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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
# W( I: k( Q0 |% h$ v) m; ~ - ; d8 P: {2 D* u/ A2 L, g5 b7 F( w4 F% m
- # 队伍最大人数0 D( k% D0 i9 I3 J6 a l2 n
- MaxPartySize = 8
) C8 L% C# E( y2 M) P
3 D- ?4 T E# }- q- # 出战人数
' c7 N" d) h, B) V2 _5 T$ P - MaxBattlerSize = 1
0 H. H1 M X& N& b6 ^ - ' C0 K6 b. x9 K- z3 E9 ]
- # 换人语句
$ ^ H9 D. f$ r) r9 a6 A - WordChangeBattler = "换人"
5 u% U) j1 s$ X$ z- L! m5 Q
% r0 ]" O3 T- ?. V- # 换人时播放的动画
9 E) Q. T$ m# r4 n# M - AnimationChangeBattler = 26
* g A3 [0 g% }3 o, @" B; ^4 h
7 {: V5 H8 { N8 Z& d- end
! w# F, Q. V0 o - ; W1 i% f+ g6 q% S2 @
- class Game_BattleAction2 d6 k6 g j, c& t, e6 @0 x
- attr_accessor :change_to_battler
6 |0 `' @+ m. H6 M0 Y - # 初始化
+ P3 C2 `5 z7 s# G) i6 d A6 `" K - alias lbp_initialize initialize
0 O; Y1 y! A# L/ t- U6 P - def initialize8 s W7 d( @5 r7 Z
- lbp_initialize
, i$ ?. _& p! `" | - @change_to_battler = 0
- j4 j; c ~ y( }. Q) H. l - end
; Q3 K5 Z4 X! g* f1 v V' }# |9 P - # 欲更换角色编号
! G. B" `2 V6 j+ d: e4 M! V - def set_change_battler0 t/ D& y1 @( t Z5 e
- @kind = 3( Z7 m# Y! @4 r& B& {; V
- end
: W' y: p6 p" \9 F b! i - # 判断行动是否为更换角色6 j6 y5 c2 H% ^% Y- i- u* {3 Q f; ^( u
- def is_change_battler?
# t; V D0 K, H3 W9 x - return (@kind == 3)
( o* y$ R9 y* |5 [0 U - end( d0 t+ H+ A. Q+ S
- end c7 t) P& H' r: R) a
6 O8 k! b, V7 ^; W- class Game_Party" C% O) l( S! s" A5 E j6 `
- include LimBattlePlug
; P4 v; C& {& s* H" J- C - attr_reader :actors23 E. f# x1 C2 u6 @; E+ D
- alias lpb_initialize initialize5 z2 r/ M; |& a0 x
- def initialize
' V& M8 k" E' k - lpb_initialize5 ?$ h+ b% m) |6 \" @/ E5 I
- @actors2 = []
3 T L* B3 m+ r" X8 O5 S8 o - end0 B3 c9 E; q0 g+ }# ?* x- ?
- # 角色加入6 K+ _+ }8 N; f3 Y3 G0 H4 E
- def add_actor(actor_id)) Q) W+ N; A8 N" l% Z/ i
- actor = $game_actors[actor_id]* n* e3 T0 q5 p2 u- \# ~1 D
- if @actors.size < MaxPartySize and not @actors.include?(actor)6 z3 w/ Z' H8 J: ^; I
- @actors.push(actor)" }5 r3 i2 `! A$ \
- $game_player.refresh# }$ G. W2 Q" ^( d1 W
- end
1 Q& R5 q& @$ D. q9 L/ | - end
: g6 |& N- } p3 m* i* \8 @ - # 设置战斗的角色
, ^2 v) X6 b9 U' ~1 N" ]- Z2 [' x1 k - def set_actor_to_battle( ~" M9 O: B/ P; I/ e* @+ Z, f; S
- @actors2 = []: r$ e7 f$ @9 D# e- M2 D
- @actors.each do |actor|% u4 u6 L+ i+ K4 X
- @actors2.push(actor)1 {* G& x& j; f
- end- e5 o; _& H' j( v: q
- @actors = []
( U$ C% Y5 T; @- ^" J1 q - @actors2.each do |actor|
) @) S! _2 V% B3 a. _ - @actors.push(actor)6 j% n% q* p1 i2 f# S& y; \
- break if @actors.size == MaxBattlerSize
8 X& u% Y& @9 B/ g! s N4 ^% } - end; O: z J) ^4 d$ ]: B% s' z/ G
- end
- ] T2 e0 k% J* D. F - # 还原战斗的角色
* p, m% a9 ^% W: g3 R4 E d' S J" e - def set_actor_to_normal0 a4 k* ?6 W1 n: S4 G% g \
- @actors = []
* z# L9 K& g5 i; S" D - @actors2.each do |actor|
& o9 T1 B9 a, h - @actors.push(actor)8 I2 v4 u- f, H8 a: ?2 ?) a
- end
$ s9 C& n, @( ] `# L o - end
$ i" H. U1 A8 V1 y - # 获取角色id数组: l0 A+ h: y1 J* G8 x1 V
- def get_actors_id
: h) M% P" `' ] - id = []
2 }! H) E2 U2 I' ]5 ?" c4 @ - @actors.each{|actor|id.push(actor.id)}
" U9 C J8 V! U$ V) j - return id
' R; Q' E4 \# B/ b+ P0 u - end
# E. z C$ b8 L+ E( w4 M - # 获取角色id数组+ [) L8 z* B- V2 D( k* L
- def get_actors2_id
X; H4 R" ]7 ^ - id = []
: |! ^4 {2 i! Z8 n - @actors2.each{|actor|id.push(actor.id)}+ y) D4 _2 E) Q5 E
- return id
, K, x# x+ | b( L$ d3 }1 f, m% G - end
6 o1 n- b3 V8 r3 d3 s1 H% V - # 兑换角色( S6 O. v; B' M t: I
- def change_actor(index,id)! B( p! _3 `) w) k Q0 Y
- @actors[index] = $game_actors[id]9 g! u2 K' E. S" O
- end
) ^( C+ d- A- F7 u% D - # 全灭判定
3 b/ L( m+ W" v4 u5 y2 Z - def all_dead?
