赞 | 5 |
VIP | 52 |
好人卡 | 19 |
积分 | 6 |
经验 | 4394 |
最后登录 | 2023-5-29 |
在线时间 | 961 小时 |
铃铃塔的守护者
- 梦石
- 0
- 星屑
- 626
- 在线时间
- 961 小时
- 注册时间
- 2010-10-24
- 帖子
- 2768

|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
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
+ o$ f2 ^, @+ b1 f - 8 ^- r' B7 C! p- V5 ]
- # 队伍最大人数 u+ ]6 o& W `/ o. h! u
- MaxPartySize = 8/ M4 _7 K7 c! A
7 q: @, n2 k4 L4 Z1 J- # 出战人数& W. L2 x. R! V/ U6 k
- MaxBattlerSize = 1. f4 q! f5 J( O- X. f9 ^
# T4 X1 }4 Y8 y2 s) b- # 换人语句
5 |) ]5 I* c. U5 y& x - WordChangeBattler = "换人"
( t3 l! L8 O* Y - * p% _- Q3 A& I( P/ o7 X' x& b
- # 换人时播放的动画
% Q6 ^+ U3 a' e+ q - AnimationChangeBattler = 261 ?+ V4 a* t, d" A
& L4 O7 K- y: q% S# R- end
# |5 D; S+ ~' I
' U9 l1 b* ?! _0 t- class Game_BattleAction# C( _& ]1 d5 l& j
- attr_accessor :change_to_battler% @: h! ~! \0 n: V# i% Z' ~% {
- # 初始化
t& S8 S& G, K% l$ m$ L2 V! U @ - alias lbp_initialize initialize. q5 Y% T; X% N+ Y' F
- def initialize, o0 V! \; q% \, Y2 A
- lbp_initialize
/ \4 H8 z) X) ~# F" C - @change_to_battler = 0$ U4 ^* }2 C4 _/ r( X V
- end
9 W4 V8 V3 C% z* J. U - # 欲更换角色编号 e L4 q1 H& e( a8 U) Q0 b
- def set_change_battler
. x$ Y$ K; ?! T+ Y - @kind = 3! }; T- y) G. a
- end
d+ b" ^1 u- L7 I1 [% L4 S - # 判断行动是否为更换角色
6 U- v' l+ D5 l0 Z2 Y6 Z4 ? - def is_change_battler?9 P7 y Z8 k; o% x1 G7 A& q0 k) b
- return (@kind == 3)
" o( h& e {) r1 \) | - end. t1 n0 t2 h. u) O. k
- end; M& @9 i' d( f% o3 w
: R! x( x* ^- V! A5 N) ^9 y- class Game_Party, \4 T7 u+ w0 S- [ Z) ^: s
- include LimBattlePlug
; I$ v8 U; G& n t; s7 _* V% _: L - attr_reader :actors2
' s3 ?# A* \) T, ]$ T - alias lpb_initialize initialize. g0 [' _3 P C' r, P! c5 S. Z
- def initialize
$ c9 y/ C ~5 ?. ]6 |3 k - lpb_initialize& J4 Q/ y2 m/ j' _+ i% z3 F
- @actors2 = []4 F; ]0 c+ e0 \& Z; U. [/ Q
- end
+ u$ R, p$ b, k0 B j5 k9 Y - # 角色加入 j8 ~4 [& l( x; E
- def add_actor(actor_id)
8 x% `4 w, y; s8 c! O. h- A/ G9 z - actor = $game_actors[actor_id]8 v" _4 E: u0 \; i
- if @actors.size < MaxPartySize and not @actors.include?(actor)3 C b0 T% j" \, T- S2 O3 ~
- @actors.push(actor)
- f" l- f7 }& h - $game_player.refresh
# j5 L6 k8 n$ I8 a( ^% a6 T - end
' e9 B0 J+ n2 u* H5 {: l - end
- n1 J( n$ V. ^ - # 设置战斗的角色$ W9 D! x l: G# ~4 c
- def set_actor_to_battle! V# M# i: F( A
- @actors2 = []
* i \1 w! r. `3 Q3 N - @actors.each do |actor|
; Q4 C' P0 J f, s+ S - @actors2.push(actor)# Z k3 v3 S; L7 u
- end
; ^( i8 \- H: r) x - @actors = []. y( S! L, m1 Y9 k- H1 b: X. [
- @actors2.each do |actor|
! P8 \) h3 b" x! k - @actors.push(actor)
) C) p f5 h4 h# d" ?- M5 R - break if @actors.size == MaxBattlerSize0 I# }: y, P8 k S% `
- end9 ^; X- ?, j! [
- end
% v; S$ f2 ^% Y d. H - # 还原战斗的角色
0 }7 h/ ]) M0 M2 f* x& W - def set_actor_to_normal
# E$ n# Y" J- Q" j8 L - @actors = []6 U, n; k3 i2 f) Z/ N
- @actors2.each do |actor|
& H, o4 S$ d( c+ u5 c! e - @actors.push(actor)! T5 C& V+ p& y3 j+ T
- end+ q( S) Y. w- @& K8 x* n. P
- end
" D8 [9 A$ [2 x0 l; L- T" v5 y - # 获取角色id数组3 ^5 ^0 |% q b/ [0 ]
- def get_actors_id
! y2 L, T' z. ^ - id = []
6 d5 D. ?* d, x6 [ - @actors.each{|actor|id.push(actor.id)}9 @' v" Q$ Z( R) Q- t; K) \, q
- return id
" k9 ^+ T7 y0 Y9 w% B! ^& Q - end, b1 C, c) I- \7 Q% H
- # 获取角色id数组8 z/ O3 w( c' F% E
- def get_actors2_id0 x1 v0 j1 E( K4 Y9 s+ A
- id = []8 k( P$ r' v. U( ~6 l
- @actors2.each{|actor|id.push(actor.id)} z% d6 m9 t Q7 G" l$ q8 x. ~- p
- return id
) W) }8 M3 U) ^: D) q5 O - end
9 M7 D- ?1 G& O4 D1 B) L - # 兑换角色5 ?3 F) Q# v: h* @
- def change_actor(index,id)4 m2 N' w9 l- R3 j z h
- @actors[index] = $game_actors[id]
/ e$ q; f x U( X: @) w - end
$ z+ H7 V! Z6 U q6 X - # 全灭判定
( X2 g: E% z1 a9 _ - def all_dead?
