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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 LimBattlePlug6 Z7 k* J2 e" d) M9 H- Z, v. D
- 9 X5 i. r0 A- u& b+ Q
- # 队伍最大人数
" r! O" S1 S: ~, f! A" [1 l - MaxPartySize = 8
8 v! z+ |) [- A; {+ F' ~. C - w- O& e8 V3 Z* t6 j# n9 z9 |- Q0 l
- # 出战人数
" I( ^. t U* F ^ - MaxBattlerSize = 1
; U; {/ [+ e G2 t- y K+ m+ [ V - - B. A- t6 ^# Q
- # 换人语句
# V( s- P) A7 _, r h5 X5 ~ - WordChangeBattler = "换人"
) Y# L6 Y- C7 x( Z& f' K - 0 u% `" b0 J0 w# ~/ V0 v7 t
- # 换人时播放的动画5 o' h% A9 C: m' n! s# q( L
- AnimationChangeBattler = 261 ?5 h6 Z7 M3 C$ R+ s; H7 k5 ]3 w. t
& W( [8 l1 Y7 j" d- end
0 E! r# Q$ r( v' ? - 7 \# Q: W! ?: _, \8 V' B d- v8 d
- class Game_BattleAction% {8 Z8 W! u+ P2 e& f
- attr_accessor :change_to_battler u# o4 S, ^1 |1 a' M
- # 初始化
) T. N4 C1 S* N% S! s1 q - alias lbp_initialize initialize
* U1 t9 I; g( D+ R( L - def initialize
+ s5 A) e2 {) D5 |$ k. n - lbp_initialize) C0 _% p- h5 F1 ?; R5 ^7 C4 L+ s, \9 l7 X
- @change_to_battler = 0
8 J8 a) \$ e" D6 {8 J# H - end
7 F0 q, ^" u+ t" `, \, }2 Q+ F8 |1 A - # 欲更换角色编号2 Z$ D2 F) W% l2 x" L
- def set_change_battler
: w% m# p' t. r8 F0 {" p" c; Q - @kind = 3
! y: J9 ]; a! L6 V" B - end
1 F8 U; h9 F9 T! a6 C9 G. V - # 判断行动是否为更换角色5 s+ M9 Z& [$ t, E- ?) M
- def is_change_battler?% m0 k, p- o4 a% V4 d- J+ O9 T
- return (@kind == 3)8 x- i. Q+ Q- H, S
- end
+ z* a* t. c& d8 U" P7 }4 {0 Q1 i - end$ A6 f6 G! u f7 S/ X3 m5 A' G
- * E- x- ^3 A. i2 Y% g9 J
- class Game_Party9 X& Y# p4 X4 ~. N. M; J; h& z7 W
- include LimBattlePlug. h% o# y1 p, r/ G: w# y% T
- attr_reader :actors27 O. f/ Q) I' q; X- |
- alias lpb_initialize initialize3 X$ F, C/ x0 f% `2 z
- def initialize
* _- \5 R3 r9 q - lpb_initialize) a8 }2 V) M/ i5 o
- @actors2 = []
! s5 m. W& c: T& q1 @/ u - end; G3 E! }8 V% u- Z
- # 角色加入
/ G( ?# f- {; x* p# h1 @& q9 \ - def add_actor(actor_id); s" I2 |# s' R. M7 ^6 S, n! V! V+ t9 M
- actor = $game_actors[actor_id]
+ ]6 _$ y& s8 j4 ^ - if @actors.size < MaxPartySize and not @actors.include?(actor)
7 z( ^9 i# z5 f3 W) C6 G - @actors.push(actor)
, ?& T/ ^& e9 h+ A: k) n2 j) i - $game_player.refresh' N( k" i# {( w( h5 d6 C1 D
- end- h9 h( y; z5 H
- end: J1 E; `* r# |
- # 设置战斗的角色
7 t2 o! Z$ A' t" [7 F - def set_actor_to_battle! V' L6 |+ p/ |! H8 v$ f
- @actors2 = []. H( u3 j& p3 e$ C
- @actors.each do |actor|1 { D8 {" ~/ s4 _: B+ B
- @actors2.push(actor)7 v" @1 R3 A4 w4 [
- end% A8 g. W& F1 v" w2 L3 s* L
- @actors = []
. q/ g# [- [1 Z8 e0 W4 o - @actors2.each do |actor|: K0 b( s. e+ z' K G p
- @actors.push(actor)
9 ^ d( S, p1 s& b5 z - break if @actors.size == MaxBattlerSize7 D8 P+ J) k' @6 {
- end- z' c- K; U. z8 u; S4 F, h
- end# Y+ n3 P8 _- P
- # 还原战斗的角色5 J" m7 }2 n- r4 a
- def set_actor_to_normal
, [. |: h" J; p* y. \ k9 G - @actors = [], Q' \/ d" A9 i5 M9 A5 |6 g+ I4 w. S
- @actors2.each do |actor|* n# h/ B& e& K9 J) t, r
- @actors.push(actor)
* h$ J }0 ^9 o- Y' S - end
$ k5 ~& |) h0 r - end1 r6 p' z1 e3 \" e4 Y- S9 u, e
- # 获取角色id数组' _8 J" s2 ?# {* Z4 S1 e
- def get_actors_id0 d q, w+ l/ k1 x; q1 z
- id = []
3 Q: |; }# [4 i, k' | - @actors.each{|actor|id.push(actor.id)}
" i. n2 f0 y$ `8 w( ~8 x4 Q - return id
8 P' ^) t7 H9 c( B( [8 B1 i9 ^: n - end
) F: c5 b& K2 `, X6 `5 `0 z - # 获取角色id数组
( w: K8 N7 Z4 s% g' y - def get_actors2_id/ Y1 J! v9 v, T1 M+ d8 x6 b7 |' j9 U
- id = []+ R8 _! O, l- f! ?