( L. b. e/ w7 d2 t7 F. q9 Y - # 同伴人数为 0 的情况下
4 q; e2 N% ~& ^3 z9 b - if $game_party.actors.size == 0; I) f3 ?- ]% U9 l
- return false
3 ~% ^) a) n1 q# v - end9 _% p: h0 f& L) p& p+ X
- # 同伴中无人 HP 在 0 以上
0 H* i4 R- k+ N( c1 |$ s/ D8 u5 i - for actor in @actors2
- t$ `) @ P+ S. r& [1 b- w2 p - if actor.hp > 0+ B) S3 E$ r @! M
- return false
( E- v$ _4 m5 k" y1 P9 q+ N - end
4 W$ i' O+ I. y& [; C - end
. e% a2 _3 S! ]% }) ~" e7 f4 _2 z - for actor in @actors
9 D, q6 @7 Y) [$ D' S - if actor.hp > 03 _' f+ v% m0 p8 C9 {
- return false0 q& s8 `9 O5 ^* Q5 A( e* O
- end: m8 }7 c s2 r* r$ v0 y8 {) n: [( q7 h: r
- end, t, i" I+ A4 ]4 f+ m* I
- # 全灭( m# ~* A: k( \
- return true
* @+ v; C, {( t5 h - end
0 o# V0 B# t" O$ H, z& E - # 其他角色6 [- J6 b) @) W" ?
- def other_actors
. |( \7 \" s2 Q, F, q - actors = []3 [0 V- n$ Q" w. A: h
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
, |) g% ]" R3 f7 Y) @3 Q - return actors
1 j) Y% q9 Q: g; O. p - end3 ^. Q6 d( {5 W! Z+ O Z# T$ U
- # 角色位置互换
- A! Y1 y7 }$ S2 |" {1 v3 U - def change_actor_pos(id1,id2)! O. q9 ]+ Q4 o) x* p) A( Y5 V
- actor_id = []
2 a/ F# n. S8 c& B: p! s4 \ - @actors.each do |actor|
. v% A, W) Q. ^( c% w+ y0 \( y - actor_id.push(actor.id)4 L: B' T8 N) ^0 S" _8 {! U& A
- end& I2 y3 ?8 _* Q. a# _
- return if !actor_id.include?(id1) and !actor_id.include?(id2)+ `! E5 \- q2 P6 ]
- id1_index = id2_index = -1) M9 e$ q. v9 k: T
- (0...actor_id.size).each do |i|, y* k; i" ?# j% f
- if actor_id[i] == id1
* ~9 c9 }7 j: o% x$ t& W9 n& O - id1_index = i( m7 _6 N }' B7 s8 V5 P- [/ d+ G* R
- elsif actor_id[i] == id2! L7 F* y" |3 f( q5 R! K
- id2_index = i
+ { y! T5 D$ U8 v( N: H - end J( N4 m, c: U( p, |( M! B
- end/ D- p9 d7 G0 P9 a; R
- temp_actor = @actors[id1_index]
) o. O2 l* j, U- D4 G; G - @actors[id1_index] = @actors[id2_index]
" d! f+ C4 Y+ q - @actors[id2_index] = temp_actor
8 \/ G5 X" Q2 _! [+ A1 Q- p - end
( F' W9 Z. g6 n1 |7 Z - end
) n* A4 H0 r* v5 s% V$ M - * u1 }$ Y7 C9 f5 f4 n+ [. D
- class Window_Actor < Window_Selectable. t1 G( G+ q* O! z x b
- # 初始化% c! C3 Q: k; Y4 o$ a
- def initialize
+ N( Z9 Z0 C1 H - super(0,64,640,256)- h# t6 _; N' N$ c
- self.back_opacity = 160
4 d' g2 p+ V& P - refresh
, L/ [ G/ l7 b - self.index = -11 t1 _$ |% b7 k- C
- self.active = false, U& u0 U+ m+ ?. I6 C3 L( A
- end p! {" z5 B4 y
- # 刷新
1 ]: z6 ?- [4 e" m( E* R" w - def refresh
2 N& ~* w9 c t/ S/ a- p - @item_max = $game_party.actors2.size
# K) Q5 ]5 q: _- q/ C, A - @data = []
% l; h4 Y2 }2 E7 j8 T6 C2 c& `' } - $game_party.actors.each do |actor|6 r# t5 f7 q+ C- M
- @data.push(actor)( d# X! \' I4 ^# {
- end; d9 O: V g2 q0 F" d' `- Y
- $game_party.actors2.each do |actor|6 J- Z# A/ y* q) Q" F [0 @. K
- @data.push(actor) if [email protected]?(actor)
6 ~" \: J; b. [7 I" g7 o - end7 m# t4 D) T+ U0 f+ c" F" R3 Q% ?" }* H
- if self.contents != nil: M' E3 q' x2 @! ]
- self.contents.clear
; o; w6 ^+ M# P6 I: s - self.contents = nil
7 P+ W4 k4 M/ d8 O: y) a" H1 w. t - end
7 v: y9 ], N6 Y - self.contents = Bitmap.new(608,@data.size*32)