5 R+ M. ~$ P# o - # 同伴人数为 0 的情况下6 d5 j% I! D# i0 c5 x
- if $game_party.actors.size == 0: z! R7 ?. v* k; C k
- return false6 `) O- u" H' y( X/ X/ E7 \& J
- end
( M* o* |5 V" t! ~! d - # 同伴中无人 HP 在 0 以上6 @% z# i3 p0 W. N. l0 w
- for actor in @actors27 l' u' `3 D+ i ]9 f! O, g
- if actor.hp > 08 E8 _7 ` r& K/ ~9 t
- return false
* U7 m0 v! n1 U$ q0 A. t8 X1 U O - end
+ K' \5 ~1 x" K5 X$ B3 H2 Q6 B - end
. p& Y/ S1 h% d$ `; ~7 d) | - for actor in @actors
) e2 h a4 @) b5 q$ w - if actor.hp > 0
) T6 ~1 r$ y1 z7 M2 ~$ [% d - return false
8 {9 g6 W0 W" R [+ F - end
, r ~4 E i4 }/ L# z! g) z - end
' d; C/ ]4 u( C' v2 P- g - # 全灭9 @3 W" S% }- q/ @& W
- return true: y3 Z3 o+ a5 b1 \
- end" {4 W" J( p1 O: o7 y" W0 ]( h
- # 其他角色
' ]2 o6 C/ v% B& g4 A% H - def other_actors
$ z9 ]: x# k, C1 g$ h& t - actors = []
. I5 n' b& w! ^( T. Q - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
" G% z$ c, P, E' U6 Q6 P3 X8 K - return actors
( A1 D5 ~1 t, y$ N' ]! ~ - end6 P5 E! f2 @! t* F* h
- # 角色位置互换
" f$ Q F- S: v& r2 ]+ j9 k& D - def change_actor_pos(id1,id2)
& g/ h6 X* B2 ]3 z - actor_id = []) V, l1 a [+ I3 i" e
- @actors.each do |actor|
/ t: i I4 d, u4 b, S" ~ - actor_id.push(actor.id)
. I8 z& E( e' j: J, u) w. w - end& J2 Y' j% ~, S7 k; z4 v; z
- return if !actor_id.include?(id1) and !actor_id.include?(id2)$ _4 V) @! K0 a4 n, f
- id1_index = id2_index = -1
9 X- ]& P# I6 b9 {# d2 \ - (0...actor_id.size).each do |i|
/ T) D# p2 y* V - if actor_id[i] == id1
/ i+ N+ H9 R1 K# E, `0 B: \9 h& c - id1_index = i
! y/ G1 S S3 j! P2 j, l ] - elsif actor_id[i] == id29 ]" L$ S7 T. D: O+ v. \6 f
- id2_index = i `* m% d2 g: J" m, o$ [; V
- end
% S' ]! p/ Y+ _+ O - end
. G9 c, \8 T' G; R% h* }& w3 U - temp_actor = @actors[id1_index]: _" f' I) W+ Y ^$ F
- @actors[id1_index] = @actors[id2_index]
- U4 a# P. ~; I4 w - @actors[id2_index] = temp_actor% D m% `2 G: G0 F7 j
- end
4 o7 H5 [5 h" S& k! d - end! E" o* ^, a' b4 c e, F% r& D8 l2 ~& a
- + d7 q" x* q" G+ E
- class Window_Actor < Window_Selectable
! D' [' ~ |0 R" g0 a5 B% x - # 初始化
{9 i, h) K& _ o& S8 E - def initialize+ ~% J* H! F& C+ n# V! ~# Y4 M
- super(0,64,640,256)
2 c3 F' I/ c, A0 m6 d. a+ p' R& u - self.back_opacity = 1606 |: T- o0 `3 W5 F
- refresh
- T. ]) M; I! M; F$ @ f: q - self.index = -1
1 N. s" u4 U: ] F$ {2 P& t - self.active = false/ r5 Q# T3 `2 c' y* s' Q
- end
3 S0 x8 N7 v+ S. }' D - # 刷新0 G; M7 m9 d; g$ A7 m/ A
- def refresh0 E$ K; @# p( p+ B3 ]% r; |) H
- @item_max = $game_party.actors2.size9 i( o5 [$ Z! k" n4 D/ C% z
- @data = []
4 w; f l& E! K' n( W' A - $game_party.actors.each do |actor|& s- P; \- |6 i( g
- @data.push(actor)" S: U7 h* ^8 c6 y
- end- ^6 l$ C) f9 B
- $game_party.actors2.each do |actor|
( i, o) N3 V: w$ b, G# R3 e( e - @data.push(actor) if [email protected]?(actor)
5 _$ n* Q+ y9 l f4 W/ L - end
4 o T4 v4 \0 _ - if self.contents != nil
; z8 U. L3 ~$ h- S - self.contents.clear
, n* q3 a2 Q/ { - self.contents = nil
2 G1 W3 O4 s. i4 Y: m - end
! c8 I1 `7 \% ^, h, b - self.contents = Bitmap.new(608,@data.size*32)5 ?5 B* x. R/ {5 O& F
- x = 4
