler& o! ~ R5 l6 P2 k. T
- # 初始化
8 d' H7 d3 @, M& ]! R: ` - alias lbp_initialize initialize
7 s+ [6 p* Y* m - def initialize/ M' V: I3 K! y" X% w! f
- lbp_initialize+ q; E- w. i6 F/ p+ w. @
- @change_to_battler = 0; K" p% p2 m! ^+ ^* b4 d7 k
- end2 k1 p" G9 M$ p3 M# U3 d: }- m" N
- # 欲更换角色编号
* Y& A$ x9 O! P4 }- J5 L* t - def set_change_battler
0 t; B/ \- M7 m/ k Z* u - @kind = 3
7 y' c! a" U) ]7 g, N* I - end6 Z5 g; G1 z% {$ c. ?9 l9 ?$ d
- # 判断行动是否为更换角色1 a* b/ I- I# X. @/ k& t# _5 o" U4 S3 ~
- def is_change_battler?
( E* f9 \+ u$ \ - return (@kind == 3)
1 `( B2 c- D" V - end( C+ ~2 s* y4 r; _+ u
- end
8 J$ c5 X4 j t
2 R& w0 h) b6 }4 {- class Game_Party+ |0 L7 ~' ~" S! |
- include LimBattlePlug
* p, O! k- S6 ?4 @6 p - attr_reader :actors2
9 A7 v0 e9 W$ D/ j$ d9 K* G - alias lpb_initialize initialize
3 D1 R0 o# H4 a! Z4 V) d2 l - def initialize
3 ~0 H G3 Y& U$ R) ]2 C: [; G - lpb_initialize
2 c& G7 c+ S4 Z, R3 C - @actors2 = []
0 Y- e. W! I; V - end
+ v+ M0 ?! I- x - # 角色加入
5 }/ y1 v: h" D7 M$ G4 u8 K - def add_actor(actor_id)
' o2 c$ d& p5 A2 O' g - actor = $game_actors[actor_id]
' ^8 C$ m- w0 q; e, ` B- V - if @actors.size < MaxPartySize and not @actors.include?(actor)
3 I x* |) m3 o8 v - @actors.push(actor)
~7 c( D$ ^3 X9 G8 C+ T - $game_player.refresh
5 `. b$ T1 A) f9 w) S - end1 k) a$ q- e" X; v/ i
- end& R( ?! C- p; `1 N0 |' X- [+ ]
- # 设置战斗的角色
+ j# s( W. e6 E, T0 Q - def set_actor_to_battle
: m( t1 ]; z7 m- x7 \- J* V - @actors2 = []- y9 h) S4 h5 p$ h) ?
- @actors.each do |actor|
2 W9 d/ I7 B2 I( k - @actors2.push(actor)
; w) h0 h% f9 e( @ - end! X: ]; F d Y" ?7 c7 g
- @actors = []7 E# u3 y' m2 q
- @actors2.each do |actor|5 D8 {5 n# t0 E* c- T+ \
- @actors.push(actor)
3 O" H+ O1 _2 c0 W: k% C& B6 G$ t - break if @actors.size == MaxBattlerSize
$ M6 L, [1 C& k, _) c+ | - end
& V/ _+ }0 q+ Q" ^! f1 s. x- m - end
& X" Z0 g* ~/ U8 d$ @9 @9 y# k% ]6 Z8 T - # 还原战斗的角色% J6 V- V$ d7 h7 F
- def set_actor_to_normal
! H! [9 _/ [# ~, x6 M& I - @actors = []
: X2 p% g7 L% c. K8 ]5 u( M - @actors2.each do |actor|" F4 u& @3 F9 N
- @actors.push(actor)
5 d5 F! J. @- O: i7 R3 p - end
1 B- v3 m" D$ t) r4 R - end
# d9 D/ ^1 R9 Q5 L - # 获取角色id数组
6 w' {) i( }! `1 x% O& N* K" K. p6 E - def get_actors_id
$ C, B8 w) {- m1 e4 ` - id = []: g. u* J9 q- C2 [4 T- Z$ `: D
- @actors.each{|actor|id.push(actor.id)}
, o, Z$ ^6 y! y - return id; A& \) l& J: T! ]9 c
- end
2 h' `( Z8 v3 ^: K - # 获取角色id数组* | e" l, [7 f9 w$ I, b$ b
- def get_actors2_id
2 \2 T( D- e- j1 c7 U r# B$ |" l - id = []
5 x! T+ d% G: n! p$ \" y8 _ - @actors2.each{|actor|id.push(actor.id)}$ S H+ e6 ~- C: U8 v
- return id
4 i7 f5 Z u: I& N, h - end
# d! \& Q( F& l3 D - # 兑换角色
* j4 I% C* d+ T - def change_actor(index,id); W+ e' C# ?, o n
- @actors[index] = $game_actors[id]8 ^1 A k% f1 ~2 c' d0 S
- end
1 {$ }1 i7 e- g: ^! a1 J' _ - # 全灭判定
_' J q9 B1 W! u# a. G - def all_dead?