# b' Y4 ~) L! f - x = 4- C: r; H2 _: ^7 ^6 ?
- y = 02 E2 U ~1 Y$ q) E
- @data.each do |actor|
$ M9 b4 u6 @7 P2 m- d6 C$ x - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
L3 |9 U. J; i& P* H* L3 c* i - rect = Rect.new(0,0,bitmap.width/4,31)- Y+ ?) G6 W# _
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect). ]5 F5 H d, G9 u* r' ?
- draw_actor_name(actor,x+36,y)+ N s5 Z2 ^8 F: m1 q) V9 s) ^; A
- draw_actor_state(actor,156,y)
+ u2 v% x2 e, j7 O - draw_actor_hp(actor,x+256,y,96)
7 `. d6 D% i* o2 X5 _! p, }! o - draw_actor_sp(actor,x+376,y,96); Q) } p( X( L5 a9 d6 u
- if $game_party.actors.include?(actor)) y. n) Y6 \5 ~: e9 A
- self.contents.font.color = text_color(6)( x7 `& Q& m" a4 P7 b
- cword = "出战"
& [7 E# _: g" y; u& b - else
% ^6 r9 Q1 Q9 b2 C) X4 t; O. \/ B - self.contents.font.color = text_color(0)
( _: w6 d; R, I& A - cword = "待战"
) |; r5 _/ I/ n( a - end
4 X7 j+ v: V: V9 _ - self.contents.draw_text(x+496,y,60,32,cword)5 `1 a# x' s Z9 L
- y += 32* W ~2 E' l; o4 y! _: Y
- end# d+ z0 ~0 u- n
- end# H8 K3 z6 ~3 V3 }6 A# R
- # 获取当前角色编号
' n4 T0 L5 M! g) b) H - def actor_id2 E' J! \ T/ `8 B( J* u# x
- return @data[self.index].id% {9 x+ } \1 h+ H) q8 R
- end% v; k3 E3 ]; |2 A# e3 i( L% U- p
- # 刷新帮助
2 z; p( R& \+ j( @. `! z. o, b - def update_help$ V2 p2 a* b. K" D
- @help_window.set_text(@data[self.index] == nil ?\1 {8 T5 v; j3 F j$ J& \
- "" : @data[self.index].name)7 D' X5 u/ e0 K- D" T% Z: D8 C
- end
/ g; f: \2 S, V6 _* Z+ u: k - end
, q2 _+ c" n! R9 M
' W8 i5 G4 A z! K- y- class Scene_Battle
0 r. a. N5 u: h1 J0 v3 y- z. t y3 A5 c - include LimBattlePlug
0 h" Q. [ ?& v - # 初始化
; D0 I& x8 Z! d - def initialize
5 s' k' w4 Q- T! j% b1 x) V - $game_party.set_actor_to_battle" @8 G% ?, Q, x a$ z
- end- a, C* y! e. r. ^# U
- # 主处理* W; {: [/ C( Z% z7 T; _1 @: }$ Z
- def main" B v# j: a0 v( m) Q
- # 初始化战斗用的各种暂时数据; e1 T8 w$ O+ ]: Y/ e3 }7 F( Q, `1 F2 d
- $game_temp.in_battle = true7 K: O( n6 _4 B6 v+ b7 f" U
- $game_temp.battle_turn = 0
- k/ ^5 \5 `/ x5 p - $game_temp.battle_event_flags.clear: |' l0 _" U0 u( V. d, u, }# y
- $game_temp.battle_abort = false5 I+ s9 r6 D; G% f! v
- $game_temp.battle_main_phase = false
8 s* V* a H" G1 A- R* L- _$ Y - $game_temp.battleback_name = $game_map.battleback_name h3 g0 M' ^2 x% u* ~
- $game_temp.forcing_battler = nil
7 g# U2 W& t% l5 ^) F+ O - # 初始化战斗用事件解释器
$ R% c( G8 n( j( x( _/ @6 c - $game_system.battle_interpreter.setup(nil, 0)! o, f" l3 Q( I* J/ Z* X( N
- # 准备队伍
d. h6 m Y! B% x - @troop_id = $game_temp.battle_troop_id8 U* _) Q+ y; m) G2 {
- $game_troop.setup(@troop_id)7 Z" b m$ C9 ?+ ?$ i4 q: K4 y
- # 生成角色命令窗口
/ ?- {0 s, I% b1 \ - s1 = $data_system.words.attack- z' a$ \" E) t' ^% O
- s2 = $data_system.words.skill
! A' A- T" K3 I$ n. f0 u: Z9 i - s3 = $data_system.words.guard
f# {8 s7 e! a% Z3 j6 G8 u - s4 = $data_system.words.item& N! o; ?! u+ Z& {' E
- s5 = WordChangeBattler
. q0 r# u2 c3 T2 Q: T, \* N - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
* Y) {' }2 u( O0 i4 l - @actor_command_window.y = 128