- @actors2.each{|actor|id.push(actor.id)}9 X8 i- r; d; I6 c$ ~
- return id
6 u; c% v8 E8 O4 W: e8 n: Y8 d - end
+ p# r8 B: k6 q7 \3 s7 K - # 兑换角色
/ N' B1 o" S/ d" o - def change_actor(index,id)
0 K' ~5 e$ V" k, x - @actors[index] = $game_actors[id]
* d9 [$ W$ J! H3 J4 T; a- d - end [0 s; {4 ?; C0 E
- # 全灭判定- h4 Q) b/ W2 m$ n( [7 |
- def all_dead?! W3 \; k# u' `
- # 同伴人数为 0 的情况下. X1 D% w2 P/ N1 m' t3 X
- if $game_party.actors.size == 0
- X2 g, d" [3 M a Q - return false
w! V. d& n1 d9 t3 X - end
3 H, \4 m2 d8 ~+ t4 G9 K - # 同伴中无人 HP 在 0 以上5 I+ A$ P: I- R- M: H0 l
- for actor in @actors2( P( f) U1 A) N4 O
- if actor.hp > 0
/ e) R: d/ R9 e, d - return false4 \) P4 m( T$ h2 \8 u* n: \
- end6 J1 C4 x" d2 ~! g
- end
& i# H0 b1 ^3 V4 z& m - for actor in @actors/ J: b# A1 h, L! U. t2 u
- if actor.hp > 0# r7 {/ r3 g" `! V r( V5 e# K
- return false
u7 J+ S, G0 t! i j2 X - end
! V1 f9 u+ X2 {. I% j5 b - end
4 {6 z0 o- K* m - # 全灭5 B$ l0 X- N- |& l: l
- return true
7 V R* p( A; ]" D0 O - end
6 U$ H+ _ E$ S. e, o - # 其他角色/ c. f3 Q. A- a, X6 j( e, [) r
- def other_actors9 u2 ]% F$ y& Q; D) a7 _: s: c
- actors = []
5 F- q# C8 X( Y! X9 t8 p, u - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
1 h* h: c, _' ~: |. i1 | - return actors
) x$ f7 o5 O$ \6 ^0 w" M - end
" [) f" w# V- E( B/ s - # 角色位置互换$ S. x# m! q T" a. _4 _9 u; v
- def change_actor_pos(id1,id2)
) L C7 f- Q" N2 y- `; E( G& S - actor_id = []1 \/ a; A8 b8 i# W6 s3 H( o
- @actors.each do |actor|
- S d6 K' T0 \6 U/ r - actor_id.push(actor.id)
% d l6 H4 }, ^ o$ Y - end3 M! }$ j) X' W+ y
- return if !actor_id.include?(id1) and !actor_id.include?(id2)( Z4 m; S2 d: f& `* `$ Y9 S- J
- id1_index = id2_index = -1
? }# e" k6 H7 [$ F' r - (0...actor_id.size).each do |i|6 s1 L* N4 k! F" q
- if actor_id[i] == id1
8 c$ A2 d+ b8 { - id1_index = i
3 K. f% {3 W5 D. |6 f2 g* i - elsif actor_id[i] == id2
3 k5 m9 o# \! b# c L* F- v - id2_index = i- Y" t; o1 k) `0 w& M2 q0 D( l! `: h
- end
$ n0 ?% V: D" F3 U# @4 t6 o4 w - end
) i) N4 T3 W2 ]6 z5 w% ?% z - temp_actor = @actors[id1_index]
5 m& d3 f H( `* X0 {, B - @actors[id1_index] = @actors[id2_index]
. e1 R: S1 b0 c% ]. q - @actors[id2_index] = temp_actor$ z0 l& v6 e( q0 b8 Y
- end$ F; r; T$ K: t5 d/ d" U! K( A, L
- end8 F4 G' b2 Y* j7 ?