+ j+ F; P& G t0 Q" U - y = 07 L$ b( |$ m8 I* Q% v9 {( T# u
- @data.each do |actor|3 D4 A+ |+ a, ?/ n7 Z' G
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
" J# y3 i8 H% {' D* i - rect = Rect.new(0,0,bitmap.width/4,31)6 z' _+ k1 `6 E' P9 u
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
6 f$ @/ l( y4 L# P8 s2 o/ w' P3 D - draw_actor_name(actor,x+36,y)5 b: s( q2 v: g; _/ Z% D) U0 P9 X
- draw_actor_state(actor,156,y)* C8 q- L* r+ c% r8 F& @
- draw_actor_hp(actor,x+256,y,96)
8 f+ }0 e N0 h - draw_actor_sp(actor,x+376,y,96)$ L3 E( z- A1 _: y2 O# c. o L8 a
- if $game_party.actors.include?(actor)
) X, K) G2 B5 u5 [% c" {' w& J - self.contents.font.color = text_color(6)! r0 D2 b4 B3 Z( ?: ]( @
- cword = "出战"' \; A' M, R0 G! @
- else* G- A6 u: G) U8 `
- self.contents.font.color = text_color(0)3 a7 J4 B0 Q3 P; {3 D
- cword = "待战"
. |. q9 {3 R; g I3 ?6 U - end2 d* t2 K" V8 g$ q6 `
- self.contents.draw_text(x+496,y,60,32,cword) Y9 S/ P! H* U# t3 l& j( n
- y += 32- j' c5 ?# E; p' Q& Y: K+ U8 L( J' w
- end7 [% G0 I! \+ P; ^
- end7 i( I" Z" b, Y$ ]( d
- # 获取当前角色编号% O, B0 }# J* r9 K( W3 I: j0 t
- def actor_id
9 U- A" ^& a7 k - return @data[self.index].id
5 a9 Y+ K) i& x' l$ X$ G - end
9 U8 G* d6 m7 j" o+ V; m - # 刷新帮助
1 j3 P y/ U( h$ t7 e& ^1 u - def update_help
; M) E7 @, [$ B - @help_window.set_text(@data[self.index] == nil ?\; ` e) E0 w8 [" N) K7 W' E
- "" : @data[self.index].name)5 T- L7 g+ c. z7 i7 r% D
- end
0 y6 [2 b& B- |2 _9 q - end+ n/ J8 @9 C# {6 q, w; [
" z8 b6 m" g" d$ Z' ^% V& B1 m- class Scene_Battle
& I0 V( g) h" t" `& B/ d5 t9 Z - include LimBattlePlug
) X- H. t; K* r. A; V - # 初始化4 H, V" Y$ F8 z& a* m
- def initialize& L+ L5 _( M) ~5 [' @
- $game_party.set_actor_to_battle p* G" r9 f$ z7 P0 Z
- end
% [. ~, [2 a' u) ~ - # 主处理$ A+ }! _/ B- s
- def main& D3 Z* v x. ~1 Y# V2 C, Y
- # 初始化战斗用的各种暂时数据8 `# O' e. i# T2 U
- $game_temp.in_battle = true/ E- D# O5 _/ U( p: l, h* _
- $game_temp.battle_turn = 0
. t# b) X" K+ s7 U1 Q; i+ ]5 _ - $game_temp.battle_event_flags.clear$ ^7 N- m$ j* C6 W, \
- $game_temp.battle_abort = false
" }! Y; o( Y- ? - $game_temp.battle_main_phase = false5 }0 i' R8 O/ i% W
- $game_temp.battleback_name = $game_map.battleback_name
6 ?2 q: K5 @- c1 y7 H0 ^8 s, d r! I - $game_temp.forcing_battler = nil
4 q; k9 g5 R8 N: Y9 o - # 初始化战斗用事件解释器4 @. a5 ~0 }- m2 H* \1 G% P n
- $game_system.battle_interpreter.setup(nil, 0)
& f8 n9 ?& o8 F' W) ` - # 准备队伍
* w0 h6 m3 O/ I6 k6 W! M, G - @troop_id = $game_temp.battle_troop_id
- W5 J' M) E' U - $game_troop.setup(@troop_id)
# B# a& o$ G5 k6 B2 B2 d U - # 生成角色命令窗口4 @% W: A. M9 g4 ^/ `$ o
- s1 = $data_system.words.attack6 t9 `" ~/ l5 z- h
- s2 = $data_system.words.skill
; Y$ l) k+ N/ [! Z( }& r; L - s3 = $data_system.words.guard
' Q: A7 n B% N - s4 = $data_system.words.item: _) T- }* G. [: w
- s5 = WordChangeBattler- W! ~* q$ a3 Y# I- T N! g. u$ s
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
9 T4 q/ j9 s! X5 \- Z - @actor_command_window.y = 1289 }# h |8 |2 z4 v! K. u$ l
- @actor_command_window.back_opacity = 160