! N3 _( w, @* F! |) l- u - @actor_command_window.back_opacity = 160
M3 d" _8 S8 v: [9 Y; G \: A - @actor_command_window.active = false
9 l p1 ^0 Z* u! P. t - @actor_command_window.visible = false
' {3 r2 z, k7 p9 B5 p$ e& C$ h - # 生成其它窗口
5 u' W P) S" L+ r/ g; a - @party_command_window = Window_PartyCommand.new7 N! A; @" M. f2 A
- @help_window = Window_Help.new- j7 x3 c% w+ u& D1 @$ G
- @help_window.back_opacity = 160$ [3 V/ {4 v) \4 U2 A
- @help_window.visible = false
' T" l: h1 A; ?+ q. h: x7 C - @status_window = Window_BattleStatus.new& f# r1 ~) z" L; ^& J
- @message_window = Window_Message.new! I2 ]6 X8 S' K6 ]( `' X4 U$ d
- # 生成活动块 a: W( a% C' v- f
- @spriteset = Spriteset_Battle.new
- ^ p2 i9 Y$ m/ ] - # 初始化等待计数1 Q0 o$ t. x5 C) [) W" |
- @wait_count = 02 t5 }# f9 O' L
- # 执行过渡
1 p5 n; W# a7 F* c - if $data_system.battle_transition == ""
! w) y/ p' j8 Z, G) i7 k: B - Graphics.transition(20)" v6 I+ d' X. I: d3 J1 u
- else& P4 ], d; D. Z' a" g, E2 u
- Graphics.transition(40, "Graphics/Transitions/" +; r' X* m. y: n. a+ i
- $data_system.battle_transition)
" z2 l: g) v0 H7 [ - end
2 y- O9 k% M- I3 L" T4 }" D4 o/ p - # 开始自由战斗回合$ U/ _" z' l, E; }, y# Q* p9 [' ^/ L8 x
- start_phase1
9 {& W# p" f, M+ [$ @ - # 主循环; V# a, s: `+ _4 i* F% w" f9 I' m
- loop do
0 b. [0 R# k0 |# o - # 刷新游戏画面$ m. `& h+ d7 y. A
- Graphics.update. b$ l7 V% ], m- o: O
- # 刷新输入信息% b+ R: }8 o( V a' d$ e
- Input.update0 g9 v$ M, u2 R" t2 k6 I
- # 刷新画面1 g. t6 b, T/ e! d: R1 g s2 @' {
- update
6 x' y% z# L: P# { - # 如果画面切换的话就中断循环$ i c) J! u/ D* [! G
- if $scene != self
' I$ j4 i4 H# F3 I6 i - break5 g8 f1 w# t4 b
- end
3 T4 C" u! p. v2 W( ^& y2 f6 q - end% ]# `4 W8 o, D( S# h
- # 刷新地图; D0 v& Z3 E! v
- $game_map.refresh+ W5 Q& J( E+ K/ ?0 c2 F e$ Z* I
- # 准备过渡/ G( N( Y; l" @' L8 e# x+ l N
- Graphics.freeze
( P6 e% V/ J/ i' Z( l - # 释放窗口( t k; X! q" F
- @actor_command_window.dispose" N) j: {- X+ `0 d: ]
- @party_command_window.dispose
# \; w' p) g% G+ g; w - @help_window.dispose
3 J( V; J7 Z' k - @status_window.dispose& Y0 N; Z6 X. t( S) C& w! Y
- @message_window.dispose$ e( @& F6 z) Z' d# Y. s( S
- if @skill_window != nil' D6 Z }! Q# S2 i3 T; S
- @skill_window.dispose" V4 D: w& V* m* p2 V6 }/ n
- end* ?/ y* M+ h1 e! E7 m
- if @item_window != nil
$ k* Q5 x. e) q( _- Y. n- J - @item_window.dispose
8 \1 t# m2 Z8 w4 t5 V W - end
9 }. T6 [* D5 O) X- K1 r - if @actor_window != nil# r' D, z; G3 Y. r
- @actor_window.dispose6 n$ k' E- z0 `) q7 @ ^; I
- end/ c: F: |7 D; ?* ~+ V6 e
- if @result_window != nil
$ k/ c, ?: k% b& j7 r2 N k' N& ` - @result_window.dispose+ u- N, _# F- I8 O B2 a
- end* ~2 w+ k% I& b0 [ K/ w
- # 释放活动块% F0 d' }5 d5 C6 n3 e% e: k1 D
- @spriteset.dispose
# A) y; B3 I4 }7 b& `1 q - # 标题画面切换中的情况/ H3 z: C1 s! p: s$ m
- if $scene.is_a?(Scene_Title)
i+ _, B/ _. E, p - # 淡入淡出画面
( t5 A3 o' X4 W! B, [' J - Graphics.transition. M$ U2 F4 t& n+ u* \& g) v
- Graphics.freeze5 @/ z2 ~0 u" j; K* F$ s
- end
: _. |" U& [( D! e$ n - # 战斗测试或者游戏结束以外的画面切换中的情况! S$ b3 G% f" w
- if $BTEST and not $scene.is_a?(Scene_Gameover)$ p7 i, {& e, I2 G7 I h4 ?) a; U