( J0 U v! g* Q, N/ h; D - # 同伴人数为 0 的情况下
& h2 c N& E2 K: e( e) E x3 Z - if $game_party.actors.size == 04 V _$ Q4 k" P! [. v. c8 G
- return false
0 C; T ]" N% F$ ]' X# |6 A( E( d - end7 y/ {1 C: ^# j! q" [ U5 [
- # 同伴中无人 HP 在 0 以上
% j0 b; ^) ^ s* o6 L! j9 e - for actor in @actors2% L e' d# w# ?0 ~3 ~
- if actor.hp > 0; ]. [' h2 Z- `* ^# L
- return false2 L9 h' c+ a& n2 v- X# I
- end% h9 u( ^/ c& Y0 n" U
- end9 ]* C' ~8 V) |- {
- for actor in @actors5 z, V1 D- M S/ A6 Z* ?, d- k
- if actor.hp > 0
y0 |4 K, u8 p: V, A - return false0 f C' A" U7 P2 O" j8 a
- end; s& W& V' Q S! r. c% d3 Z
- end
m9 q- |4 E! @3 d) ] - # 全灭* {$ s; M D9 B. m& W7 [7 m
- return true
+ ^5 \# ^7 D* ^- R - end
4 V4 d# ]& G* _6 I - # 其他角色, y y6 [, i- }
- def other_actors( ]# B' ]$ @% ^
- actors = []/ Z& m" L& G% z$ g
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}6 m3 ~% ^+ w4 N6 w4 w5 y
- return actors
7 O# @4 l. \/ ~7 N - end
8 u3 r( e; v6 N, K; l - # 角色位置互换5 N1 c! A3 _ i. i. K4 G* \: {; m
- def change_actor_pos(id1,id2)
! P% }( [- h$ _1 Z1 e - actor_id = []% F) ^! b$ H/ f |' ]( |( G
- @actors.each do |actor|! a! O7 u" ` P: B9 q
- actor_id.push(actor.id)% g. s( G& s' m* H- l) \. @$ O
- end) V1 {5 t; l0 e9 Y0 M
- return if !actor_id.include?(id1) and !actor_id.include?(id2)5 ?% l2 x6 n" s; E& l
- id1_index = id2_index = -1' B' s9 N+ N, Z( s
- (0...actor_id.size).each do |i|, z4 x" [# [% C. a |
- if actor_id[i] == id15 r0 b/ s1 R/ B1 ~2 _1 ]3 o
- id1_index = i
7 o! T0 O& p' Q( j4 ?& p4 m' q - elsif actor_id[i] == id21 T) `; w# r- E' B; A9 x2 U
- id2_index = i) Q% \ f+ s+ _; O
- end W _% i0 J$ p5 s
- end
7 ^1 z" L; _: I5 S1 _ - temp_actor = @actors[id1_index]
: E8 u6 A: Q8 V) W9 _. ~1 C9 v - @actors[id1_index] = @actors[id2_index]. F4 x: V& z+ m$ f
- @actors[id2_index] = temp_actor
4 R5 B5 ]- K+ b: R - end
$ Q; M- g: P% D2 o; c - end2 t3 _4 r' p0 d
! T$ `! Z6 ^2 ?. W- class Window_Actor < Window_Selectable
/ Z% a) _, n' u8 w) { - # 初始化
+ D3 m( i+ C0 C' `: @0 d - def initialize8 f! t& f! W. a0 d0 `% K
- super(0,64,640,256)
" n7 Z6 \; w9 {/ e - self.back_opacity = 1609 H9 M" ]& B% y8 k5 |
- refresh7 |5 E7 H- J" f( F, k& x6 n6 U
- self.index = -10 p% f* [& ^1 F6 [# f+ k( J
- self.active = false8 \5 T% Z1 y+ p( Q/ I/ [; G" `
- end2 E- q- P8 I, _& C8 E, |
- # 刷新2 X; v4 m$ Y8 \
- def refresh, J/ h5 o% k7 f
- @item_max = $game_party.actors2.size" O! ~9 r' |2 f, N; e8 B
- @data = []* g% |% v/ \( A1 |: @7 ^3 d, t$ \
- $game_party.actors.each do |actor|: @* G, V9 y6 ~$ ~
- @data.push(actor)
( H6 F0 C5 `: E - end
1 k3 b( W! Y3 u0 X" Z* N - $game_party.actors2.each do |actor|
- F0 [6 F0 H/ e( \9 d - @data.push(actor) if [email protected]?(actor)9 i. S" W; V$ P4 k
- end: m4 t5 O. U% K& e ~8 R, i9 v. ^
- if self.contents != nil' n+ z* F. u) N6 M
- self.contents.clear) G h. l: x9 @* b# w1 v
- self.contents = nil$ z2 B' Y, t. x
- end8 [+ o7 g j& s7 h7 A
- self.contents = Bitmap.new(608,@data.size*32). o% m' W( X6 _( r' |
- x = 4! F- s8 X* W+ H+ r0 m0 ?: c, k