- 6 q7 T/ s- z/ P* w9 \
- class Window_Actor < Window_Selectable
& z! _ h' b, E, @1 ]' \3 l - # 初始化4 ?* }( {7 ?9 H6 x6 w
- def initialize7 U. \3 n$ S9 Y4 L
- super(0,64,640,256)& N2 p+ W* g% ?! H B$ V% d
- self.back_opacity = 1609 R' \( y4 B6 {0 {2 t8 l
- refresh
: J. w/ t' `' J$ K6 M. C7 @9 X1 L - self.index = -1
5 w! G& I, y3 M, x2 L: d" N - self.active = false
/ j8 S2 m% }# @ - end
0 l8 S+ }) K% V7 h - # 刷新& k4 e, D$ X- y; T) h4 \ ~! ~* Y2 a
- def refresh# n: b6 I; n5 d
- @item_max = $game_party.actors2.size
9 Z' x+ I% @" v E( e3 U6 Y0 \! f8 d - @data = []
8 b" r5 \- L& B+ i" i i - $game_party.actors.each do |actor|6 ]* C1 @: }1 I8 U$ v2 s% ~$ C S
- @data.push(actor)6 r$ g. b3 F: M" N4 [( H5 ^% Q3 h
- end! n$ I1 A) V' T$ d; Q2 {0 [7 s
- $game_party.actors2.each do |actor|! y4 E4 E9 h+ t7 f2 C4 n
- @data.push(actor) if [email protected]?(actor)" X; ~9 S/ E- _( J. A4 K3 _: O: Q. P1 `
- end
" l/ V. [8 H9 S - if self.contents != nil
; l5 S3 x! x) [ - self.contents.clear
3 l) |2 @; p8 t; q6 Z' i1 ~ - self.contents = nil/ A% \7 }7 s& j( f9 k5 r- j
- end
- W9 s5 ?3 f9 A) m: [ - self.contents = Bitmap.new(608,@data.size*32)5 a5 h, J% [5 N @- |
- x = 43 I N2 \& V8 y3 [
- y = 0
* e4 m9 s% O, w5 g - @data.each do |actor|9 ^0 M+ P6 N( w0 G
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)0 p9 g6 z5 V, B5 ~ `8 j; [# j
- rect = Rect.new(0,0,bitmap.width/4,31)2 K9 Q o y6 @% H/ D1 `
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)( T0 H. g9 _" E/ z1 o; w
- draw_actor_name(actor,x+36,y)" M2 M. H$ _; K; t2 @( @& O; M
- draw_actor_state(actor,156,y)& f; j3 Z( g. q& q b
- draw_actor_hp(actor,x+256,y,96) I% h) S$ n' U, h
- draw_actor_sp(actor,x+376,y,96)* y: N! i. b3 }
- if $game_party.actors.include?(actor)
M0 B! f8 H$ _# n d - self.contents.font.color = text_color(6)
2 i5 Z8 w7 W2 ~: T5 y - cword = "出战"
9 @, M. m7 X/ ~) v$ p - else
) ]' V8 x9 k8 p - self.contents.font.color = text_color(0)' @& r( [( e# ~& ?2 a7 w
- cword = "待战"% L7 r/ G4 I! E: ~4 A0 Z
- end
7 p* A) n8 a$ C8 G; R5 c - self.contents.draw_text(x+496,y,60,32,cword)
1 |" D; L5 q, i+ q' m1 F' p - y += 32! G1 F8 c% b' D: P- w* a; x- p6 N
- end
6 _2 X4 I9 _6 m6 f' k& q - end: h8 u, d9 b/ R6 G$ P
- # 获取当前角色编号
! v( i- y6 G' H! o7 K5 W - def actor_id
" L' H7 b* C3 \4 J J: o - return @data[self.index].id7 E. b0 G0 p) t
- end- }0 X- L1 {3 I5 w! s* f0 d
- # 刷新帮助
5 d3 I4 e% @9 j( | - def update_help( q9 ?" z1 f+ b: L6 @/ x5 ^' t
- @help_window.set_text(@data[self.index] == nil ?\
9 i" q" X6 Z2 W \& M1 w# V; \6 W - "" : @data[self.index].name)/ t A" V( h7 b Z8 Z; i9 L
- end) A* x2 ]) N( [' N" H. c
- end
7 \ q- y8 c6 z- L5 d - 0 Q5 [+ ~5 @6 K: S
- class Scene_Battle4 r. C; v2 n# y, }* V( x
- include LimBattlePlug9 m4 o" I9 y3 _( C
- # 初始化# H: X q0 b0 S; v( M. Z3 _- @
- def initialize
" c0 ]4 x& w) B( J7 m - $game_party.set_actor_to_battle3 C4 n, B0 c" P/ [
- end8 r+ T6 v* N1 T. F: y" E
- # 主处理2 t! F9 g1 |+ ?9 R( B
- def main+ S& {6 L" _: Z9 b
- # 初始化战斗用的各种暂时数据5 S- W( j. F' ~0 r
- $game_temp.in_battle = true; v+ Q8 y! M z# | ~ {
- $game_temp.battle_turn = 0 E/ J! s# p) x8 R3 }8 l! d# o
- $game_temp.battle_event_flags.clear$ b6 p" A( b. x5 V9 K y
- $game_temp.battle_abort = false" A$ Y7 p6 s$ i$ J F1 x6 h8 t
- $game_temp.battle_main_phase = false
( D$ Y, w9 W: P4 |" O0 [ - $game_temp.battleback_name = $game_map.battleback_name