- $scene = nil
( W7 C K. n( @- { - end/ n3 ^4 V ?! X( I8 R; \# Q
- end, \% m; I' j# @. N# g+ ^
- # 战斗结束 B5 G% K+ y4 u
- alias lpb_battle_end battle_end
$ E/ `* L( \/ K L8 a0 ^; I - def battle_end(n)
( B$ S6 Q7 c9 \( h4 O* `4 H - lpb_battle_end(n)7 f" ]2 J% Z; H" I
- $game_party.set_actor_to_normal
5 f7 d2 X7 B/ [9 p& ^9 B! Y - end
+ P5 n5 I2 t# |7 f - # 开始回合3- a+ m' D. @( L0 L3 p
- alias lbp_start_phase3 start_phase3
6 {3 w: W4 ]: H; _8 z4 r. A - def start_phase3& Q/ k+ |# k! v: q( M1 ~
- @changed_battler_id = []
9 h8 ?5 D3 r1 ^! C - lbp_start_phase3
! q5 }/ b, O K1 ~ - end. L/ E6 {) [, D$ i" K
- # 刷新角色命令回合画面. S3 t. |& `9 P" ~& T2 k
- def update_phase3
* ~/ g6 J/ J6 L - # 敌人光标有效的情况下0 f2 b# k2 O/ B3 B4 x! G' L' }
- if @enemy_arrow != nil
( M) Z- t V- s4 L2 A7 P& d - update_phase3_enemy_select
/ j |% _! D2 c% k4 q - # 角色光标有效的情况下
1 h2 @, `+ t# q - elsif @actor_arrow != nil
t4 `( D8 L; x# Q: N% ~0 ^ - update_phase3_actor_select4 Z1 R; w: g* i& Y
- # 特技窗口有效的情况下 e+ ^( Y- ~$ e& O
- elsif @skill_window != nil$ \/ n9 h/ Y, y l0 l( y- f; F
- update_phase3_skill_select
2 h% ~6 H7 l7 s3 o+ \: V - # 物品窗口有效的情况下
L* ]0 u k5 k) ` - elsif @item_window != nil
5 K3 \( n# K2 ~- J - update_phase3_item_select3 B* U. T6 E: q3 u4 Z( G0 S2 x* T
- elsif @actor_window != nil/ j& C4 L* |1 u5 D4 ?; v: g, f, P
- update_phase3_battler_select0 @$ V" |( ?% T+ M
- # 角色指令窗口有效的情况下6 I1 Y: E; \( G: F2 a8 K
- elsif @actor_command_window.active* ^ W0 Y: }2 P0 m
- update_phase3_basic_command
; h* y! J/ S3 E* m x) t" `4 j+ H - end0 }7 r; \6 c* i! g0 K- N
- end+ ^5 b8 h2 _& {/ q: f' M
- # 角色基本命令+ }- [' o* D) L* l+ I- t
- def update_phase3_basic_command
3 {8 R& S% @) d% @+ {; a - # 按下 B 键的情况下. o c% ~+ ~3 g+ V
- if Input.trigger?(Input::B)
. d' K7 b, o# I$ g8 X% o; X - # 演奏取消 SE8 f( P8 g2 X; y! H
- $game_system.se_play($data_system.cancel_se)
, w6 C% k& k/ f; H0 t - # 转向前一个角色的指令输入" y( }( e4 F; m1 q3 ~7 n
- phase3_prior_actor# l: l8 C8 ?) f R. N& A0 N
- return
- k% X, P0 X6 q3 z - end
* B* j8 @% h' \% U - # 按下 C 键的情况下
c8 z' k# c; L# } - if Input.trigger?(Input::C)
. w; { U* k! C% ^8 D - # 角色指令窗口光标位置分之
# S/ H2 P% d5 s/ U9 _ - case @actor_command_window.index
+ P% t% R. U' _" {7 A C' \ - when 0 # 攻击& U. c% t0 c# h
- # 演奏确定 SE
2 b# b" o( [+ W+ Z - $game_system.se_play($data_system.decision_se)
3 M0 a. ]' L _5 k9 @ - # 设置行动
. t6 c# H8 X1 J - @active_battler.current_action.kind = 0
* E3 s2 W7 a# o0 \0 C - @active_battler.current_action.basic = 08 {0 L& D# ~5 V5 L
- # 开始选择敌人$ N) o) k/ H8 a5 J9 j7 E' [
- start_enemy_select
3 w6 Z; q' ^+ A( ]( t - when 1 # 特技- ]. b0 } v) X* y& k
- # 演奏确定 SE! g& P1 d0 ^6 v2 f
- $game_system.se_play($data_system.decision_se)
% _6 X# S5 t( i9 m$ v5 p4 h, d7 J - # 设置行动
7 k" N9 n1 a+ W4 \* f5 } - @active_battler.current_action.kind = 1
) R5 e- k2 S$ V1 z - # 开始选择特技+ k. S1 b' o' d9 X1 s
- start_skill_select8 M% {+ p- E5 X$ H" u+ k* {' e, m5 @2 V
- when 2 # 防御
7 a! _& D4 U* L% R3 d" V8 ?6 v2 d - # 演奏确定 SE6 V+ c3 ~$ |$ e/ X) m) n
- $game_system.se_play($data_system.decision_se)" H! ?1 H4 w, K7 g7 N; O