- y = 0
1 O. B' D9 h: H: ^3 ?8 Y8 r - @data.each do |actor|
}) L C- d5 D! Q7 l5 t - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
1 B" H3 s# k. l5 ~7 |: U - rect = Rect.new(0,0,bitmap.width/4,31)
7 l: ^% |$ k( T. W- l! D* Q - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)) z6 E. m& j; B- L3 a
- draw_actor_name(actor,x+36,y)
" i# D2 ~' v( G - draw_actor_state(actor,156,y)
! X6 J* Z! L7 d* D X - draw_actor_hp(actor,x+256,y,96)! O5 o( \3 B, j4 {6 C# B4 l
- draw_actor_sp(actor,x+376,y,96)
# y+ \; Z1 Y% @6 e. ~$ c) Y F# ^, X - if $game_party.actors.include?(actor)
8 }% w7 x: Q* F! t; U3 S - self.contents.font.color = text_color(6)5 b/ R5 k) }7 d2 U
- cword = "出战"$ p! B( m* D2 a$ ^! J0 p( d
- else1 d! i; T1 B" J- l. G# o. U
- self.contents.font.color = text_color(0)
$ V! j+ M/ L3 K: M" ] a9 E - cword = "待战"* e; j) l- T. G2 c. y( v5 d% ^/ ]3 c
- end% i0 ?6 s" E2 h9 S& Z
- self.contents.draw_text(x+496,y,60,32,cword)6 L4 V! l6 ~3 h, @: z9 t; M* P) A5 I% |& M
- y += 32
$ D# E& o/ L& q/ J: t ?7 ] - end
. ?% I7 L( ~' G& c# T E - end- M6 \+ f5 u& V3 p* A
- # 获取当前角色编号
2 y6 B$ {# J2 S, k4 W2 Q5 o - def actor_id% S& U. A$ a( f+ t# o
- return @data[self.index].id
5 `( w& D. t) X4 f8 P - end7 Z! J, v8 h1 x* {! H0 }7 {# t% x
- # 刷新帮助
8 H9 t. q: W: F& C - def update_help
T* }7 v! u& y; l% G u( F) x [2 ^ - @help_window.set_text(@data[self.index] == nil ?\
/ X0 H5 t6 P4 F1 V, a - "" : @data[self.index].name)5 C* i- U6 g2 Y0 D6 ?
- end s$ D/ G% s9 D1 _3 u( A4 ]+ J
- end; f$ {% j* H( b
- / U$ N1 _/ A. @
- class Scene_Battle
5 B- g. `( g' @. o* @. z" ] - include LimBattlePlug) O5 j: u, O* l, x, y# y
- # 初始化
% f; j/ }, B1 S - def initialize! f' {2 ~: T% [6 l+ y
- $game_party.set_actor_to_battle7 v- H0 s3 q# k% x
- end
3 ~+ n) ], c( l( r$ W9 ^ |. e$ H* { - # 主处理
( W% K3 ]1 I+ L$ S" p: |# @: H - def main* W. d. P+ \+ m" w# W; C5 f
- # 初始化战斗用的各种暂时数据
P$ u( q* C1 b4 G4 n - $game_temp.in_battle = true
: }7 }# y- G4 F - $game_temp.battle_turn = 06 }$ x; ?# v H9 U) k9 C
- $game_temp.battle_event_flags.clear' Y6 L7 Y/ n R7 k4 w% j8 E% Q: {1 d
- $game_temp.battle_abort = false$ {3 ^0 } G3 N4 ?! U5 i4 t
- $game_temp.battle_main_phase = false$ {8 s X2 m5 Q6 [0 u
- $game_temp.battleback_name = $game_map.battleback_name* b. @/ t: @ P
- $game_temp.forcing_battler = nil
4 d: j) o$ A" A4 Y. W- h) h1 X - # 初始化战斗用事件解释器
% @$ R7 ~' W% C- u. A" E6 @ - $game_system.battle_interpreter.setup(nil, 0)8 _6 E' q/ V) U! J0 j/ j3 @* j* q2 ^
- # 准备队伍
' z( K7 N7 O) ?& R- G - @troop_id = $game_temp.battle_troop_id
( f( s6 Z! W, `' t/ | - $game_troop.setup(@troop_id)& k5 e. g+ u' l! d0 e
- # 生成角色命令窗口
4 p {- U; [7 b: Y; `3 g - s1 = $data_system.words.attack" m- C" f! z- P! a- c
- s2 = $data_system.words.skill- Z0 [; K. y- t/ q/ p( q7 q" J2 p8 [
- s3 = $data_system.words.guard
# g& H) P2 h( Z" a7 a+ n! t; V3 d - s4 = $data_system.words.item/ U; ^ Y6 c- ^ u* N6 p
- s5 = WordChangeBattler6 h" b$ F# B. {! w. Y
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