5 ^3 o8 O* \5 A# g* L' _ - $game_temp.forcing_battler = nil: |" q$ s/ S6 ]. |! I$ W
- # 初始化战斗用事件解释器
( {9 h' d3 w D. ]# k - $game_system.battle_interpreter.setup(nil, 0)3 J% s! [ b/ Z/ n5 [5 j9 C
- # 准备队伍
! B c) W- e9 ` - @troop_id = $game_temp.battle_troop_id
; f0 ^& [4 T* x( [: t/ |/ M; I - $game_troop.setup(@troop_id)
& e* i4 p1 f5 N3 f - # 生成角色命令窗口
3 T! w- Y' o& m- G9 r$ F7 V - s1 = $data_system.words.attack9 Q* Y& D2 O& x* `5 B: {8 h
- s2 = $data_system.words.skill P1 r$ P6 e$ P* ?7 c; l* g u
- s3 = $data_system.words.guard6 l P4 C7 n" \( Q! [9 \
- s4 = $data_system.words.item8 E5 Q" O+ p0 m. U# Z3 C* Q' H
- s5 = WordChangeBattler" _( j8 X( [7 i, V3 y% P$ ^! _
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])4 C- R% M0 h, C- K
- @actor_command_window.y = 1287 I6 {( b8 _ V1 L: Y; w
- @actor_command_window.back_opacity = 1604 Y" U) U4 J4 B* y) {
- @actor_command_window.active = false
- n, \% K, _' ?/ ^ - @actor_command_window.visible = false# w6 v. f2 k; c; b1 w( M
- # 生成其它窗口* c" S+ ]" P' G: A
- @party_command_window = Window_PartyCommand.new" ?* `7 y V9 |& \& g/ x! V
- @help_window = Window_Help.new) `* i6 u4 l3 E o6 t0 N( p# |
- @help_window.back_opacity = 160
4 A! a2 Y% I# i- F6 q8 _ - @help_window.visible = false
! @2 P3 I8 t4 e! R - @status_window = Window_BattleStatus.new+ Z' V+ A6 i% F! T* |
- @message_window = Window_Message.new6 U, o0 A! [' U$ D
- # 生成活动块
! l: Z+ e' V2 F4 W) e0 c# o - @spriteset = Spriteset_Battle.new# L( M/ c2 g7 G8 B+ x5 A4 }
- # 初始化等待计数# X) g! h: M7 d. r% Z' C
- @wait_count = 0
4 [1 ~- a- x& }2 v - # 执行过渡
, u4 P" Z8 W4 l - if $data_system.battle_transition == ""- M2 ~4 `, W# v0 @
- Graphics.transition(20)
, K+ ]( e. `0 w/ u - else/ M. D7 v! M X! r. x: @; l9 K
- Graphics.transition(40, "Graphics/Transitions/" +1 s, ^: H0 a& P5 ], K' u. r
- $data_system.battle_transition). e$ l: \: x' o7 E
- end, ]$ L& s F" d3 o$ ?9 I
- # 开始自由战斗回合
) E' B. C% k# { G4 }% Z/ m - start_phase1
3 \0 [3 k7 |! m/ o4 F5 @ - # 主循环) I) J# ?4 n" o; {1 e# I
- loop do1 X* y% S0 c3 d" i# [+ |$ q
- # 刷新游戏画面
+ v5 O& V) E5 x" h( [ - Graphics.update
& v2 j, o$ G$ f2 c- O - # 刷新输入信息
$ ~/ L( u. k% s6 q% b5 y0 n - Input.update
3 h+ J, ]$ b' U% O. Q - # 刷新画面 y7 e; B) y4 g9 z
- update9 }0 j1 \, X/ A0 l! n Q
- # 如果画面切换的话就中断循环
- @1 E3 m' n2 O$ D6 @ - if $scene != self
5 s# z3 M3 q' I - break
, D1 M' E. _0 P, A# B - end
; x6 d+ ^4 G3 l4 f: S: o - end4 g, i4 e! ^$ C% L: t# D3 D6 q
- # 刷新地图1 v7 q; k9 M3 s' K! b% f- c
- $game_map.refresh' N: x5 G1 p0 _! l
- # 准备过渡
8 Y% m/ \: w8 v% @* R$ ]; N - Graphics.freeze
( O/ @; b- i$ k. c4 Q# I - # 释放窗口
8 A: ?, h# _8 x# a: J9 I- _: t - @actor_command_window.dispose
6 b8 f# U9 C6 m- ]# ] h( | - @party_command_window.dispose
, V' e. ]5 r+ z; G. a# t - @help_window.dispose7 e! x1 ~ r5 H5 r5 H6 Z! p5 i
- @status_window.dispose
: l3 t2 w( a7 b( w! I6 X - @message_window.dispose
( V r) G! C% _9 F+ g - if @skill_window != nil
+ n p7 T' p. J+ R/ _, |6 P - @skill_window.dispose d8 m0 C, U$ r! N+ P; S6 y( F2 I
- end- p$ O1 ~7 W& L8 L
- if @item_window != nil
i' h. N# w2 Y+ {, N% G - @item_window.dispose
0 N3 B8 ~5 P. r' f - end
h; E& K( z3 ^) Z1 G - if @actor_window != nil
7 F+ I0 m6 U* M - @actor_window.dispose
$ `3 X+ j1 i( w9 S F; N1 k7 ?8 L - end3 f7 ?" @' _: q) a* H' \' F
- if @result_window != nil. X% o* m" M" w" l( ?: C