- # 设置行动& K) d+ A; ~2 z$ b; O
- @active_battler.current_action.kind = 0
# M, F, e/ _6 [' q# s, W - @active_battler.current_action.basic = 1
1 }' c4 I- ~. G4 ~( Q& Z" J6 u - # 转向下一位角色的指令输入+ q2 M$ r) g5 F# F* j. ?
- phase3_next_actor* H2 X# }' ?, |0 E: @$ S2 q) S5 d
- when 3 # 物品7 P$ x' X+ X, c5 @' o
- # 演奏确定 SE o" b- o& d* P" |
- $game_system.se_play($data_system.decision_se)
3 {4 _" B+ ]% Z* c m1 }, L2 [8 t - # 设置行动
/ N( |( i. I+ m - @active_battler.current_action.kind = 23 g* w' o8 r; H0 W. V
- # 开始选择物品* [8 z) W( d! U) l
- start_item_select5 ]6 e9 v5 ]+ W$ @! j8 b0 O. S
- when 4 # 换人
. m8 k: f4 \: {2 E2 Z7 u - $game_system.se_play($data_system.decision_se)
; a6 v9 q* U$ ?, H - @active_battler.current_action.set_change_battler
6 e! }4 D7 Z7 P* z% @. Y - start_battler_select' ?) j" ?7 N* K: [
- end* T* b' u6 b3 U5 S7 |$ I
- return
7 v8 t0 ?$ ^1 O; t - end1 Y& v2 i4 Q# I) W, r3 F1 z( c
- end
! x" b7 J: \1 S: K6 [; O - # 开始角色选择
( }/ v' b% R6 _7 n6 C - def start_battler_select7 A- m+ R& J4 r3 J G/ I
- @actor_window = Window_Actor.new( R! }' D2 ]/ d# J3 d
- @actor_window.active = true1 C0 ^& n$ ?) L
- @actor_window.index = 0 T" X- G: C' U" t
- @actor_window.help_window = @help_window0 b% z( l( p0 H' X! ?7 ~& C$ O
- @actor_command_window.active = false* G, a' }/ e1 s+ L7 _2 Z& r6 `
- @actor_command_window.visible = false
3 d4 a( ~1 `2 t2 F3 O0 r - end, U, p. U8 U( x* ]
- # 结束角色选择
e0 v3 _ v4 W- x1 S9 a: H - def end_battler_select
5 @: e; Q7 |& k y: w6 A6 g - @actor_window.dispose1 k h* ?, o6 |
- @actor_window = nil
; D( }" Q, V) [/ S& ^ - @help_window.visible = false
. M; [! {! |( B8 i - @actor_command_window.active = true
. p1 n- ?. L7 w: T8 b Y - @actor_command_window.visible = true
. G5 ?2 M" ~: X/ J+ l0 R$ I - end
& u0 U% ?0 m" ?% D - # 刷新角色选择& S9 B' J2 V2 P
- def update_phase3_battler_select
# X$ Y0 G a3 ^8 u# _5 ]- x2 N; m - @actor_window.visible = true
) S5 F+ z* X9 Q1 T# p - @actor_window.update( v2 b0 X" O* u, n- R
- if Input.trigger?(Input::B)1 n% z; S% R! _) b* s- l
- $game_system.se_play($data_system.cancel_se)" ~" ]6 i9 O6 M( Z" g
- end_battler_select
' d: j; S ~, b& v1 ~. H - return
, p8 p0 k9 \# d - end
% o' p- u. x; Q - if Input.trigger?(Input::C)
! O! u0 m+ p0 n- o7 v5 T8 b' r - actor_id = @actor_window.actor_id( d! A- k1 w& P f4 U# R
- if $game_party.get_actors_id.include?(actor_id) or4 G' U* ]' I) U3 \* T c
- $game_actors[actor_id].dead? or
7 {" F/ f1 _9 |# c% `. {2 U$ Y - @changed_battler_id.include?(actor_id)
1 X! e, c* }' A3 d. c+ f - $game_system.se_play($data_system.buzzer_se)
5 J* Y. F0 c! h7 O( h5 f - return* v, V) p6 n( ^5 Q
- end
8 z p; F( E( n$ O - $game_system.se_play($data_system.decision_se)8 n3 K0 V! D# L
- @active_battler.current_action.change_to_battler = actor_id8 p2 f( d# s: |4 k; Y3 f
- @changed_battler_id.push(actor_id)
7 \1 a; I' x7 _" ~ - end_battler_select
+ S% r V- s5 H0 z4 T& S - phase3_next_actor1 E) y* F! I* p
- return
* [! w6 ?8 u- a - end
0 E! o+ b: u! l7 d: G' `1 w5 \8 u - end* }; J# Z9 k: m" l! M6 n9 W
