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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
; B; _ ]. _4 u6 Z" u9 O$ [ - - m8 Y c+ I6 N: p
- # 队伍最大人数) F" Y8 | e4 G
- MaxPartySize = 8
$ f! J, Q8 q/ b" P( l" P - & C# a1 b$ C5 |" ~1 ?! [/ R
- # 出战人数+ ]6 G' t$ P: O# F; @8 W
- MaxBattlerSize = 13 H! W) p$ Q/ q; V D9 W$ y
- : N \7 W& F1 A) d+ ?
- # 换人语句
9 E( ?8 I5 @; K# P( o2 R - WordChangeBattler = "换人"
9 U, I5 p5 g) [) n/ [( x
! [0 \6 W; n7 D# W" A- # 换人时播放的动画
0 h1 s' O! J" x3 k) N - AnimationChangeBattler = 26
% Y, E5 l7 e, Y, N2 a! V - . p3 L7 R; _' q2 C ~
- end6 b: m; X0 P( ]- L% Z
. ^/ T+ ^3 d" T- f7 X* f- class Game_BattleAction
; h& H) Y1 o$ w - attr_accessor :change_to_battler
' @' U, ?; b4 M- Z. H+ C4 O9 N4 z - # 初始化+ o3 _6 f, ]6 C3 h4 w
- alias lbp_initialize initialize
, p+ t9 S0 L) Z* D# F; x - def initialize
3 m7 x# h7 A" f) w/ L - lbp_initialize
* V" I7 V7 e( b8 B+ D - @change_to_battler = 04 ]4 u/ m0 V( M T, W* z; y8 u! C
- end
0 i+ y# J8 x+ P9 A! { - # 欲更换角色编号4 f- z9 U1 L% Z* S% n! ~
- def set_change_battler: n( r8 H) i" g$ x. C0 [3 }7 Y* s
- @kind = 36 c" J3 T* V% ~- \4 b
- end
- ~% o" q9 z" b* t: d0 X# C - # 判断行动是否为更换角色3 ?) n6 z% F1 N" t/ ^, K" U! `4 P
- def is_change_battler?
Z: ]( S& b" Y& F - return (@kind == 3): q6 Z* c! K2 [: a) a# @+ Z
- end
% r. {/ ^8 c; i4 _ - end
7 K" s. R7 K' ~7 r3 o - $ ?, I; S3 e' S' D/ u' P5 E
- class Game_Party+ H1 F; ^1 b; N+ q3 w9 I
- include LimBattlePlug9 C+ i7 C- o5 k( Q' q5 q3 o0 @
- attr_reader :actors21 ?/ O6 a, t7 S8 P1 I
- alias lpb_initialize initialize
7 K1 o$ t( t+ v' X5 d! L9 m - def initialize
0 u# {9 C7 [& j( K: v - lpb_initialize
) T& `0 V# T t- e r$ O: c8 Q - @actors2 = []
, d2 l. [% M3 B( B# h - end
t1 l. U+ @3 G7 V/ a' t - # 角色加入
2 l/ _. Z; q6 W - def add_actor(actor_id)
5 p& l& j% E' n - actor = $game_actors[actor_id]: [! |* {1 r# B6 D
- if @actors.size < MaxPartySize and not @actors.include?(actor)
# N% `6 D/ l C6 f- z - @actors.push(actor)1 e. J" c' W4 _6 p6 m
- $game_player.refresh
8 G; C7 N: u U - end
' Q1 [9 i# W5 I& M/ o( r - end+ X) X( W. P( `
- # 设置战斗的角色
; r! n( q1 @4 F* V4 _# f& H - def set_actor_to_battle
: ]- p* p5 t% x+ s/ L& N7 a/ S& x - @actors2 = []$ v5 q* }: B" U, T
- @actors.each do |actor|6 c. C, w W$ U* x* F! O/ |. e
- @actors2.push(actor)' `* F; I7 v6 c6 t/ B: i
- end
2 I0 f% D% N. J& `- l$ A! T% q - @actors = [] C- R" b3 i3 f" J) H+ {1 \! U
- @actors2.each do |actor|
* {( i+ O/ P- n/ e5 K3 y% T* @ - @actors.push(actor)
3 z6 c3 r- u" G7 Z ?# l2 h4 z/ ^/ i - break if @actors.size == MaxBattlerSize9 I: |# M4 x3 x6 M9 d. m% r( @% k
- end5 N% h! N) C" v, }
- end
# ?% d( U0 j5 T" Z) ~7 L; \ - # 还原战斗的角色
, p5 R: D0 Y# s3 ~9 V% w - def set_actor_to_normal
- u' t8 e, g0 f2 c4 h9 J& F - @actors = []
* ~, @# Q1 ~: c" x - @actors2.each do |actor|
# z4 ]3 `' [0 Y4 w1 M- y* V; k - @actors.push(actor)
% e& O! |8 S* B9 I- Q2 ?2 H) Y - end
1 L. D* }' N* O% M! f - end
- J" b; r* ^3 T$ R: | - # 获取角色id数组
3 Y/ _5 H& s- s/ H a4 Z" e - def get_actors_id; C1 {) c' ~$ P$ K8 R8 H. R& H
- id = []
/ x! |5 y0 C6 y% M - @actors.each{|actor|id.push(actor.id)}- J3 c, h9 I8 u8 |6 H
- return id2 b; n/ A5 s4 e& g7 r9 L( t6 ]
- end4 n X. S8 b$ |# L+ T# X# v( m1 @9 c
- # 获取角色id数组
2 |( e7 W, d a+ y: Y - def get_actors2_id$ G( W* q4 J$ v% [8 v6 ]
- id = []3 [2 C; o7 o7 P- D2 P* n
- @actors2.each{|actor|id.push(actor.id)}. ~3 o$ p+ k" X- D C0 j
- return id0 n4 H, R. a, d* _# P# U; C9 P
- end
+ v0 L+ N' ^$ X6 h7 B9 W( z - # 兑换角色
8 i6 R, r& f, [ - def change_actor(index,id)5 Z, J4 p; m5 M6 \( X" L
- @actors[index] = $game_actors[id]
4 ]6 I7 V e }5 T& x0 R - end
6 d; O. l/ f$ u - # 全灭判定( z/ [7 u: G1 r7 b3 S+ y
- def all_dead?