/ I3 f) S) Q7 K: b: @5 K - @actor_command_window.active = false# C: X; J. ?% s6 _: K
- @actor_command_window.visible = false
% {# z4 ]. x5 w3 @ - # 生成其它窗口
E2 A, j' N" N' p# v) K8 N, Y - @party_command_window = Window_PartyCommand.new4 M* s% ~& |3 H4 z/ l+ p
- @help_window = Window_Help.new7 O- X* c5 P/ v' B1 C, J, ~5 i( w
- @help_window.back_opacity = 160
; q( U: a7 @/ p% V4 s$ M - @help_window.visible = false0 c0 ], X8 _ j. g: @
- @status_window = Window_BattleStatus.new
) X0 V9 j' E& y- M! I - @message_window = Window_Message.new; V" q; ?, ]3 x( H& q( i
- # 生成活动块
& p4 D! \, j- F5 u/ A+ l- |7 L - @spriteset = Spriteset_Battle.new
! A- _$ A2 ^/ E, t! p) l - # 初始化等待计数
" W" t |- |7 ~9 Z5 a, n3 g - @wait_count = 0+ {( x0 \4 Z' p; ]
- # 执行过渡
' L9 `$ S3 y$ E: r/ u$ \ - if $data_system.battle_transition == ""
n! k+ z! M+ m6 M+ J, G - Graphics.transition(20)
3 f- C, l" g( g2 U3 A3 G" k - else& g; ]$ z, i: G. ?. a, F/ Y( M0 U P
- Graphics.transition(40, "Graphics/Transitions/" +
$ ]% d0 y! d# l9 l. X - $data_system.battle_transition)5 b6 @- O d% [5 M8 |/ O9 i7 E& s
- end
Q+ Q# @- U! Q+ s2 z& s: w# x& I8 p* E - # 开始自由战斗回合5 [5 G; e# C5 M
- start_phase1
$ S9 [4 ~( Q7 B- m - # 主循环" y3 i- w; o, x+ `8 Y6 i" a
- loop do
! J6 ]* C" E J: d( { - # 刷新游戏画面
( f2 G1 u+ m& i4 ]$ ? - Graphics.update( {$ g$ i% n9 O, d
- # 刷新输入信息
" C; B1 i9 t5 d% |/ j! f - Input.update
& j6 \3 D( o3 j0 ?. u# T - # 刷新画面) n. }# U" n4 j- f
- update4 R: R) d) |" D, d: n) q
- # 如果画面切换的话就中断循环
( y" z' L% c% l" m - if $scene != self; i; H8 F/ r" M8 j
- break' |; V7 P% B7 L$ D8 D/ m: p9 n
- end
; a8 o* e( I4 A1 {& j - end0 {0 `. g2 w4 {! p$ V
- # 刷新地图
1 {/ {* Z& j, Q* \8 g/ U - $game_map.refresh
1 f& V: B* N. K* v' s+ R - # 准备过渡* M6 I9 ?' @# M8 {
- Graphics.freeze
8 M0 _7 t) C% f. J1 ?/ l7 z - # 释放窗口7 e( e4 h7 r/ ]) z9 n0 \3 o
- @actor_command_window.dispose
3 t& G& ]0 D7 y0 D' \4 T5 K - @party_command_window.dispose
( C: u. d. c; t) t - @help_window.dispose
2 h! H& m: O$ S$ A - @status_window.dispose b3 p, _# A2 O8 [
- @message_window.dispose9 r8 ]( [( j4 ]- B3 \* Y2 s `
- if @skill_window != nil
3 s: g4 n/ g; e: F - @skill_window.dispose
9 u" a5 ^7 F+ I6 Q& U - end
/ k/ T5 @+ J+ ^ Q; b - if @item_window != nil( R6 s0 b8 o; z4 {- |
- @item_window.dispose
' \: O1 b, y; K - end
! _( w. l8 `- x% k3 h' H4 X - if @actor_window != nil7 V6 g* h( x0 y' V! d
- @actor_window.dispose# H, j2 }* |1 M! ~
- end9 ] N. i* i1 z! m2 a$ i3 e2 [
- if @result_window != nil
8 T: p% e* c( R& ?6 h - @result_window.dispose
8 {2 l- h& h1 ] - end* e& ?) D P f
- # 释放活动块+ f% y( X8 w- @- ]( N9 Z1 ]# L2 z
- @spriteset.dispose
5 W8 F% n2 ^0 ] - # 标题画面切换中的情况% s' p3 B5 _ `! y, l. r
- if $scene.is_a?(Scene_Title)$ b% i; { c1 e
- # 淡入淡出画面
# e; d7 E, h' h0 m0 _4 l" I - Graphics.transition
" B/ K( ~% V- N3 m/ ~7 s; v - Graphics.freeze
9 t3 K# @. y- R# x# J - end
* P+ W. {8 @+ ^, g- P! i& n - # 战斗测试或者游戏结束以外的画面切换中的情况9 G, a" u8 M; r: i/ J- e
- if $BTEST and not $scene.is_a?(Scene_Gameover): u6 C% u3 `$ D6 q5 {. A
- $scene = nil
u% H8 k9 B6 W) B: o( a - end# a1 \+ @6 u; p( s! S
- end. D1 `) Y( x5 U/ P1 o
- # 战斗结束