- # 行动方动画
8 i5 Z6 o' I6 P- ]4 W+ j8 V! ] - def update_phase4_step3
2 W3 n+ c( n& ^/ ~0 I6 x" [$ ` - if @active_battler.current_action.is_change_battler?
8 O# C. s# Y9 N- O( j0 i3 ]& ~) [; H - @animation1_id = AnimationChangeBattler
1 z, @. N( h4 ?0 S; d& J7 B1 o - @target_battlers = []
6 {( @& E: h' e& {) f - end0 A b8 I w$ S# c ~8 [" C
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)/ f- k9 e' F f
- if @animation1_id == 0
: m4 `6 s8 l$ c; k - @active_battler.white_flash = true; v; R* D. Q/ e; V2 c3 H( P
- else' o7 e' o Z& t( x! r
- @active_battler.animation_id = @animation1_id9 X' U Q* d) t
- @active_battler.animation_hit = true
+ N- {" c, }1 d) i1 O - end
/ n9 h i- x @, W - # 移至步骤 4
q8 r, k0 Y: S( j& } - @phase4_step = 4
0 \5 r- S" \* p- G) U. { - end. g' i' x/ D( @8 r7 f5 v/ [+ g2 ]$ h* `
- # 对象方动画
1 Y3 Y& `/ d/ R5 L2 E# E8 \ - def update_phase4_step4
$ e. E( K& b7 s6 Q4 n - if @active_battler.current_action.is_change_battler?
' t# |& D* U5 m& X1 U. | - actor1_id = @active_battler.current_action.change_to_battler: O0 f7 l) z1 C( ~7 o! ^( N# |
- actor2_id = @active_battler.id3 y7 Y8 f+ N/ [( U `+ b# \
- (0...$game_party.actors.size).each do |i|
) c% k$ _" C+ I- x! D - if $game_party.actors[i].id == actor2_id
7 a: y- d& Y1 [: O) i q - $game_party.change_actor(i,actor1_id)" b' [; k8 j" Q: i
- @active_battler = $game_actors[actor1_id]
( H: ~) N& E0 v/ c, _ - @status_window.refresh. [0 i2 ]% b1 b
- end' ~% u7 n5 \5 k, D
- end4 W, w; v8 g- Z" D( k9 i: L% |
- end/ y( G2 L" O2 ?6 s, c0 Q, u. L+ D: r
- # 对像方动画
* ?, D1 P) }7 M- _. l& M! i: G/ N - for target in @target_battlers
, w* V+ K" {5 A9 d! D% _* C1 O2 _ - target.animation_id = @animation2_id
6 @1 w) F! b% | - target.animation_hit = (target.damage != "Miss")
4 s4 u9 W K' o- l/ } - end
) G* n( F) W% E$ j - # 限制动画长度、最低 8 帧
/ H$ B8 E- l' M) h - @wait_count = 86 ?* u0 |; T, | Z5 |' ^
- # 移至步骤 5
* b" y# L, e) ^+ p0 C+ f ?2 C - @phase4_step = 5& u9 T0 ?) t% K
- end
" e. R+ u- N- h$ N' [9 v - # 公共事件
3 q$ u2 O- @( C' u5 ~; I$ ~ - def update_phase4_step6 U) k, ]( Z6 b
- @target_battlers.each do |target|
& t. S! J1 ?9 R- M, L3 C# ` - if target.is_a?(Game_Actor) and target.dead? and4 h% v( ?9 K6 n4 J p- X
- !$game_party.other_actors.all?{|actor|actor.dead?}2 U3 z9 Q" e2 t" J: Z
- @actor_window = Window_Actor.new
0 A3 ?$ s! P! p5 X" T - @actor_window.index = 0: _, m7 O( r4 Q; X( A6 k4 H, W1 \
- @actor_window.active = true
0 ~( y; S- C2 w3 A" g! S - @actor_window.help_window = @help_window5 F1 \2 r' j: C) F0 z# M; M7 A
- actor_id = -1
X5 h# c) U+ d- ] - loop do
( r2 L% M$ |9 F. [! i3 C# n - Graphics.update
- d9 B1 i I6 {6 j* c - Input.update% X- `6 D2 a& k6 g s7 D, S3 c
- @actor_window.update
/ |* n. o* [8 u+ i6 n - if Input.trigger?(Input::C)
( i- t' N# G! L* h1 B H - actor = $game_actors[@actor_window.actor_id]& }* ]9 j1 |# Q8 f
- if actor.dead? or
5 _. J1 N+ c0 c/ c6 p - (@changed_battler_id.include?(actor.id) and
; F4 e- L' a( S/ i. r3 n- z - target.current_action.change_to_battler != actor.id) or! L; Z0 E. P8 o# J( P! W8 S* P# ?