. m& ~" |+ p1 m( i, \ - # 同伴人数为 0 的情况下0 u0 ^! H. U( [# x6 {
- if $game_party.actors.size == 02 E2 _7 ]2 z# k, a2 i
- return false
; U2 B2 X0 s0 ]! J - end7 \- W2 d3 M3 K& W! D" f. s
- # 同伴中无人 HP 在 0 以上
5 ^; T, o$ m0 {9 r' M6 Z3 L - for actor in @actors2% C- x& @* e# X/ h0 O! Q' @0 Q) n
- if actor.hp > 0& R2 x0 S+ r4 x- d7 l8 w# j
- return false
7 v1 D' W' D# Q7 ~* b4 E; t - end$ k. ]( ~; |" X6 J9 ^
- end" }( U% T4 P4 Q- t3 L7 @
- for actor in @actors3 |2 W: ~( p7 Y$ J/ H; m0 g
- if actor.hp > 0 Z# s! H# }: U! L/ Y& `
- return false3 A& ?8 s7 N5 H @
- end
5 j+ ^/ @- x F4 _ - end/ W% P4 }/ I) A
- # 全灭
) o3 c# \+ Y3 i0 L" N, U2 M - return true, X/ A% X6 a \6 N& J
- end$ u; S) H5 D4 n9 N% Z. }
- # 其他角色
! m+ ^+ T% l. f0 I# U. n- J+ t - def other_actors
& C0 e0 C3 W/ l( }& {& E8 q - actors = []
7 T% S2 ?0 n# x: k0 p - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
9 f$ a, f: ~+ X! h5 C1 I - return actors
$ R. w# m! N' o9 b - end* w( v! Q8 z( M# G- O6 H9 d
- # 角色位置互换5 B% {. `. G3 G$ G
- def change_actor_pos(id1,id2), \+ ?/ L& X' P% e0 q- m$ Z8 E9 i& @
- actor_id = []6 T, |. n( ]4 G
- @actors.each do |actor|! I$ _$ h8 I1 T; v4 y
- actor_id.push(actor.id)
* T; w$ E; ?4 O# d8 G& \* e- O - end
' U* r }- ~; V - return if !actor_id.include?(id1) and !actor_id.include?(id2)9 m7 y) m( P% ~- t
- id1_index = id2_index = -1& u M% O$ c/ x: Q1 `
- (0...actor_id.size).each do |i|
\2 @3 D$ e4 Q: F- S( Q: I% B9 ^8 V/ l - if actor_id[i] == id1
0 F) Z8 s/ q7 I* N. F: h, ^ - id1_index = i4 ^2 t4 e- l* X" x
- elsif actor_id[i] == id2
4 Q E3 R; d. z0 _! ^ - id2_index = i7 S. X& v! D$ k0 z& w
- end
% C( ?6 F, w1 o, z3 W - end( p5 N- a0 ^: W3 W8 I* K' e
- temp_actor = @actors[id1_index]
# f& ~0 L. i- W# c - @actors[id1_index] = @actors[id2_index]% h5 d5 s) |% | K- q- g) G
- @actors[id2_index] = temp_actor
# u( K/ J% n$ ]$ r - end! C" ?! S8 I6 q
- end, U8 N# H% o. v# y
- & o) z2 y5 \* t2 Z
- class Window_Actor < Window_Selectable6 N0 p' ], N5 f5 I R2 K' ~. ]
- # 初始化9 A8 o1 A |- j* G+ \* b% e* [4 z
- def initialize
- O8 K+ D7 C: i* b3 x# { - super(0,64,640,256)
: r! N7 }8 E- F9 q6 Q7 [3 P - self.back_opacity = 160% k7 a3 a2 T7 H5 B6 D
- refresh
$ W" d: A$ o1 W m - self.index = -1
/ M1 u# A* `! J6 Y2 e - self.active = false' c) G5 r0 J2 c' d7 H% `0 c
- end
' G; |+ r, m, U. K - # 刷新 V! k) {. j+ k4 k4 i6 g
- def refresh9 k, a8 O" ]; j. B
- @item_max = $game_party.actors2.size
v7 j8 R; r& u - @data = []- }' _; U( i9 e% L) z7 J& w
- $game_party.actors.each do |actor|
7 s1 ?9 f/ c% c$ ^7 H+ m# I - @data.push(actor)
% d0 B4 {, [0 {0 I' c - end4 G, S- _/ l( [9 y: }
- $game_party.actors2.each do |actor|
& p; m2 B8 r0 v9 b; Y3 I - @data.push(actor) if [email protected]?(actor)$ X7 u' ^, S0 Y! O2 U* L) `
- end
. m0 r1 p: b! V' a" ^ - if self.contents != nil
4 E. n' @) F# j2 E# w8 Y - self.contents.clear
) s' `! x* q8 U- U- y8 a; q; \5 I - self.contents = nil
' Y8 b, D7 V5 J/ V0 f - end
* |$ z2 |" w o - self.contents = Bitmap.new(608,@data.size*32)
+ _( {# C; y9 w$ k4 }4 C' J - x = 4
8 E ?, V/ z$ M2 W - y = 0
* h5 J* y0 M9 R, x! Q# M7 a - @data.each do |actor|