% W* g: H! \ X ? - alias lpb_battle_end battle_end
2 F" a+ O/ {# K6 q - def battle_end(n)3 p' }6 x) B7 O7 x0 y9 ]
- lpb_battle_end(n)
0 C: |' h( e) g6 H* F, H - $game_party.set_actor_to_normal+ d4 z2 M, D2 o9 s9 p! m
- end5 }8 c; O1 h3 |+ x. d& _
- # 开始回合3
( N$ q) s' g3 g+ `5 {( ~# k! V8 `9 O3 n2 M - alias lbp_start_phase3 start_phase3
. r9 D6 D/ M8 |6 i) A" b* Y - def start_phase3
2 L; |( D) b9 [4 L z! U. P - @changed_battler_id = []
( ~" }5 [$ D5 W/ L - lbp_start_phase38 ]: J. w3 V& S6 Y% b/ L+ U; N) }/ ?
- end4 ]6 B! @* D+ {: ^
- # 刷新角色命令回合画面' j3 l& ^( a, P1 v: N) Q# h
- def update_phase36 U. L; y4 G+ H6 D. M8 ?% ~% F
- # 敌人光标有效的情况下7 c1 Y5 }' E- u; v/ }
- if @enemy_arrow != nil
& T5 U: G7 D2 E - update_phase3_enemy_select* W2 x- g* q5 R" x. ?
- # 角色光标有效的情况下* r+ C3 J( Q8 u* ?3 D1 i% r
- elsif @actor_arrow != nil& c- `+ e c& b; W! I' m/ c
- update_phase3_actor_select
( q! w. ?' C: ]8 I( ` - # 特技窗口有效的情况下
9 x- ~/ f! y/ [2 Q - elsif @skill_window != nil
7 F4 i. D( X' d! p- e. h - update_phase3_skill_select
3 O a6 _3 \- P - # 物品窗口有效的情况下
$ K8 E$ N) w- A1 c' E - elsif @item_window != nil+ [+ E) B: K- e9 L; R1 ?3 h5 H
- update_phase3_item_select3 C: J5 R2 G9 d/ x, u, [; h; ^2 A
- elsif @actor_window != nil/ r( ?3 I) A) k5 K
- update_phase3_battler_select
8 h# T# u' f% T) m) x' G( E - # 角色指令窗口有效的情况下
6 G0 }. X% u6 M9 a) W. \ - elsif @actor_command_window.active
2 z" F2 ^+ y( R6 r& I - update_phase3_basic_command0 ]$ b, a) q0 c( H% ^7 D4 p
- end
4 ^4 L6 v$ v* s - end
# ]8 V5 j- i* e - # 角色基本命令
* w% D! C0 W4 e1 n1 h) M - def update_phase3_basic_command
7 _( A) G/ U& [ ~/ p' c - # 按下 B 键的情况下8 {3 _6 {8 q. s9 r
- if Input.trigger?(Input::B)4 t& G, s' @0 Y, f
- # 演奏取消 SE
* |7 {9 }9 O& F - $game_system.se_play($data_system.cancel_se)
9 W( ^+ R1 W4 Z - # 转向前一个角色的指令输入/ |4 f& {8 V! C2 ^% Y0 p
- phase3_prior_actor
, w! t3 M% Q% m7 E) y0 o - return3 p% t+ D& j9 o0 s6 j" U
- end0 y: U: Q7 Q4 Y4 v* g4 c7 q" z; {
- # 按下 C 键的情况下
* @( k2 [' D7 J1 [ - if Input.trigger?(Input::C)( x& q: T# B) O4 I. h3 N: }
- # 角色指令窗口光标位置分之
2 |4 @" @' i: c O9 F* D - case @actor_command_window.index
/ I) v# ]! I! w - when 0 # 攻击
2 }* s& C3 ?' R3 n3 I& |$ q V - # 演奏确定 SE: F- Y$ W5 r( U- e+ D
- $game_system.se_play($data_system.decision_se)
5 K; I' q! W* X; Z1 G8 U - # 设置行动
: D% o% K. J$ s3 n& M& g - @active_battler.current_action.kind = 0
5 {+ E! W1 H5 _! ^% X. V' J - @active_battler.current_action.basic = 0 ?4 }6 t9 t, R& w( w' M
- # 开始选择敌人" e1 a% R A; j+ |& x
- start_enemy_select- i3 O2 a' I2 s9 M, K. c! _
- when 1 # 特技. g: B4 w3 i5 d. ]* ]
- # 演奏确定 SE* s3 \- e' E5 x) K& W
- $game_system.se_play($data_system.decision_se)
1 A$ X7 \1 }4 K) U7 R6 ? - # 设置行动8 O+ W! q% L. A% [9 T8 ^' e
- @active_battler.current_action.kind = 17 r3 _# c9 n3 e1 s% g
- # 开始选择特技, z( E0 z! n% n
- start_skill_select7 F+ g& M: [" t
- when 2 # 防御
4 K9 C" }3 s8 R: E - # 演奏确定 SE
k6 E$ s& i( f2 a6 g" [ - $game_system.se_play($data_system.decision_se)# a+ t! Y _& ]+ G
- # 设置行动* o7 L( \' ^6 [# d8 y( s. `
- @active_battler.current_action.kind = 0& G3 Z: j7 Q1 g j/ W$ c