" }$ E( h' M0 T9 s8 p9 M8 N- g% v - @actor_command_window.y = 128
9 o$ U4 V. L, M% ]9 S9 |% U - @actor_command_window.back_opacity = 160/ ~- P s$ w7 v% F6 S2 G
- @actor_command_window.active = false
& e; s7 L" t, \) k: _ - @actor_command_window.visible = false
: W2 i7 l1 V4 D" y6 O - # 生成其它窗口- C) X# J2 P" E" L5 ?) O% U
- @party_command_window = Window_PartyCommand.new
1 Z% c8 q8 x# a/ Y3 d' x - @help_window = Window_Help.new
8 |% G/ C- v3 w) `" P4 m - @help_window.back_opacity = 160$ N9 ?7 ~& t* Q3 e+ U
- @help_window.visible = false
2 x6 \" v7 O9 F( H3 J1 S0 M - @status_window = Window_BattleStatus.new+ {8 w% R( h. o0 N) G% C
- @message_window = Window_Message.new
( I$ b/ t* x7 {; Y3 } y - # 生成活动块
$ F1 J! C' W( F& z* ^3 U( Q - @spriteset = Spriteset_Battle.new7 n6 c2 e% q2 a3 B0 y2 j N
- # 初始化等待计数
+ N4 R- o' h C9 [ - @wait_count = 0
6 [; Y0 q; p$ ^( T; m - # 执行过渡
# |% O: z0 h2 H9 M9 ] - if $data_system.battle_transition == ""2 Q" k+ J, ~+ P7 g8 E
- Graphics.transition(20)
% V* U8 I2 p$ V& l* R4 q - else
* g! i% R' w/ l3 U - Graphics.transition(40, "Graphics/Transitions/" +: T, h' B% V$ G- k
- $data_system.battle_transition)' j g6 ^5 e+ j. I
- end
; h% w9 q6 a1 X" J8 \ - # 开始自由战斗回合
6 i9 d M% D0 z: m- ^, |7 J% e2 [ - start_phase1; y% B1 Z h2 E, J, f
- # 主循环/ Z+ H9 k! z& E3 z4 ~$ R: ?- z
- loop do1 ?, v+ f/ Y$ c2 [
- # 刷新游戏画面
8 X: U" \+ E7 a/ W4 N - Graphics.update
6 Y0 o! }' z% U, K. o2 X - # 刷新输入信息
t) \3 L F* k; p3 W - Input.update
' N8 Y& G* s0 e - # 刷新画面) b3 `% M1 Z8 V8 c
- update) z! n" R, l1 r' |
- # 如果画面切换的话就中断循环
- E' `& Y. z/ q& m$ i - if $scene != self
c' X% p G7 M9 j% j# g6 o" Q - break r6 M! z" J0 l, t' ^
- end
, a. \5 V$ I. F2 R& V - end
/ ~/ E9 p, f1 | - # 刷新地图
) {- K1 o0 X+ @, }5 V - $game_map.refresh9 ~4 ^, c4 H! p* x( c
- # 准备过渡5 b( ~) C: l5 p5 K# K; h' W0 X/ V
- Graphics.freeze
: [6 d: b3 \; L' t& W6 W9 A9 _ - # 释放窗口* h$ a9 F1 Z% b5 N4 Q
- @actor_command_window.dispose
) S: W& m' {" t5 d: L - @party_command_window.dispose
# H* L: g4 [6 f9 s p- S2 {$ s - @help_window.dispose$ U" Z$ I7 i6 a' F0 k
- @status_window.dispose0 N; ^7 d2 ?: k
- @message_window.dispose9 p! p# j. _0 J3 w5 R, t$ i: D3 Q
- if @skill_window != nil
" n+ \$ ^) r8 x# h( ~: F# M - @skill_window.dispose
3 E1 X$ Z/ H q) d - end
1 Q) |3 X6 w' k' i5 n' m - if @item_window != nil
f( x# S- Y7 \( T" I) o- @ - @item_window.dispose. A0 H3 j8 o. M Z
- end; T( |/ Q# j" \9 u6 U* d% [( `
- if @actor_window != nil
7 w, V; J- q2 u# a8 K7 z - @actor_window.dispose
6 {+ y8 G- }/ G" H0 E+ x2 r5 W - end" n8 B4 K' y* ]4 I* b$ a
- if @result_window != nil
( q7 ^# t, x8 L5 x3 v1 A - @result_window.dispose
' J% I( p5 |/ E. _ - end$ y& d3 Z/ ^* B( `# X
- # 释放活动块
) W* E, ? P# ~" c4 V9 }# [4 q - @spriteset.dispose" b+ h7 R# Q! }8 b
- # 标题画面切换中的情况# t% p+ O9 Q" Q7 K j- \
- if $scene.is_a?(Scene_Title)% m7 K& m& h$ M: ]# w3 s
- # 淡入淡出画面
: M+ Y5 E# s# |% ?$ U9 W - Graphics.transition, L5 g4 z+ h& q# E& [( u) \
- Graphics.freeze
/ z' I3 B/ ]& r/ w4 n - end* Y3 \" m0 o0 H7 n* ^# ?