. W6 @+ A2 G2 d" }5 E - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
& T ^+ K9 Z: q1 d7 v& i - rect = Rect.new(0,0,bitmap.width/4,31)
& f9 u% f- z6 O8 r% k - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)1 {0 {2 @! i( W% G8 q. ]
- draw_actor_name(actor,x+36,y), }1 l7 N8 [0 q/ L ]
- draw_actor_state(actor,156,y)
2 d8 f& {4 _( z" ^ - draw_actor_hp(actor,x+256,y,96)
5 C% G2 s( F0 L% l Q. X; c3 z - draw_actor_sp(actor,x+376,y,96)& |: V: S ]3 `4 I- i# s
- if $game_party.actors.include?(actor)1 ~; P7 S8 ^, R. }1 m- F
- self.contents.font.color = text_color(6)
, _, g' I: z- ~' d - cword = "出战"
: g) W2 d; I6 C& |9 J1 T - else
5 T1 {6 ^6 b; h! O1 n - self.contents.font.color = text_color(0)2 |. w) W" l) L' @5 _0 U. E, U q; P8 j
- cword = "待战"8 t6 O$ X% r' M q; e3 I X
- end7 L. a; ^- W2 D _5 i& [4 Q# X2 G
- self.contents.draw_text(x+496,y,60,32,cword)9 g; [/ X" G. s' v H
- y += 32( F( r) I( a$ T3 f7 ~5 i
- end
# x2 Z) h8 z! M5 a3 S - end
8 D! W: Z: _* Q# J' Y5 i - # 获取当前角色编号
) _. M) C1 \/ n( }* x8 Z2 d0 D - def actor_id
6 i$ _6 T3 I# U. P' K+ w - return @data[self.index].id- ?6 h9 B3 p! h
- end% c' l1 I5 @& }/ H/ e0 e
- # 刷新帮助- m3 z( i, a: G" k+ x8 A! u! Z
- def update_help
P+ Y$ t3 M+ }9 y3 l! v0 v - @help_window.set_text(@data[self.index] == nil ?\7 ^; ^7 p8 Y* P0 S' a* x) L* o
- "" : @data[self.index].name)7 l8 e) y5 q! Q0 j
- end w7 ?! D6 y; O" X9 I/ Q* J: Z- q
- end
# K, }9 ]5 n( Y! F
9 ~1 M- _: P" X0 H0 N" B- ~- class Scene_Battle0 B" Z6 z, @7 {1 Y/ @& T
- include LimBattlePlug
3 L+ V' O, }" u% e! x4 k- v - # 初始化7 x( k, F" n4 [2 c( G8 D1 H
- def initialize. I6 V* ^$ m: A) C3 |* K
- $game_party.set_actor_to_battle
! m9 x+ A' M' y1 m. [- D - end
) o, I0 g( J; g. W - # 主处理6 j4 E3 {. _! Z3 L) x- s2 i- c+ Q
- def main% {( L; m7 F9 i# {2 S
- # 初始化战斗用的各种暂时数据% B6 E+ C! T; S8 ~% J; y( s4 N' T
- $game_temp.in_battle = true
: d) B& K( A. o, \ - $game_temp.battle_turn = 0
) q( p, U- }* Z0 i - $game_temp.battle_event_flags.clear
, m; o. r: J% R1 S' s - $game_temp.battle_abort = false
; Y3 Q& Q; P- h3 N9 {5 n - $game_temp.battle_main_phase = false
e, e9 G( }) a9 k0 Y+ D - $game_temp.battleback_name = $game_map.battleback_name
8 e+ u0 }7 y1 i" s* |2 F( ? - $game_temp.forcing_battler = nil
6 l5 s& d4 T9 M' f$ o - # 初始化战斗用事件解释器) n3 n9 K+ w1 C% f9 ]9 w& d! L9 G
- $game_system.battle_interpreter.setup(nil, 0)
/ G( X2 m1 n3 A - # 准备队伍/ H8 j$ a1 {0 O6 |& V8 `4 y
- @troop_id = $game_temp.battle_troop_id2 N7 X: _- ]8 X9 s
- $game_troop.setup(@troop_id)8 F. y* l2 v( K0 B
- # 生成角色命令窗口
! D0 _3 J& O$ i" {, p - s1 = $data_system.words.attack
8 n1 o' O7 e" M7 a - s2 = $data_system.words.skill
3 Y G# X7 c7 \( Y% T - s3 = $data_system.words.guard
$ l/ Y$ k: ]) L/ F w* y+ r - s4 = $data_system.words.item, b2 g# d& Y. A, J
- s5 = WordChangeBattler
8 W8 L2 n) P, _( L/ a* l& \: ^0 I$ I - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
; J2 P; E7 i$ U - @actor_command_window.y = 128
* P3 y% M% R& v! Z - @actor_command_window.back_opacity = 160
N- z' v9 b0 g# t - @actor_command_window.active = false