- @active_battler.current_action.basic = 1- d; l1 |+ o$ O* ~( N, u, Z
- # 转向下一位角色的指令输入( G( W# |* ^. J/ l m4 r$ g1 ^7 k- J; U
- phase3_next_actor
7 r( ~9 r8 w; E% S: A+ d, v- ? - when 3 # 物品
! f1 @/ x" H7 @9 { - # 演奏确定 SE
* s* o3 T3 t) l/ v - $game_system.se_play($data_system.decision_se)
6 R& _( o6 d/ w; F" v# y - # 设置行动
! l d" j, O! u7 B9 Z) W' X - @active_battler.current_action.kind = 21 S& p l& p' f8 ]) Y: r
- # 开始选择物品
* `( C- P. F0 _$ z6 z - start_item_select
9 M* C1 h- Y' Z - when 4 # 换人4 W$ m. S( ]8 ~; K
- $game_system.se_play($data_system.decision_se)) ~0 F3 [. w s
- @active_battler.current_action.set_change_battler
8 ]& [* n8 d# U0 l - start_battler_select
3 k3 {( f' b$ N+ `1 V. {: V3 D1 v9 U - end
4 Z' ]8 c$ x- i# B" }% [ - return
{$ {+ V3 Z7 c1 _+ k, \: M/ y - end
& h. E0 h2 _ q* o, t - end
" Y% D5 a1 }9 m; X - # 开始角色选择
: n& ]; Y6 s- `& |% ~) n - def start_battler_select
0 B% V& t: h" Z. R t - @actor_window = Window_Actor.new+ X8 c ?* C$ r* R
- @actor_window.active = true3 R4 L2 g' T! u$ U
- @actor_window.index = 0: B1 e8 A" ^! s1 E }" ]5 t) T" P
- @actor_window.help_window = @help_window& p5 _- g# `% J0 c( Q! D" z. R: m
- @actor_command_window.active = false
& U& `: |& W8 d3 N4 f" f - @actor_command_window.visible = false
2 X0 _6 o: x2 O! Y d/ p$ { - end0 b3 T0 Y! J) h; Q( Z* D. s
- # 结束角色选择
3 l, g& Y- a! h: N) ?9 [" Q" I - def end_battler_select$ H/ x$ `! O. B: V0 K' z
- @actor_window.dispose
" o. O* m- Z; G) W: [. I1 v - @actor_window = nil) U( K) j* v7 o1 ?: D$ }
- @help_window.visible = false2 q- i0 e6 @1 F9 I1 a
- @actor_command_window.active = true. F" ^ q' n, O2 R
- @actor_command_window.visible = true8 }. p& Q7 O% D% a) _2 Z% M
- end; u/ g) d3 x( _+ m/ Y$ t+ g8 ^
- # 刷新角色选择$ `7 {6 M0 Q: I- `, Q3 R! R
- def update_phase3_battler_select
) A3 i0 v; Z v7 A - @actor_window.visible = true% ]2 H" s$ M o' P k
- @actor_window.update9 G1 S$ t3 R4 V+ s6 l' M0 F `
- if Input.trigger?(Input::B)
- v( Y- ?- S' L! p# j: K1 M - $game_system.se_play($data_system.cancel_se)' y. t" ]8 v' `0 J. {* t
- end_battler_select
) p9 j. v$ ]1 J1 j+ n+ e - return3 b4 M- U# z7 d" h+ O1 w
- end% s9 _. S1 z: \& ~* V/ C
- if Input.trigger?(Input::C). b h8 D o9 y
- actor_id = @actor_window.actor_id
Y) a% U; ]: {/ c5 _3 j - if $game_party.get_actors_id.include?(actor_id) or- W0 U# F0 H. G
- $game_actors[actor_id].dead? or 2 b0 U/ r+ v" n. _( r. e
- @changed_battler_id.include?(actor_id)
4 ]! a- N& H5 j - $game_system.se_play($data_system.buzzer_se)
+ }2 p4 e( [' C8 q2 I6 ? - return3 Q# y9 e5 W B+ u! }9 n$ D# ~
- end
0 t3 v5 x) }9 e9 h& P1 H - $game_system.se_play($data_system.decision_se)0 B6 ~9 i& X' D/ ]
- @active_battler.current_action.change_to_battler = actor_id
+ C& q1 r- R" S% E8 d - @changed_battler_id.push(actor_id)+ g- l: T& k/ M' J& G
- end_battler_select
* E6 N, n2 h; [* z2 e8 O - phase3_next_actor# E; _4 r7 I" [5 |
- return
; o' f$ ?, ~4 u- X: S5 e) }" B" J - end! o6 P" L1 y% g4 T0 A8 J1 T
- end
5 N) _. e. }$ _6 ^ - # 行动方动画
Z9 U% ~- e* L - def update_phase4_step34 v( v/ p; [4 |, y
- if @active_battler.current_action.is_change_battler?