- # 战斗测试或者游戏结束以外的画面切换中的情况
+ X- ^9 d% s G# U P, l - if $BTEST and not $scene.is_a?(Scene_Gameover)
+ y6 R" `* Y- [+ W, s; K - $scene = nil
% a7 a# |! }( ]# q. h) M4 K - end6 y1 C: p- O8 v) a$ W2 e+ O. W- z i
- end
! @. L; I* T" r7 o$ B2 s - # 战斗结束8 D/ }; b, l+ f' g* m
- alias lpb_battle_end battle_end
" p5 Y# {" i7 K9 K+ h. R7 c - def battle_end(n)! A; }$ B+ _. M; W
- lpb_battle_end(n)3 d' C) N( R% H9 _: S. I% M
- $game_party.set_actor_to_normal! d4 ]. t& {+ d8 y1 Q: _: V# k
- end' k7 m7 Y. F& a- k- b, i
- # 开始回合3
' N) K0 {0 n. i5 p) u - alias lbp_start_phase3 start_phase39 K; @$ ]* @3 d+ q7 U$ D
- def start_phase3
: S4 c0 ^ S. p) {) R - @changed_battler_id = []
: J8 T2 r% X/ J1 i# K0 \ - lbp_start_phase3! {: h4 J! X* D9 E& Q, G( f8 f' v
- end2 [! w4 F4 p* O& [
- # 刷新角色命令回合画面- k: f, N: ?7 e
- def update_phase3
) T! G* ^$ G- L, g p+ _6 ^7 }6 S - # 敌人光标有效的情况下
1 A" v- j9 m/ b( U) W$ Y - if @enemy_arrow != nil
. Q- J+ c9 g7 d" E5 y - update_phase3_enemy_select
: r! D% \/ l; t" O; ? - # 角色光标有效的情况下$ ^0 Y: t9 A3 y% ~2 y
- elsif @actor_arrow != nil% F$ y3 C2 y1 E% V/ W( \7 y; W# U
- update_phase3_actor_select. @% B: v$ x- p! E) A1 y% }* a
- # 特技窗口有效的情况下- V9 D4 u) R" _% y1 U
- elsif @skill_window != nil& I1 l/ u. k" b+ j. h% x& t
- update_phase3_skill_select
) G) [' }" I7 f) i3 g; Q& N4 w, D - # 物品窗口有效的情况下
4 Q J1 V: k" `5 Z" P" O9 q - elsif @item_window != nil5 U2 C5 w2 {6 C) a
- update_phase3_item_select
+ d- o# D, k. a5 O0 n: T6 i; T - elsif @actor_window != nil
2 X* U' p5 Y! X5 Y$ R; Y - update_phase3_battler_select
* Q, x9 U: G/ }8 | p( m' x - # 角色指令窗口有效的情况下
6 s3 A8 u9 f# j6 p! K - elsif @actor_command_window.active8 _, Q" J' l; K0 S" G8 c, k- J2 T
- update_phase3_basic_command
1 N- f9 @: N, F/ ` P$ g - end/ ^2 O! `. e7 ]2 A
- end M1 d6 C* m3 O2 A# E
- # 角色基本命令4 s! ~) n: e, P3 r
- def update_phase3_basic_command
9 u6 b+ b6 O+ r) ?" J9 B& t5 ? - # 按下 B 键的情况下
5 o' R3 X8 j+ x" J2 ` - if Input.trigger?(Input::B)( l" c0 I4 ?( L, T
- # 演奏取消 SE6 s2 ?$ z r# C9 j6 e/ w: t9 ^. v
- $game_system.se_play($data_system.cancel_se)' ?' ?3 l! W( q. R, r
- # 转向前一个角色的指令输入; M: C# \: ~* O
- phase3_prior_actor8 t- u; x' S+ N' M/ l- c. ?& i
- return
& S$ K/ z o' N - end
4 P9 o7 a$ C) r( T - # 按下 C 键的情况下3 X7 C- X" @" _- L( {5 G
- if Input.trigger?(Input::C)) H4 n* t; D7 e9 _; S) X
- # 角色指令窗口光标位置分之
5 ?: W( Q5 z7 e( R# p' c% t - case @actor_command_window.index
: x& T' v3 L. h, G3 L. n6 s1 Q& M2 z$ F - when 0 # 攻击1 i; b6 L7 r& H- _- e) B- u+ ?