; o# u" F: B5 a8 t - @actor_command_window.visible = false- ]8 j. l; n$ D; K& @' J2 J/ Z4 k
- # 生成其它窗口
: ]6 o1 F3 O% {7 n - @party_command_window = Window_PartyCommand.new: k) Z; I) Z" c0 Q' C
- @help_window = Window_Help.new
5 @' V: m$ o" [+ g% r8 h - @help_window.back_opacity = 160
6 M% N; E8 B& \7 v - @help_window.visible = false( t: u. F) r4 r4 x
- @status_window = Window_BattleStatus.new7 f5 x0 }" Z$ ?
- @message_window = Window_Message.new* p' } N" A ~/ @# P/ R: c L- T
- # 生成活动块
4 g* |) C1 T1 F9 D( j - @spriteset = Spriteset_Battle.new/ h5 z) r) {5 w& U; w" B
- # 初始化等待计数
/ T# }* e/ [% u/ X, t$ J) U - @wait_count = 0' H8 u, ^+ @! C+ e. Y- _) U
- # 执行过渡
4 @5 R' ? i4 X9 e+ _. |0 [ - if $data_system.battle_transition == ""
. I$ p9 E8 u W) @8 Q$ R - Graphics.transition(20)
8 h* V7 p: F' p! q ` - else
4 q/ t& J5 }! t- m - Graphics.transition(40, "Graphics/Transitions/" +, T2 `; P: N7 G! @
- $data_system.battle_transition)5 e$ E: D! p, Y, z8 B) t: ?
- end
: T% d/ }% \ \; R( I0 m* n - # 开始自由战斗回合/ X7 v* E0 c' q4 J) a3 i0 f: S
- start_phase1# S9 O1 Q& C! R, f0 ` }' a. S0 ^' M
- # 主循环
4 x7 Y8 Q: ]6 `( f' l - loop do; {6 ?' l6 R5 G6 P8 `
- # 刷新游戏画面
- U1 [- F4 V0 ^) E2 M - Graphics.update
( g) v9 ~9 d, m. y. {7 V - # 刷新输入信息
9 Y1 }. v+ V2 R* Y% X8 G5 w - Input.update& V- Q( T1 o) `: S* X6 _, ~
- # 刷新画面$ g [7 ^, q4 v! Y3 _
- update
$ W, m, z. [8 V O! O. K" H5 b - # 如果画面切换的话就中断循环
% i# U' Q. _7 j3 g2 v' P - if $scene != self
4 A. ^ L* U9 Z# U, } N0 G - break
! |+ W! v9 a4 U; a! { - end- k1 _3 ?$ }5 [ O7 L; P
- end, }* o" N3 ~( g: A! R1 S4 t
- # 刷新地图+ w: y2 O D; b1 b. \
- $game_map.refresh
- V+ N* V) y& k9 R. k4 ~! { - # 准备过渡
. Y8 {3 i( f |/ t7 R - Graphics.freeze* }' U; B0 z- @8 N) M C
- # 释放窗口
$ @, F5 O; I. j6 x2 j* } - @actor_command_window.dispose: P; b- D( P) P( T$ V0 I C
- @party_command_window.dispose
V; M }* v( D - @help_window.dispose# q8 I/ z2 [5 |( k* K3 e! }
- @status_window.dispose# S4 m- m; \! }# _5 O
- @message_window.dispose, V# A1 A9 q/ P4 g
- if @skill_window != nil, N, {4 D6 ^7 j& e5 M
- @skill_window.dispose
; g! Z2 @5 n5 y- p4 b% `' K6 y - end
R4 E k- D% n: Q - if @item_window != nil2 [1 W# P' L" Q8 p. a6 Y+ E0 k
- @item_window.dispose
4 I% S# S6 @, P( }. a - end6 G% @; {- j: Z2 h
- if @actor_window != nil5 Z: h9 _: ?1 g8 ] b3 |4 _
- @actor_window.dispose
' d4 E% j, W: X) i - end4 |) P- ~2 j2 y
- if @result_window != nil7 Y3 k" C y% v ~" s
- @result_window.dispose- {& [5 u9 v9 o
- end
* E" U( |6 M' U - # 释放活动块
. Q2 w1 {# o: `: q - @spriteset.dispose0 T8 D0 u7 V# c& q
- # 标题画面切换中的情况( S; n6 \+ c8 ]! X; L" R
- if $scene.is_a?(Scene_Title)
1 L! } D3 I8 c @7 E2 x' `' n - # 淡入淡出画面) n r8 h, R8 s( E4 R" D* w
- Graphics.transition, K( X9 u# e7 @8 `2 w
- Graphics.freeze
: c( p6 F' [, P - end
$ w1 N7 P) v. [) c4 U- X - # 战斗测试或者游戏结束以外的画面切换中的情况
) h e* J' a9 k; i5 d3 f3 j" L - if $BTEST and not $scene.is_a?(Scene_Gameover)
+ ?' F/ |& {. u3 W- Y$ e8 J8 d - $scene = nil4 y+ g. i: m& p* K. g
- end
0 U3 \" r2 s# f }+ C - end
" H y, q* q0 h* z- p - # 战斗结束
4 O/ t& R: j9 d5 o+ H; N3 U - alias lpb_battle_end battle_end1 k+ T' A N5 B
- def battle_end(n); d- n& j5 }+ ?