1 r6 e" Y' B7 P& G# n/ X5 S - @animation1_id = AnimationChangeBattler" Y1 e! G& N, X- h) L/ v9 T
- @target_battlers = []! i% y' d r* g, K$ S2 {9 } t: B
- end
1 O0 t9 ?$ y# z: D9 } - # 行动方动画 (ID 为 0 的情况下是白色闪烁)+ q' d N& w# R9 N8 y# o
- if @animation1_id == 0* s, _ B' _- v* X3 v6 V
- @active_battler.white_flash = true
; t x; }2 H# s5 ~: f3 k - else
% r6 p) j p8 R - @active_battler.animation_id = @animation1_id) `! E) `3 t$ F- ^" y
- @active_battler.animation_hit = true5 X% Q4 N5 m6 R% R) T0 n. \
- end% s# R; j1 O k9 b$ e
- # 移至步骤 4/ w8 t. f6 N9 N1 s+ Z# B& {3 s/ w
- @phase4_step = 4
! F$ S# e8 w$ u: H% s7 q: h$ @ - end
/ {& c7 R: P% q* \0 d - # 对象方动画
/ d0 n0 x8 C+ c' G- ]1 X5 m - def update_phase4_step4
% o6 D7 g( X6 a" O9 i: g h5 F - if @active_battler.current_action.is_change_battler?. P$ r( J3 h) q9 R
- actor1_id = @active_battler.current_action.change_to_battler7 i+ x; p7 M6 Y. r
- actor2_id = @active_battler.id* P( r$ H- {1 C: E# V2 Y+ ?
- (0...$game_party.actors.size).each do |i|, k9 E1 n0 e- {- x8 f) n
- if $game_party.actors[i].id == actor2_id
^: [9 N% \2 X) T - $game_party.change_actor(i,actor1_id). M3 L+ ?5 x Z3 b- u* l( e
- @active_battler = $game_actors[actor1_id]
; ]) y3 E6 h: G9 Q* K$ B! ^ - @status_window.refresh' l$ k- I/ P# \) K/ A6 H2 i' _4 B
- end+ o/ T: \& c3 e+ R
- end7 P' `) e) s7 c0 Q1 E1 e
- end& q8 E5 n$ Y! x* k1 Q+ v, N, M
- # 对像方动画
- I( G6 d' [& E/ U# B - for target in @target_battlers
+ ~" J. T: K+ H* T9 B# E - target.animation_id = @animation2_id0 H* n% X7 O! G U8 H3 ^
- target.animation_hit = (target.damage != "Miss")6 D, I6 G7 I7 g
- end6 C# @/ G5 S1 z. |
- # 限制动画长度、最低 8 帧
4 @/ g. i6 U& ]$ W3 V* N' A9 i - @wait_count = 8% Q! P" Y7 u f! l$ ` V, `
- # 移至步骤 5
0 h; `5 `- N8 J9 }. v; C+ l2 [ - @phase4_step = 54 _6 H' d5 w7 a$ }% e; c9 Y5 P w
- end
9 t0 Z1 ~) }4 }+ d" C9 p - # 公共事件
$ K" r/ u+ F$ M3 K* {9 ^- |; g - def update_phase4_step6. X) B( s/ F) e. Q$ \# R; c
- @target_battlers.each do |target|7 o! C% O3 J( Y% G! k% S( f- V
- if target.is_a?(Game_Actor) and target.dead? and* L2 x6 s1 [9 j k9 \
- !$game_party.other_actors.all?{|actor|actor.dead?}: j n9 Z0 M( Q/ L
- @actor_window = Window_Actor.new! d6 z S8 u- l a' s; L+ P
- @actor_window.index = 0
' f& M/ c( p9 f+ Z: Z8 ? - @actor_window.active = true
2 }3 F) a! u7 e8 z: l - @actor_window.help_window = @help_window' G# S8 |% o( X6 v0 g
- actor_id = -1
/ Z! s! v) d, c6 X. I9 h) R - loop do3 ?6 z5 ~9 j" U
- Graphics.update
6 p- r' y: D2 J9 I* q - Input.update
( E8 M1 F4 {# H5 C0 H' S - @actor_window.update
( a4 v8 ]6 ?9 i: N/ m - if Input.trigger?(Input::C)
4 d0 e9 n/ V) G. [' p9 E - actor = $game_actors[@actor_window.actor_id]8 ]0 \& H1 a. q) i% o5 g4 E0 L2 b
- if actor.dead? or
. ? c' z3 G1 a$ o - (@changed_battler_id.include?(actor.id) and