- # 演奏确定 SE: t( @5 T8 @1 k! k% o
- $game_system.se_play($data_system.decision_se)
2 ?4 K+ S# {! L% x6 G" e- z/ e: z - # 设置行动
% H8 I$ y2 h0 g. p2 b6 y - @active_battler.current_action.kind = 09 O2 `' e" k" a/ E8 x. w/ \6 n
- @active_battler.current_action.basic = 01 p0 m1 U" T+ l. O1 J0 g/ A
- # 开始选择敌人0 X9 G4 P- k2 Y1 o, t. |2 Q
- start_enemy_select
! [1 w4 @' E2 Z5 a$ x7 H- L - when 1 # 特技* g/ F/ P% E( O. o5 _
- # 演奏确定 SE
G" }6 F( O4 ` - $game_system.se_play($data_system.decision_se)
7 H) [! X; b. E1 N/ B* g - # 设置行动
$ C* Y, i% G) |$ q4 E - @active_battler.current_action.kind = 1. y/ u8 G6 d. A7 ^. Y) i o' Q
- # 开始选择特技8 t/ h# z0 R9 V* H! F
- start_skill_select7 X" L% Y: e7 J, f
- when 2 # 防御
( a9 }) C E. I# @! i9 @ - # 演奏确定 SE
0 a, n6 h. x( v9 c - $game_system.se_play($data_system.decision_se)1 `: t) ?8 J5 {) m
- # 设置行动
6 Y. v- m- x; E- C" S. [ - @active_battler.current_action.kind = 0/ X& V' F Q5 ^; _
- @active_battler.current_action.basic = 1- v+ z0 |$ ^9 F, C* Y9 ?) i9 l4 U
- # 转向下一位角色的指令输入4 D( B' s3 x" Y y% ^# P, \
- phase3_next_actor/ ]" |$ s- y `$ m2 T
- when 3 # 物品% V+ B0 T" y9 o
- # 演奏确定 SE1 [3 o- f7 X7 [8 i( C6 j+ A& I0 ?
- $game_system.se_play($data_system.decision_se)
% H* {7 ?4 I3 q- y - # 设置行动
+ P; r2 ~3 \' x - @active_battler.current_action.kind = 2
- l. D/ R3 }+ R1 A& Z: p) ` - # 开始选择物品) \& o8 H. r2 D* X, g; _# S
- start_item_select
+ U7 W- j5 s s) m$ J8 e - when 4 # 换人. Z# H; z% g- `+ P6 J' p. h4 w
- $game_system.se_play($data_system.decision_se)
3 S" j% R5 e& G - @active_battler.current_action.set_change_battler3 N! R* q; s- \& C) B
- start_battler_select' ^& L9 Z* O0 f7 e1 ~
- end' g% R/ s9 ~0 v9 C
- return
. W; O8 B% x& I - end) q. V5 T1 Q1 u4 @/ c( P8 F
- end7 W; U, x' J8 h" s, t/ P
- # 开始角色选择5 R7 U$ R- C" H2 F
- def start_battler_select- w: x1 }- S6 r. T! Y
- @actor_window = Window_Actor.new- m7 B3 f: R8 T0 a
- @actor_window.active = true! y% y0 l, U+ ~. M5 K6 L% U; v
- @actor_window.index = 0* X" r8 n. h" b
- @actor_window.help_window = @help_window+ ]; Q, C8 @0 j
- @actor_command_window.active = false9 {) h4 {$ ?5 A) [) p
- @actor_command_window.visible = false8 {' Y( Z" p2 ]2 {3 s
- end
( C* M* G2 J4 w# y' S5 R - # 结束角色选择 j8 R1 r- x' i0 y. \
- def end_battler_select, Z! A2 _5 r( }5 \% z, p
- @actor_window.dispose; m+ |5 H- @0 U. Q
- @actor_window = nil
; ^6 N# J2 c2 n/ O+ C# { - @help_window.visible = false& f" l! q8 A8 `# K2 y
- @actor_command_window.active = true. s; |9 L7 W) i9 _: z
- @actor_command_window.visible = true
) U" A/ x9 }) s' O1 q$ [ - end
# y7 v3 T# R D) P- T% P$ P1 N - # 刷新角色选择" S$ k: i. H" G3 d2 K: [
- def update_phase3_battler_select
& ?- [ m7 N+ ` - @actor_window.visible = true
5 \/ C! a. o6 { x, X' s$ \' ? - @actor_window.update
5 J# U0 {: r6 {7 l8 z3 v - if Input.trigger?(Input::B)5 J8 d/ D6 A" d
- $game_system.se_play($data_system.cancel_se)* D! x' O0 ]) L6 | r
- end_battler_select
6 O/ a9 J( w5 I/ g - return
8 Y0 [& \' N; F, ~2 x - end
9 P& v$ E7 |; |% w/ L' d/ T* |: a - if Input.trigger?(Input::C)
7 r- n2 r; Q# R - actor_id = @actor_window.actor_id
/ z9 u4 F+ L; i- m" B4 t" y - if $game_party.get_actors_id.include?(actor_id) or/ B1 _! y6 J) ^; I% e. S