- lpb_battle_end(n)
/ n+ e) L* p) w' ?+ b4 C0 h- D: } - $game_party.set_actor_to_normal0 e. [+ v3 y7 E7 ]) F: R% D5 }
- end6 @ s6 `. T8 u! V3 C0 g
- # 开始回合30 A- v5 B3 o* e0 C
- alias lbp_start_phase3 start_phase36 T' \6 I: n9 e5 r" N/ G
- def start_phase3
* M( ~/ B8 D# O6 @4 G3 }1 _$ R9 z8 d - @changed_battler_id = []1 Z4 q- ]! ^1 p& J2 |: E5 F0 I
- lbp_start_phase3$ M" @9 `# B5 x8 E ^/ X
- end' L1 j) v* u/ _2 I7 q# U4 W) E; b* H
- # 刷新角色命令回合画面
$ O: C4 r% M! K% V( F6 f - def update_phase35 H3 e$ S; x L8 ~. U
- # 敌人光标有效的情况下+ l/ J8 T+ k4 d3 I$ n; S
- if @enemy_arrow != nil
" T3 a) G% p! d6 P& D/ B- U3 M8 w - update_phase3_enemy_select
* ]' d. r9 E9 b3 E) g - # 角色光标有效的情况下 w- q+ N8 \$ I' ?3 W, ^
- elsif @actor_arrow != nil& p1 B) ?8 y9 D8 K
- update_phase3_actor_select1 S! o+ K8 P6 q! o0 @% h; q
- # 特技窗口有效的情况下
7 A7 t& g+ F/ [$ O* ^. }9 A - elsif @skill_window != nil
1 Z) F _) J8 _% A - update_phase3_skill_select1 B. G4 o4 X5 C; Y/ ], m
- # 物品窗口有效的情况下
- ]: z+ b; s3 Q3 ]/ R3 R+ E - elsif @item_window != nil6 Y V. p* }; b2 ?4 J
- update_phase3_item_select
0 I1 d1 X; |0 q8 M6 U, q- B - elsif @actor_window != nil& _' J9 D2 V- e4 q
- update_phase3_battler_select
( V5 G4 [* K7 {* l5 O$ v - # 角色指令窗口有效的情况下
- {# `6 F, X$ F - elsif @actor_command_window.active+ u* A, X, v2 |$ p3 w/ g
- update_phase3_basic_command
( L8 E) S! f6 Z9 v* ^1 {+ F9 l - end& M6 A* H- P9 t3 {+ e' t9 N
- end
3 s% B9 G: \6 n1 @8 |3 Q - # 角色基本命令
' b9 B" _& Y4 F2 N - def update_phase3_basic_command7 U& ^8 J2 ~" Q; T* \5 ^1 |/ K
- # 按下 B 键的情况下! A$ l2 k- N- o0 n/ b2 m
- if Input.trigger?(Input::B) Y, _# T" [ o
- # 演奏取消 SE, j. D3 f/ m0 _% m, a) u
- $game_system.se_play($data_system.cancel_se)1 E) t6 t- u7 p6 h. V
- # 转向前一个角色的指令输入
* ^' K, u A: a; y) m - phase3_prior_actor
$ x4 e* d' U+ g+ F5 m1 Q7 I6 t- E - return
" x( b2 L9 Z3 G/ o - end2 {! P; |' n V- @7 z; F) H
- # 按下 C 键的情况下: N! p0 R5 R. i1 @: [
- if Input.trigger?(Input::C)
) f8 I# `- {: Z. n. S6 ] - # 角色指令窗口光标位置分之
) P2 J8 M- w& o. u2 }. e - case @actor_command_window.index; U6 X$ d6 y7 o0 ?