- @result_window.dispose+ ]$ ?4 j& f+ h% y X
- end9 S9 z3 \5 [" u9 O( M
- # 释放活动块8 n7 m6 F: k! ?' I+ @9 l% j0 r
- @spriteset.dispose
0 t" S* o I$ v; l. ? - # 标题画面切换中的情况
. K- e0 j! t" {8 l6 r2 k9 A$ d! a: v - if $scene.is_a?(Scene_Title)7 {$ A% v- y4 w0 ]9 O+ H8 Y
- # 淡入淡出画面
9 M) K3 ^+ {0 g2 [ - Graphics.transition
3 N; c2 c# \( b( c7 g" { - Graphics.freeze+ x5 i; L8 |: }$ P
- end: @( G2 g6 A: H f! T+ ]
- # 战斗测试或者游戏结束以外的画面切换中的情况
+ u0 O# I$ X$ ~0 K* `- {4 E; Q2 _9 } - if $BTEST and not $scene.is_a?(Scene_Gameover)
" ~& e$ E4 K: {3 m6 c - $scene = nil
p' U: S% P! l6 n" t* p - end
1 L* b5 w8 E* d6 m, P+ y - end- ~! P) s S0 _: {& U
- # 战斗结束5 y( y% G$ _7 B0 \$ b4 @( U- f6 T
- alias lpb_battle_end battle_end
, a: j- `6 v0 a- O - def battle_end(n)
4 n: a' h) v: R6 C3 h$ X - lpb_battle_end(n)
' | b P2 E" c& v+ g - $game_party.set_actor_to_normal
' k& K& L# j$ }' o - end
( ~9 k1 |2 ` T3 U; L4 Q: t - # 开始回合3' m! R* @6 u- M: {8 I |; L
- alias lbp_start_phase3 start_phase35 K5 b. R& w- {' _% j
- def start_phase3
4 h& @/ X+ N& d8 A7 I. o, Z4 ^* { - @changed_battler_id = []- M: P' T& s: X2 c
- lbp_start_phase3
& |8 G- U' P& h& }& a - end5 v4 _- u" m& u( E5 k4 H1 n
- # 刷新角色命令回合画面& o# [: O. G1 ~
- def update_phase3: m, d& G3 u: `- b4 @
- # 敌人光标有效的情况下- k5 b4 b- ?: T& Y2 y) M
- if @enemy_arrow != nil
. h- s* U# ^( q$ I- J - update_phase3_enemy_select
* F+ S8 z1 t K, y9 `5 ] - # 角色光标有效的情况下
: a, y6 n& Z7 {! [6 u* v - elsif @actor_arrow != nil
: Y( e- c: p& ^+ g0 i6 w* y* q - update_phase3_actor_select
4 y P4 X1 V7 ~" w1 J8 G4 o2 N6 i - # 特技窗口有效的情况下
. ]& H, o5 L& I; e - elsif @skill_window != nil5 \# r9 L/ }3 x( [" T
- update_phase3_skill_select4 w/ x8 p% V3 Z2 o9 S( d. s7 K
- # 物品窗口有效的情况下
" t3 F/ R$ J4 Y; H - elsif @item_window != nil: P: y; P" W. o% X& \
- update_phase3_item_select3 w; _" ?. I' L+ ^! [5 w
- elsif @actor_window != nil; T& E( ?: i6 r$ G5 c; X
- update_phase3_battler_select" g% E1 R5 n a
- # 角色指令窗口有效的情况下
* Y9 t7 K0 ^' M- g: e( Z. H0 t0 g# Q - elsif @actor_command_window.active8 m' g# m& ~5 W6 p4 S; f. _, H
- update_phase3_basic_command% o3 s8 J3 W5 T. Y. f, T
- end
8 |" h/ H# n5 y; K* d v' G - end
4 c; a) X# A* ~, ?* u& R - # 角色基本命令
7 ?, y F! v' Z3 b; V! O - def update_phase3_basic_command) J* U9 e9 z0 x; A6 ]) f
- # 按下 B 键的情况下
' ]& F0 q- _& l$ ?7 J9 A* r - if Input.trigger?(Input::B). ?/ ~, y9 m0 A
- # 演奏取消 SE
* w# E# E6 U# a7 _! c( ]7 _ - $game_system.se_play($data_system.cancel_se)3 J1 j6 x a4 x8 E
- # 转向前一个角色的指令输入
6 p( y6 I% o% Q7 p( X - phase3_prior_actor) r% R; p. ^- b C6 p+ Z
- return
/ }% r0 A7 J# }, y5 g- i' @" g" b8 b - end2 Q: J! l. ^( M+ e' ^6 k
- # 按下 C 键的情况下, @ N7 n6 I! C- g8 ?) T. T
- if Input.trigger?(Input::C)
# o0 p5 `1 J1 v1 u" s+ E0 I - # 角色指令窗口光标位置分之4 D d* n8 R* O# b# |
- case @actor_command_window.index8 I5 |& A9 S/ \ o7 Y/ _9 u; G
- when 0 # 攻击; d$ `" `- ~# u# W3 f d: _# R
- # 演奏确定 SE- s; i9 H$ Y2 n( X9 Y3 M+ T
- $game_system.se_play($data_system.decision_se)
; v0 l6 a% [7 ^8 j* u+ N - # 设置行动+ Y; H( J& T- T3 b& y
- @active_battler.current_action.kind = 0" z9 a ^/ ~1 e2 x' Y3 @! d
- @active_battler.current_action.basic = 00 S& i! e% Y( t6 z/ H$ {) J
- # 开始选择敌人- g: t! T+ H, i
- start_enemy_select
1 V3 l$ {: O% t - when 1 # 特技
5 _/ C/ D/ \& X - # 演奏确定 SE
. h3 |/ Y4 j Y A - $game_system.se_play($data_system.decision_se)