- $game_actors[actor_id].dead? or ( C* `2 o; m3 m; v
- @changed_battler_id.include?(actor_id)
5 l* w5 J# h ]) f% u - $game_system.se_play($data_system.buzzer_se)" `% {6 ~, a/ @( s% g
- return
1 C W9 c5 |. y& e) [ - end
+ A/ M6 L/ |& y - $game_system.se_play($data_system.decision_se)8 V. i$ Q: g1 o- v( G
- @active_battler.current_action.change_to_battler = actor_id3 d) |2 q P; t0 m9 ]8 ^, ~ r
- @changed_battler_id.push(actor_id)! b4 w6 u1 U% [
- end_battler_select% O0 S( H% ^8 \. B: J: N: [. b
- phase3_next_actor
- t/ c, y& J2 N% [" H! f - return
( O. r6 V. r& V - end* m% _9 y* I. A, @# b- l& J
- end! G9 c( f- ~7 ?5 d' P' L
- # 行动方动画
, K8 j- S# S6 T" q4 B7 z - def update_phase4_step3
7 r% e; l1 ~8 Q - if @active_battler.current_action.is_change_battler?5 B% j" J1 {+ r( O9 `8 j
- @animation1_id = AnimationChangeBattler& Q/ K3 R0 } C* k3 e: E1 M6 l
- @target_battlers = []. Z$ H7 G; G1 u2 g+ |* [" S* s
- end- T, `+ w+ D& z( p
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
. D2 W. F3 {4 X& s1 S- {, v - if @animation1_id == 0% U$ Y9 G+ z& s/ F# T
- @active_battler.white_flash = true) Z! o$ S6 r! ]+ u F
- else q4 X( M( J+ A7 J9 v
- @active_battler.animation_id = @animation1_id& z# d4 A$ t d* r' z! z
- @active_battler.animation_hit = true
+ A; G A4 H: P j3 J - end
& l0 n, X o1 `6 ~& `) F0 e3 e6 W - # 移至步骤 4
z% \, |: X( ` - @phase4_step = 4; f( a9 C4 l0 Y) a' _+ X# d! k' n
- end B* V- z" r. E, y" G
- # 对象方动画 _; {1 s& _$ F( M1 H
- def update_phase4_step4
8 O8 @) x, x* [& R: X9 T* v0 d - if @active_battler.current_action.is_change_battler?
x2 K8 R p! }6 H$ t - actor1_id = @active_battler.current_action.change_to_battler
) c: g, V! u1 v/ H6 b - actor2_id = @active_battler.id
6 F& H- f( y; X+ d7 t6 ^3 u& e- h - (0...$game_party.actors.size).each do |i|
$ z6 O( z/ r) B+ j4 _ - if $game_party.actors[i].id == actor2_id
[3 G3 g9 m% X8 O s. R - $game_party.change_actor(i,actor1_id)
" W8 q* j% z+ c. ]7 l) ^ - @active_battler = $game_actors[actor1_id], Q$ ?0 V& n+ W, |/ ^
- @status_window.refresh. v2 Y" ] s1 x# S# ]
- end
# W5 l/ ]2 Q+ ~ _$ F+ j) T$ Q - end
5 `" B8 a! C7 z8 z* X4 E# } - end
Z& b( D, B N s' s0 g - # 对像方动画
1 M* W1 q* j$ ^! u+ ^& j6 s+ Y8 o* t - for target in @target_battlers1 w) _. X! M' w, E0 C. m6 f3 v
- target.animation_id = @animation2_id
) \8 T5 i! C0 ?% d. m - target.animation_hit = (target.damage != "Miss")
' K! u4 o4 V0 a% ]8 j3 \3 w) a - end
; I/ ~& n% Y- W, g3 {8 Y4 m - # 限制动画长度、最低 8 帧
3 o. G" m F% i$ R/ O* e - @wait_count = 8
# n, |3 i" @; ?. } - # 移至步骤 5$ W- C. P% P% V$ o5 _
- @phase4_step = 58 J' G) ^! E+ b$ J8 u
- end
; q3 c0 h+ G4 A2 O# r' s: a1 W - # 公共事件0 J; O* S, A/ L* m8 e" r' r7 ]5 x. A$ K
- def update_phase4_step6% A1 _/ r0 ^4 \8 ]+ O
- @target_battlers.each do |target|
# Y4 l- \- Z0 B# j) m - if target.is_a?(Game_Actor) and target.dead? and1 H( N6 W8 X+ \; A
- !$game_party.other_actors.all?{|actor|actor.dead?}
4 M( m* Q. U" m- K$ W( K$ W - @actor_window = Window_Actor.new
" t H( Q9 ~6 [: z' E - @actor_window.index = 0' j, x4 g# W3 Z+ z3 p! f8 m! t
- @actor_window.active = true# \( T; U# v0 R. [( H1 Z