- when 0 # 攻击6 V; S, q' R# @- H: a5 u3 u0 \
- # 演奏确定 SE
- o' ?% u2 n+ D1 a& }3 Z [$ F - $game_system.se_play($data_system.decision_se)
, {5 f, d, C) y+ r - # 设置行动
9 \2 y* k1 R8 j+ p" y3 z* @/ ~8 l7 c- w - @active_battler.current_action.kind = 00 [% j9 \) G8 q4 h: O% f
- @active_battler.current_action.basic = 0+ y8 M; v% |0 W# \
- # 开始选择敌人
8 C q1 u' K5 m - start_enemy_select3 M% ~) R6 l/ t4 C4 A+ E, C
- when 1 # 特技
0 l g/ W" A4 n/ K. r. { - # 演奏确定 SE
1 h* X8 |( [7 r: c; w - $game_system.se_play($data_system.decision_se)
- R1 @( q1 H$ X* E5 {# ^$ | - # 设置行动
) z/ P+ I$ A* D/ |* u - @active_battler.current_action.kind = 1; w* I! ~" x+ B0 _. x) G! ]
- # 开始选择特技: w# m% O6 \" W1 l
- start_skill_select
/ Z& [; c3 o1 D6 H4 B9 J - when 2 # 防御3 s+ e: o8 A( r2 p4 u5 g
- # 演奏确定 SE
: E: G0 i! _. e- ?' U - $game_system.se_play($data_system.decision_se)3 ^2 g6 U. ?$ y% Q% ~7 H
- # 设置行动
* [! N; ~! f( l, c; s. \ - @active_battler.current_action.kind = 0- c8 ^ j2 x2 n V+ G2 x
- @active_battler.current_action.basic = 1
! o$ _" s' a6 K: l8 y& h - # 转向下一位角色的指令输入
; d8 I( Q5 D, h; d( s; v- { - phase3_next_actor% s* t% k1 R% ^) P8 T' p
- when 3 # 物品# {- d9 S+ w/ _ b! m/ Z) Q' `+ S, Q- }; D/ r
- # 演奏确定 SE/ \' O9 g! u0 s% S- g( w* F1 r
- $game_system.se_play($data_system.decision_se)
h: c, ^& j6 @+ [" ]# m# H) M - # 设置行动" L8 \" U8 B/ E
- @active_battler.current_action.kind = 2
5 m% a$ z! c: j4 Y - # 开始选择物品5 K% o' J% Q/ U/ G/ `
- start_item_select
1 Y% s& x/ ~6 E6 { ^ - when 4 # 换人) C ]# d' x$ g6 s
- $game_system.se_play($data_system.decision_se)5 Q+ h8 q( M1 U7 ?0 H! F
- @active_battler.current_action.set_change_battler
0 K/ W6 L# o8 L - start_battler_select+ r, ^: E2 [5 s0 w
- end
0 h- n. A) S( v) |+ t, \9 @ - return
% B5 [. Q9 F' ?2 _( y - end2 w( M/ c, @$ M- X0 L
- end. Q( \) `& Q2 }2 N! k5 Z
- # 开始角色选择
! ~' b& ]+ `$ k8 A9 k2 B - def start_battler_select
4 u! \( E) ^! w- O3 a# j - @actor_window = Window_Actor.new
% Q: N( \4 P/ c) ^% h - @actor_window.active = true2 m6 x' V# y; R& [
- @actor_window.index = 0
. H( K. H+ H& c9 g - @actor_window.help_window = @help_window4 \& z. v% h* @* }' z v) i; J4 r# l' U
- @actor_command_window.active = false' n9 j' D! c9 f( `
- @actor_command_window.visible = false
0 `1 J# W& H6 s& b" D7 O - end
1 j# x s, K$ [4 w1 ? - # 结束角色选择
& T7 g7 _# H0 W1 o o. l4 u - def end_battler_select5 [% v. n! B* _. P1 O) \( x
- @actor_window.dispose
8 w1 w) c" B4 J0 q - @actor_window = nil
0 c; ]+ S; l, C" h' g# U6 H - @help_window.visible = false4 n* B1 p6 D; o- u
- @actor_command_window.active = true
' ^6 Q' @7 O+ N - @actor_command_window.visible = true( X/ Y7 U$ b/ C6 m: T: d8 P$ }0 {. L
- end
+ }, k! y. ?0 t) u - # 刷新角色选择
- e: s, o2 h% v1 Z: k) M - def update_phase3_battler_select
$ i' T* T6 c0 p5 t) a9 t! { - @actor_window.visible = true& {8 b( J/ ` k; h4 @8 K
- @actor_window.update; O# R+ o' T0 F( p# B3 V
- if Input.trigger?(Input::B)! n% D% e9 [% `1 F0 c
- $game_system.se_play($data_system.cancel_se)" _$ j9 t- I. D3 |/ O! o
- end_battler_select
- T- e! L5 }' }! n - return0 u! t' w. U0 a
- end
0 r. F- h/ b1 N; O1 E: U - if Input.trigger?(Input::C)
% w4 o$ [4 P# A" x6 o' L - actor_id = @actor_window.actor_id