" \5 J6 d) r* f7 D - # 设置行动8 q# D! u% W$ e8 o* y: C6 o N
- @active_battler.current_action.kind = 19 b9 k6 C5 N* m, w1 j$ s
- # 开始选择特技
/ X2 Y3 ~ w( h' @+ x- M - start_skill_select8 {8 `% X% I& w. E G
- when 2 # 防御/ h7 a$ g2 a3 Q6 j, j* y6 g" |
- # 演奏确定 SE
$ z) d. z& v& R% X - $game_system.se_play($data_system.decision_se)
7 z' B/ T* }0 f" P! a6 l - # 设置行动
: l& a' b Z v$ A0 u7 s2 U - @active_battler.current_action.kind = 0( O; M) t' a0 c. y6 l
- @active_battler.current_action.basic = 1- C8 N. d4 e9 C1 z" R! V
- # 转向下一位角色的指令输入3 b5 C" r5 J, k
- phase3_next_actor
3 A% c/ Z1 N. i& W - when 3 # 物品, a4 G5 M8 R. f2 Y3 x* E
- # 演奏确定 SE/ m% Z+ _8 e% n6 g- o- @: b
- $game_system.se_play($data_system.decision_se)
. b, | ]6 u) n0 v/ x# d - # 设置行动
7 ~% K* j" x# ?. m- \# ?& M - @active_battler.current_action.kind = 2
7 u& W9 R7 w8 m/ Q" {, X' ]7 d - # 开始选择物品6 [4 {9 Q* A2 ~- m7 Q, t. b
- start_item_select9 E) R7 A, s4 w# m+ r0 D' X
- when 4 # 换人
, c# P; b; D$ D3 |! R - $game_system.se_play($data_system.decision_se)
6 Q- ]: F0 d4 h - @active_battler.current_action.set_change_battler3 i- a" g. V) A% r2 r+ m
- start_battler_select
8 I% [$ v- H/ l - end
9 Y1 w& ~ d' l3 _; G) s/ @ - return& W) k& o- l1 D2 Q% X4 Q
- end# J8 w' h( M' X
- end2 i+ o& e) D4 y
- # 开始角色选择
) A1 Z: h4 s. n7 a+ r5 p; N - def start_battler_select
% `6 g) L5 i/ K$ R5 m9 q - @actor_window = Window_Actor.new+ F8 ^" ]# l) @8 t0 h0 [7 l/ q/ E
- @actor_window.active = true1 c: j+ |; M1 ]: \( L% g
- @actor_window.index = 0- n3 n9 P4 R0 N7 z& f! P' x
- @actor_window.help_window = @help_window
/ P( L! t7 I, W8 H/ p$ S - @actor_command_window.active = false' a- r/ v; f, z' }2 f5 {
- @actor_command_window.visible = false% k1 i0 w# x/ c3 l. l9 s
- end* v' T( W$ y1 o% W. I$ V& D3 d
- # 结束角色选择
; v; k$ J; \! ^8 N8 L2 r% f& t - def end_battler_select
$ w" l/ Y* U R6 I2 m; R9 @ - @actor_window.dispose
/ @* {2 L o: K$ Y/ T; p7 Q - @actor_window = nil
' s) i% {$ ^( x; y1 d8 x/ L - @help_window.visible = false2 B* t! Q* B+ h; g! F
- @actor_command_window.active = true1 @. k1 Q* Y) t& D/ O, E. m7 L1 U
- @actor_command_window.visible = true6 Y, x3 O/ _ @) R& b
- end: e) c* Z+ J9 f) I# X5 j1 W6 g
- # 刷新角色选择
1 p1 V( H1 m2 W - def update_phase3_battler_select( y) `# c( C+ q1 a4 G
- @actor_window.visible = true( ?) W" L5 _% c/ T
- @actor_window.update0 X. V- G3 E. X' s
- if Input.trigger?(Input::B)+ l) x4 s; u# z) w
- $game_system.se_play($data_system.cancel_se): C# S% p$ u3 ^6 h4 p" @
- end_battler_select
4 W/ G! d5 a" `! { - return
8 t R) V8 d7 }2 t3 Y$ m - end2 U) _9 D4 |$ @1 P* w1 k
- if Input.trigger?(Input::C)
' m! U$ F6 B2 W3 l4 {( X - actor_id = @actor_window.actor_id3 U' m0 m: g# t( n2 C( U) I4 g/ e
- if $game_party.get_actors_id.include?(actor_id) or' B5 h6 U: Y9 o; ?* y
- $game_actors[actor_id].dead? or - C* @! m/ E; X, C/ l2 f* y: y
- @changed_battler_id.include?(actor_id)
' o. |: b+ G6 L- `- z! _ - $game_system.se_play($data_system.buzzer_se): P2 r' Q8 I9 ~' J
- return
3 X( v# g5 z% o: L- s - end( U2 R5 ]1 F% D/ L0 ~6 r
- $game_system.se_play($data_system.decision_se)
" t* T- }' H. c e/ n - @active_battler.current_action.change_to_battler = actor_id6 g8 |, M) H$ R' ?3 u% f; X
- @changed_battler_id.push(actor_id)
7 O$ X: m/ m# P9 b- S8 }0 T - end_battler_select
% y- o6 o/ Q9 H( w m A - phase3_next_actor. \/ y9 \, I. Q1 e" z, p% u
- return