- @actor_window.help_window = @help_window
6 u7 F. V" M* q# |6 z" J - actor_id = -1
! C6 N5 y4 w0 g* e - loop do- ?- j5 A) V, E. ~$ R
- Graphics.update% z( @3 y; G. H4 |, @( R
- Input.update" p+ i/ \& g& q; V6 |
- @actor_window.update" S) ~6 z# D8 }3 ]" i& A5 P7 N
- if Input.trigger?(Input::C)- t* [* y4 m" {" {
- actor = $game_actors[@actor_window.actor_id]3 N- w5 A- u! S7 e1 {5 }8 H5 Y& a
- if actor.dead? or
# ?1 S, S9 Z' @. d* ?6 x9 P; f - (@changed_battler_id.include?(actor.id) and 5 S) l0 H" b: s( O- B }, i
- target.current_action.change_to_battler != actor.id) or& H7 M% l O7 r5 i3 [6 M; m
- $game_party.actors.include?(actor)' }* q/ G7 V; Q) F! }
- $game_system.se_play($data_system.buzzer_se)
% O" ?5 k0 o1 ^0 Y' m - else
, e$ {, y' K' u9 h' F - actor_id = actor.id' w" P, ?- O5 H4 ~3 r' Z6 l
- end0 O+ R( ?! `% q
- end- Z* P$ W7 ]8 ^ l
- break if actor_id >= 0
, j5 v0 v3 g3 f% V$ L - end
" }+ S% B! z- n) ? - @actor_window.visible = false
, j0 C) c" K- m - @actor_window.dispose
6 o3 { h9 j( |, e - @actor_window = nil
; y0 [. ]* [( A - @help_window.visible = false
+ ~. T; [) W6 w- Z& m3 y& H - (0...$game_party.actors.size).each do |i|/ W& i2 X6 n8 f4 c3 Y
- if $game_party.actors[i].id == target.id4 b, w5 A7 ?; Q
- $game_party.change_actor(i,actor_id)* S s. w$ y+ C
- @status_window.refresh
( u- `4 t6 {4 u) H - end8 L' F/ a7 W, g- h( s5 h8 u- W
- end
2 C& f- l9 @1 Y* K. v/ _- {9 h - end
5 K/ R: T- l+ a - end
& w" N, b8 S1 Q [4 I3 C1 E - # 清除强制行动对像的战斗者( c7 o% l' r$ i0 d& T; ?: r2 J
- $game_temp.forcing_battler = nil
4 L# l0 p9 _7 _ - # 公共事件 ID 有效的情况下
& `. I' G" s" x8 D# a - if @common_event_id > 0, v( ]9 ]5 Y/ m1 V8 g# A C3 K
- # 设置事件. l+ K% p$ J2 a# \
- common_event = $data_common_events[@common_event_id]
- u( {8 n4 v1 |2 ]. m8 S - $game_system.battle_interpreter.setup(common_event.list, 0)
9 k6 Y& G, l$ u- @8 T9 y3 j; z, [ - end
' X [9 S* {, R/ y( W - # 移至步骤 1; C% S+ h1 l- V. L* u- `8 a
- @phase4_step = 1" ]. `) Y" E3 E
- end
# q! C2 S# u2 E8 E - end
) Q7 e; y' R7 L I; r/ P
6 x8 \. K: {3 w) ^% _8 I* K( @- class Window_MenuStatus
1 E+ h D7 k7 Z5 H% ?) |. U# @' f - def refresh- b* l( F1 M) \/ {9 y1 m) D
- self.contents.clear- W2 d0 H' o3 w) E7 e
- @item_max = $game_party.actors.size
' h& R, `7 H" r9 d2 F9 ^ - for i in 0...$game_party.actors.size/ U) v8 g0 E2 C \: A
- x = 48 S3 p% B& x+ O
- y = i * 32
8 C$ M% d) _' \7 s - actor = $game_party.actors[i]7 ]! I9 ]2 c2 \
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
0 V; r3 S E7 A* Q+ p- V. l - rect = Rect.new(0,0,bitmap.width/4,31)
5 p$ n p0 t8 J- T - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
! Z$ ]5 K; I k - draw_actor_name(actor, x+36, y)6 p, k0 n0 v2 }0 U+ g7 b2 d
- draw_actor_state(actor, x + 136,y)
# V3 C; }; J4 ?9 m+ a - draw_actor_hp(actor, x + 236, y,96)5 X O& c% P) ?, |0 L
- draw_actor_sp(actor, x + 336, y,96). c/ W1 E# }* D2 H/ `3 N
- end
1 b( e5 r+ {, o+ a7 J - end7 C F( B+ h# l! l L8 R5 q
- def update_cursor_rect
: Y9 G/ z- n' ?- A6 T8 |& O; r - super' s9 Q. p/ s; f" e/ j* q
- end
6 [) t. @# {/ p& ^ P0 }2 b0 \# I - 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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