2 B) z$ x5 Z/ V7 t0 E# p - target.current_action.change_to_battler != actor.id) or, l8 R, `% _# c; x# ~" \
- $game_party.actors.include?(actor)
8 b7 z" j; S: i - $game_system.se_play($data_system.buzzer_se)
6 K2 U. {5 ~- w0 A2 |( x - else2 z' m! S2 {* c+ E/ C
- actor_id = actor.id: A1 A& ?; j( W. I( I8 P
- end1 Q0 S4 x3 ?7 @0 ]6 }+ R
- end
. r; O3 w. M5 q! W4 _8 o3 j - break if actor_id >= 0- X' l8 `) n1 _" \7 X* U
- end
3 F" j+ M# r/ }, d& d- s+ P, T - @actor_window.visible = false7 L9 v: ~# O P/ B9 ~
- @actor_window.dispose
; q& U! O2 U: {4 J3 ` D/ A - @actor_window = nil
. c* w) N5 }# ^8 \2 Y7 e - @help_window.visible = false5 @. J* w7 b: o- u) p, i' g. U6 `
- (0...$game_party.actors.size).each do |i|: ]7 K& f! K: e8 y5 F" ` O: L$ p' V
- if $game_party.actors[i].id == target.id
# L5 X. V+ ?+ R' O6 { - $game_party.change_actor(i,actor_id)" @ }( ]: @% v% y1 Z) N
- @status_window.refresh
- [1 r: S7 w" U+ C/ X& N4 b - end
2 }# S N, Y6 |9 c - end
' a0 o3 Y: _2 p( J0 W - end
7 G# m, s6 ~2 [* J3 v0 [9 ^ K Q - end
+ O! Q# z( b( O) S4 }2 q9 r - # 清除强制行动对像的战斗者4 i- \6 [& f7 n% l0 w% Y& B
- $game_temp.forcing_battler = nil( h/ \, {( g" n0 G" H
- # 公共事件 ID 有效的情况下
. C8 `( H- w! G; j* V - if @common_event_id > 0, o; [. L4 S/ ~' J: D+ f2 }
- # 设置事件
0 A# S; O9 t* g4 ?5 H - common_event = $data_common_events[@common_event_id]
. x7 o3 F& H$ E5 ?* }7 y - $game_system.battle_interpreter.setup(common_event.list, 0), |" i% i9 P8 @$ n( f
- end; N) f7 h( K6 M2 S( q
- # 移至步骤 1* t5 K$ f u$ j8 a' C, W% @
- @phase4_step = 1% @# t( u/ \# f, n+ P/ { U7 u& F
- end3 Z3 N/ A \8 D, _9 J4 ]! n
- end
2 I8 n: ] ~$ }& U - e$ W3 _/ X, k
- class Window_MenuStatus: L) N% ?3 n; l$ ~' C) T2 r: P
- def refresh
1 e& Q; M% \ P2 v6 a2 V - self.contents.clear }( h$ s, c& D4 a o
- @item_max = $game_party.actors.size
/ D, p8 d- m0 M- [/ S0 r. K - for i in 0...$game_party.actors.size% M6 P ? z6 h- W f: \; p- Q
- x = 4
6 Y+ l4 C* d0 L( D7 g) {7 G - y = i * 321 \+ E+ e) c( _/ k
- actor = $game_party.actors[i]
* s' t& y, P+ F# U9 R! y: `5 b - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
, L. P" l) j3 L' A - rect = Rect.new(0,0,bitmap.width/4,31)$ u, H' l, k% V7 N3 E9 x1 Y
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)' Z4 X7 O; j) i4 M+ h
- draw_actor_name(actor, x+36, y)5 S6 N0 B# Q% ~2 _1 x% }
- draw_actor_state(actor, x + 136,y)
" t% J+ |/ Q$ L! U9 Z - draw_actor_hp(actor, x + 236, y,96)
" E0 A0 t$ }* u5 J - draw_actor_sp(actor, x + 336, y,96)
7 `' t; G1 p u2 I! _ - end' g: l- _& v" \# U. `
- end) d! w- f$ Q4 R- Q, J, N" V
- def update_cursor_rect. u7 ^+ t6 h M7 t9 r
- super4 }3 U% ?( [0 a$ n/ j
- end1 I+ |# {: S* k9 i/ k' v% v
- 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。 |
|