' [4 X" R, n" k8 x - if $game_party.get_actors_id.include?(actor_id) or4 G5 D! P% U/ W" _2 [2 d1 D1 l& |
- $game_actors[actor_id].dead? or
' V1 w5 z2 i, a* ?+ A" [ - @changed_battler_id.include?(actor_id)
8 t; h# ]4 y/ ]3 O6 I& t - $game_system.se_play($data_system.buzzer_se)
5 y4 k. ?' w! Y! L2 m - return! G, }' R7 }+ v) S; l2 }5 g. Q
- end
7 e/ `7 |2 m+ ~+ \6 U5 Q - $game_system.se_play($data_system.decision_se): K, i( I( Z$ d' q1 c4 M3 T
- @active_battler.current_action.change_to_battler = actor_id
. C# e; u9 M2 A# `" | o$ K - @changed_battler_id.push(actor_id)8 ?1 @; M3 ]: Z0 Z& M; [0 |
- end_battler_select
, b) ^0 u- p) _5 n, l, H - phase3_next_actor
! L3 T/ H4 a6 {' y; e - return
% a1 q4 S5 g! ? C& ~1 ~# l7 f - end5 R8 K! k$ x2 h1 X5 [; _) X4 y0 t' ^: p
- end w' V1 A% f+ V2 y1 w8 b2 `6 o
- # 行动方动画
. [; `% _5 J" d: G2 Q, a% [$ V5 ? - def update_phase4_step3
% J+ |9 R! _4 M7 l+ p - if @active_battler.current_action.is_change_battler?7 P4 Z$ c. }6 g. J. s4 s6 ~
- @animation1_id = AnimationChangeBattler! g9 D% H- e& M' x
- @target_battlers = []+ L( f( V# Z9 x2 w: `. Z
- end
$ v: A8 C8 A. q# j" E3 z6 l9 J+ Z - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
) ~( Z# `7 K& ^4 w0 p* d0 M. h - if @animation1_id == 04 B8 e9 b, C6 k- t! C9 W
- @active_battler.white_flash = true, t! d1 v4 B; A7 r
- else" l& L8 g- f f) i, R9 Q! U
- @active_battler.animation_id = @animation1_id
& `7 F: R1 x0 n! M( F) v# B5 P, u: r& i$ W - @active_battler.animation_hit = true
# L& z4 E+ _, D! t5 k0 L& R0 C+ f - end+ G: N" ^4 g3 h
- # 移至步骤 4
/ ?. t2 G" y: s, C9 T. i" [' ^) [# w5 M - @phase4_step = 4
+ F( d, c, V, e V: w/ z" u5 N6 @ - end5 f; z& [+ Y$ B. E% O
- # 对象方动画
, y' \3 R3 y. ]2 Z5 s$ F - def update_phase4_step4
% [, e/ s v) P# c) m - if @active_battler.current_action.is_change_battler?- x) E2 r/ d y* t
- actor1_id = @active_battler.current_action.change_to_battler. s1 F: O/ @( W7 W) X( f, o9 K' l& Q
- actor2_id = @active_battler.id
% j! R) |- \- U - (0...$game_party.actors.size).each do |i|3 a0 n/ S- T) P: b8 s1 U
- if $game_party.actors[i].id == actor2_id
5 [* H- l. e" t$ ? - $game_party.change_actor(i,actor1_id)0 G- A7 W) [% p4 F+ q8 O l1 x# y Q
- @active_battler = $game_actors[actor1_id]. P7 x; }) `1 Q5 |- N+ ^
- @status_window.refresh9 L7 f( H, N( H( @2 K3 Q
- end) s. M6 Q, C$ Q2 m' \# L$ j4 K
- end
: b! R2 H# A! B- G - end" a! Q; n7 e9 P4 ^/ Z
- # 对像方动画$ x" H1 U9 O9 D! T
- for target in @target_battlers
8 v& D9 K- ~1 j - target.animation_id = @animation2_id
2 I; K6 Q1 Z" o d; T- U - target.animation_hit = (target.damage != "Miss")& b; ?) S7 v, {, s9 W0 [' ~
- end/ b! X N0 [6 ^
- # 限制动画长度、最低 8 帧
% u6 I/ f+ h4 s2 p - @wait_count = 8
6 c) _" g2 G+ F! `& Y" {' z - # 移至步骤 5
, D* @( z$ w8 b6 M" g& u: R - @phase4_step = 53 {5 P8 B7 m! M3 d7 |
- end/ _" A" ^6 U/ ^8 z
- # 公共事件8 Y5 @1 w) I& c( P& c
- def update_phase4_step6
0 O. h; M( j0 y o - @target_battlers.each do |target|
2 g" i2 O+ Z7 J0 B - if target.is_a?(Game_Actor) and target.dead? and
' q/ h$ f8 _; P+ M7 N1 q - !$game_party.other_actors.all?{|actor|actor.dead?}, U) L* ^' C* k
- @actor_window = Window_Actor.new2 U8 _( C, L& V9 T& p
- @actor_window.index = 0
5 J/ g/ H: o0 m0 q; ^% [8 z - @actor_window.active = true/ s: G3 k8 y5 f) i) U- {