- $game_party.actors.include?(actor)4 c4 j R( A5 G1 t$ C' s/ j
- $game_system.se_play($data_system.buzzer_se)* i+ W4 N: S) O* O
- else
2 o, ?1 i* Y O8 P' d* E* T - actor_id = actor.id- n3 G& u! w/ i4 P; B( |
- end* k7 D0 m; N8 m i
- end
7 h' q9 ^% A! |+ |( y/ ] - break if actor_id >= 0- ]; C7 v& i3 ^' y9 Z
- end
% h; B" ~$ C j" ^, E - @actor_window.visible = false
) x- u& X) s$ y7 z- Z0 t - @actor_window.dispose
' V% Z- g; Q0 D - @actor_window = nil
q+ q N* g+ p m - @help_window.visible = false
8 k" B% e: x6 p4 m2 E - (0...$game_party.actors.size).each do |i|
. w2 L" \- ]2 j- X* p, R - if $game_party.actors[i].id == target.id
$ \% }2 A% ]5 g5 C5 U0 j - $game_party.change_actor(i,actor_id)
/ ?+ H) O, Z: y% `$ p0 J - @status_window.refresh- {! k3 A2 J2 g; a7 L
- end
0 u- T- h1 y) Z& v, N - end: n! c4 J( P( x" F
- end
* Y, |5 ~+ z3 R* R4 { - end
0 U0 J! p/ G- E1 f$ b! | - # 清除强制行动对像的战斗者: f5 a2 f& z, s( b
- $game_temp.forcing_battler = nil9 ^1 z' y- u/ |
- # 公共事件 ID 有效的情况下
; o, I+ ~) r) V7 k! \ - if @common_event_id > 0
+ A T5 W: H5 @( m - # 设置事件
- R8 o6 `# A2 A3 q$ I" h - common_event = $data_common_events[@common_event_id]- h( x# K, N" X9 M" D
- $game_system.battle_interpreter.setup(common_event.list, 0): D- e, N6 C# l5 V+ v, b$ ^
- end
# j. h( M( t3 d* r! L/ r5 c - # 移至步骤 15 }! ]3 H; A) |* g4 d: {; ^
- @phase4_step = 1
+ f$ G/ l! O2 A - end
' G: s4 C- Z- I( j! d2 t - end1 S) d7 \* s1 [, w
4 X5 a* v) y6 E* _2 L" e- class Window_MenuStatus/ j+ B# z! P+ q+ S
- def refresh
* _4 @ z# J5 x - self.contents.clear+ G2 L2 [! ~% ^, h
- @item_max = $game_party.actors.size
( E. M! A0 w& G1 E2 m - for i in 0...$game_party.actors.size4 p! \6 W; @# c" ?0 c+ }# b% g
- x = 4
- O8 v1 Y3 m8 z - y = i * 32
( P g& h7 @3 \: ?$ `# Q- k& b: k5 S - actor = $game_party.actors[i]
& k! H6 L" Q7 g' o$ Y - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)* Z. B' m0 F) o$ \" ~5 P4 S
- rect = Rect.new(0,0,bitmap.width/4,31)
' b) O7 N" O$ z! S" [ e* J - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
5 A: M8 Z& `$ W$ X( f `. X ] - draw_actor_name(actor, x+36, y)
2 l0 m% ?) H6 u/ x6 `; N - draw_actor_state(actor, x + 136,y)0 M" o9 @% Z |6 h* T. N
- draw_actor_hp(actor, x + 236, y,96)- G) h8 _! S2 B+ W
- draw_actor_sp(actor, x + 336, y,96)$ R {# S7 g: S5 H* c# e
- end
, N% `2 H# M" v/ Q- |: t - end
+ w5 o" h! \: _5 \; [ - def update_cursor_rect) u8 E- @. |( @6 G2 y
- super
0 T" u7 }' _; y) U; W# v - end) g! P+ d6 Y1 ^# C
- 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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