! }8 v9 x& N5 |& J: r - end
. L0 w$ |0 V# E# u% q( k; e9 a - end
/ O5 U7 f' B& a# _1 } - # 行动方动画8 t6 i9 g6 ~: _9 N3 ~: N% {
- def update_phase4_step3
4 [/ k& l, w' x* D - if @active_battler.current_action.is_change_battler?
' \+ ?9 E+ n+ _7 n O - @animation1_id = AnimationChangeBattler
0 J' o* A* w4 Z/ x, {, A5 ^ - @target_battlers = []
, K8 `& L1 s+ J9 B* z1 x3 L" J - end5 l4 @( p- Q* N8 {0 D3 ~- |
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)) r9 z0 b9 m; w& t
- if @animation1_id == 0
7 j; V% x0 i( k - @active_battler.white_flash = true1 W; \6 S6 P1 [- F5 w
- else
. Z l6 N$ g( W3 O1 }; b - @active_battler.animation_id = @animation1_id6 O: A w: s* O3 y4 K0 A
- @active_battler.animation_hit = true
& u$ a6 o' ^; u) }! E/ g - end
- A' `" e$ K5 D& {) W& ` - # 移至步骤 4
8 r# B8 } `5 y; H2 x: M - @phase4_step = 4
) S, y( b. B4 m/ @5 f - end
% x, p g+ ?6 D6 w - # 对象方动画
' a- O Z+ j3 g- R; r- j- b, m. ^ - def update_phase4_step4
1 ]1 @$ @+ @# H3 ]' Y4 R# _ - if @active_battler.current_action.is_change_battler?3 D, @, U% O: R/ ~
- actor1_id = @active_battler.current_action.change_to_battler H( l R# [' e0 A
- actor2_id = @active_battler.id
% K5 T3 ~7 W0 f' [/ X - (0...$game_party.actors.size).each do |i|
# n# _- W |" W - if $game_party.actors[i].id == actor2_id
4 w- v5 ]$ x- V2 q - $game_party.change_actor(i,actor1_id)
1 `8 c' @. p, I5 N - @active_battler = $game_actors[actor1_id]
6 [ q0 a1 i6 X- I( C. S - @status_window.refresh
j) n" B1 o& {( N: S& X# }/ K - end2 {9 S0 a- z; M9 v
- end
4 t% W! i- w* `& F; J - end
8 h/ e v! v& X: v( q# s. Q - # 对像方动画; ^( y$ }0 |8 Q$ `$ ~
- for target in @target_battlers
% s: F: G) W( p9 h - target.animation_id = @animation2_id- \! r( a, F4 T4 H9 n- G/ _; R
- target.animation_hit = (target.damage != "Miss")( K+ Y- m, J* l' Y0 C
- end
1 k& H4 r- O5 S# a* Y' ?" j - # 限制动画长度、最低 8 帧
* f& B4 z; W3 r; g% X" W5 f+ _ - @wait_count = 8
& b% o8 L( \6 C; |2 x$ ? - # 移至步骤 50 F' Z+ m. |! Z6 \9 y
- @phase4_step = 5% Z: \0 R" l) N0 f( G/ G: Z: V
- end: q. i& \% Y2 t% }& K( f
- # 公共事件) \; K% |. V+ x- D, D$ m8 H9 u
- def update_phase4_step6
, g9 S i' ~& ]) J% A - @target_battlers.each do |target|
! G0 O4 m2 w: J8 D - if target.is_a?(Game_Actor) and target.dead? and* G$ G8 q: K5 z6 o; x7 p( @; i
- !$game_party.other_actors.all?{|actor|actor.dead?}
2 s( U5 |6 E* a - @actor_window = Window_Actor.new$ b$ L( W( T2 w- ^) V; u
- @actor_window.index = 0
1 |+ Z4 K; o/ C0 k2 @ - @actor_window.active = true/ z! M1 L$ V- c
- @actor_window.help_window = @help_window) K& A' |! U: E" { v8 m
- actor_id = -1. N2 w* y ?* f7 h$ o; z( W
- loop do
* U( R' l% `& g3 Z% s% u - Graphics.update
: v: u9 }* q" J - Input.update( L0 `; \- O1 O& t6 e9 \( u/ Y, w
- @actor_window.update
, |8 O9 B) \) m# @" t2 Z - if Input.trigger?(Input::C), v1 W# E/ ]7 d) J% Y6 t
- actor = $game_actors[@actor_window.actor_id]
2 W6 H+ n0 V n, r. } - if actor.dead? or
3 J$ p- e; H! q! {; T - (@changed_battler_id.include?(actor.id) and ! H) K+ K' t8 |6 j( A
- target.current_action.change_to_battler != actor.id) or
+ g' ]' U+ f s0 O% @+ x - $game_party.actors.include?(actor)
& @% L5 ]# E" {4 s - $game_system.se_play($data_system.buzzer_se)& C" O6 O' H9 y- H F# i: n) k3 M
- else, {7 j* l: V: I* h
- actor_id = actor.id# }' q* L) a/ t
- end, q0 E; f9 d- V5 Z, F+ ]4 }
- end* w; ~4 U( U9 P- c$ N& z8 }7 ?