- @actor_window.help_window = @help_window+ }) S6 ] i0 c+ M
- actor_id = -13 g- G4 x* c/ \* j# d/ H
- loop do& t9 u, }# J$ H' x4 \8 `
- Graphics.update0 p7 i0 c. _! i' g8 s- h! q
- Input.update: U2 N0 X: q" p+ c- l' P0 t5 J X
- @actor_window.update, J; P# _) j! i0 \/ n: y
- if Input.trigger?(Input::C)
! u8 H8 O9 K; J" x" K - actor = $game_actors[@actor_window.actor_id]
) ^! x. N3 K) E3 a - if actor.dead? or
" R2 w" `# V. J- \ - (@changed_battler_id.include?(actor.id) and
4 S1 z7 M9 q: I: W/ D4 f* N - target.current_action.change_to_battler != actor.id) or* f: V# s! B0 e2 V0 d8 {
- $game_party.actors.include?(actor)* {/ V+ c/ f2 z' c1 A& T
- $game_system.se_play($data_system.buzzer_se)
0 l; _( h% B4 n" e0 C# i+ c7 a - else
8 T$ H8 e4 C/ Y. f" o. E - actor_id = actor.id
' y) b- m4 _. K" c) E9 W0 j - end. B- M- n* g' ]$ _* g/ Y
- end! H, Q; l) {- D
- break if actor_id >= 0' b0 r, @$ j- j7 b9 B
- end
- p# v& N, J" \5 q3 _# i5 U - @actor_window.visible = false
4 i3 j3 i: T- C2 H9 R. A - @actor_window.dispose- Y/ T4 W' L% C n6 P4 L
- @actor_window = nil
0 I: g! r2 J3 U$ p! u4 G: N - @help_window.visible = false
" x0 ]7 F& ]7 | - (0...$game_party.actors.size).each do |i|- y8 j3 r' E$ `5 Z2 \
- if $game_party.actors[i].id == target.id$ |$ E7 w; D) S
- $game_party.change_actor(i,actor_id)
$ ?# d, [/ d- D2 y- I8 u2 T7 v; l( O - @status_window.refresh" e6 r7 v" {; b6 U" m( b3 G
- end
- h4 Z0 x3 Q1 U; d2 F% h - end s) w& E3 W0 J1 a
- end
! V: e# m3 S; ^) I) {( P1 X. @: m - end
9 U3 f, G- |/ X% h - # 清除强制行动对像的战斗者
1 r! _8 B( M& j* z7 r - $game_temp.forcing_battler = nil3 L9 B1 Z( |0 o$ Y5 y. y. Y1 W
- # 公共事件 ID 有效的情况下
" t% G+ _$ _$ W \& U! B: b W0 R - if @common_event_id > 0# ~; b* p8 c; R" W- |1 [, u
- # 设置事件1 t& B1 X I# D" }
- common_event = $data_common_events[@common_event_id]( |% J8 r. n3 H( v/ D
- $game_system.battle_interpreter.setup(common_event.list, 0)
0 P9 k4 r; N) x( E/ m - end& h- T! D1 D0 C! I; C G
- # 移至步骤 1
4 P9 _* g7 r: W - @phase4_step = 1 ~$ W6 ?- K/ Q' g) l
- end
/ s+ S5 k- u% [6 H - end" O8 V& I+ A; e: @9 r
. d3 T& \/ `; [( F& V5 C+ m- class Window_MenuStatus. R# g( Z K5 ]) J# C9 t9 W; H
- def refresh5 f' k% C5 R8 d9 ~, z
- self.contents.clear6 ?6 p9 R: W/ H. _. n4 i# X
- @item_max = $game_party.actors.size+ R J3 Z( f6 D
- for i in 0...$game_party.actors.size
( b- U" \, R3 ?# c' n( H - x = 45 I3 M' u, e7 d( Z3 i+ P5 q
- y = i * 32
2 n" J! q* P2 @1 Z# A8 G4 w) @* k - actor = $game_party.actors[i]
4 E1 f4 _& o K5 P+ [9 b# _/ N - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)' c i2 S/ q) X5 r$ Z; X" ]
- rect = Rect.new(0,0,bitmap.width/4,31)6 m" L. p: B% ?
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
; W* h* T$ t7 y# n) t/ B - draw_actor_name(actor, x+36, y)" t0 L8 Y, f' }/ X2 f2 s
- draw_actor_state(actor, x + 136,y)
+ r9 O: V7 u# L* X4 } - draw_actor_hp(actor, x + 236, y,96)6 K5 J6 s# n$ E3 |0 M1 \
- draw_actor_sp(actor, x + 336, y,96)0 R1 c+ P. Y" h( `2 f
- end
. R3 P! Q8 y+ i) y, ~$ j* N - end
; c' I, J3 N: m# {4 s& h5 P - def update_cursor_rect
* v7 I# C0 O4 g W& z - super
7 m8 I7 Y& ^" @; N0 q6 ~ - end
. O! l0 u$ \6 R( J# R! [ - 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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