- break if actor_id >= 0
6 Z7 `2 o6 ^ L( ?* e8 V: `& l4 o5 e/ E - end/ u% R* t7 q7 |. S
- @actor_window.visible = false
3 _9 W3 o! n6 V) u# f _& O - @actor_window.dispose4 O" b' n% w8 ~+ b5 o4 h9 K
- @actor_window = nil. r2 l0 d8 w# p; e& e, X& _5 h
- @help_window.visible = false
! h: o* \; A9 M - (0...$game_party.actors.size).each do |i|! M. p" n# V" E0 W& d
- if $game_party.actors[i].id == target.id1 K7 S0 C _( o% \* ~. Q
- $game_party.change_actor(i,actor_id)* K! d( w B r
- @status_window.refresh
$ \6 _9 v8 j9 Z; `6 T1 I - end2 x9 X3 V$ x1 }$ A8 a0 I& e
- end
6 b+ u# R, p: _* R5 } - end
9 N# H% P( g) i- t; j - end5 R( l* N& E! M
- # 清除强制行动对像的战斗者
/ U( K9 w! l7 r' E' L/ L. t - $game_temp.forcing_battler = nil
4 c9 N8 ?' A- @* T* G& M- Z8 _ - # 公共事件 ID 有效的情况下
5 S/ k5 Z7 X$ u+ Q; q& M4 I - if @common_event_id > 04 A* X; W4 X2 [" Y4 t4 e
- # 设置事件/ P( s$ c: _: @- Q* W) E. ^
- common_event = $data_common_events[@common_event_id]4 h2 Y" p0 {) a* x
- $game_system.battle_interpreter.setup(common_event.list, 0)
3 v* E6 q; W" z& f* d - end
( c0 _& n# W- m$ C; d3 s - # 移至步骤 1
& u5 ~( h+ _; n: F - @phase4_step = 1
. n: [6 Q' q) w5 J+ k, U( h9 \- L - end; L8 f$ X) _: u2 k1 u, \
- end8 l; I$ F; a( {+ [0 u9 T/ q
0 |: `: i) U& U* F0 m# f; m- class Window_MenuStatus
( i( K, \6 F- X- n2 b+ c7 q - def refresh
/ e: _' s1 ]& e, y# d6 b - self.contents.clear
" P& b6 B3 b: J0 [ - @item_max = $game_party.actors.size
" V7 L$ D: d! q* o, _' }& @% u* O - for i in 0...$game_party.actors.size- _0 V4 L/ k; |" S
- x = 4# L f( a: s0 j- ]' E# u
- y = i * 32( G8 ~. p7 k5 c2 ?5 f+ F
- actor = $game_party.actors[i]% F4 |" v7 S8 p" _, {5 ~% l& p0 f
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)5 m) B* {: }: N; r3 B0 a/ R. G- e
- rect = Rect.new(0,0,bitmap.width/4,31)
# P9 e- v3 q" S$ c) F% { - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
7 F& y: B0 v$ |/ p( t- G5 c- P - draw_actor_name(actor, x+36, y)2 e" R6 x$ {0 W- J* P# V; t+ N
- draw_actor_state(actor, x + 136,y)8 U/ {# a- N' u1 M+ e
- draw_actor_hp(actor, x + 236, y,96)
6 T* s( ]" N# l. c; R - draw_actor_sp(actor, x + 336, y,96)
( f3 @: U5 z/ T5 J - end
4 Y& B f" a0 n& C0 i - end
( g; ]4 b9 `" S9 t; {' o3 a - def update_cursor_rect {4 O) q' y8 M
- super; ?, T K2 b4 M
- end
( C8 s9 e: `6 j% t - end
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