| 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 LimBattlePlug3 s) C4 j& ^2 I/ M% D& [+ }' y1 R* h
- : g# H8 [. W3 p; |( N2 C
- # 队伍最大人数
6 A# R: _6 b7 P/ I3 O) U - MaxPartySize = 81 Q* q7 \8 R4 h8 ?
- / ^, ]4 q5 h9 O) F0 I, [9 M
- # 出战人数
1 _" d- l, s3 Z6 t# O2 M7 f5 b - MaxBattlerSize = 1
& F8 u2 @ R X) \# c& V: X6 _ - - H. A; W F4 Y. x7 S/ y
- # 换人语句* @5 @9 O u: q: @3 s! e1 w, J
- WordChangeBattler = "换人"$ G; c9 \! t4 Y: Z
2 e7 ~4 @: ]: Y/ Q& x+ k( n- # 换人时播放的动画% K% N: P/ X' U6 L/ }
- AnimationChangeBattler = 264 {; k2 o" \ \. R ~6 D% }4 Q
- & l) A: O3 W+ A
- end
" g4 `* M- C B: I) e: K/ l* \ F8 }
' e- {7 K2 R( z' ~- class Game_BattleAction
1 Q) F4 d; j: T& U - attr_accessor :change_to_battler& S) k+ v8 w! b2 y9 H
- # 初始化
: @: f9 W& y0 G; \2 Q* O - alias lbp_initialize initialize
% q1 a6 G$ F4 L4 K$ s - def initialize
. C8 ^1 v' K0 J/ ^ T( P( m - lbp_initialize
4 _; v6 Y7 a3 \; p7 `9 n0 F - @change_to_battler = 0: M, b7 P$ V" i8 ]0 o
- end' y- N2 p8 t& M. K
- # 欲更换角色编号, o6 s* }6 B4 n3 i8 T4 p
- def set_change_battler g. g/ E. I; s7 n
- @kind = 3
5 M% {9 Z) D7 Y - end* W& o9 U6 m% o) T7 f- w7 ^/ @
- # 判断行动是否为更换角色: k! Y: v+ A9 P" j% _$ U# S- O% q& q
- def is_change_battler?
/ C2 b* L! s" P7 a3 e - return (@kind == 3)& h7 T4 x+ O' ~5 p0 x, S
- end% j( Z: q5 w: r0 Y
- end# C, Y: E2 i. S: N
# T( j! s0 ]% M+ d" P- class Game_Party: D: Z& a. A5 U9 O$ V
- include LimBattlePlug. c9 w; G, F+ W
- attr_reader :actors2
5 e! Q8 S4 C& j2 C - alias lpb_initialize initialize
: u7 Q: M! |- A; H G$ C/ ` - def initialize; h, b- M$ Y1 k! K- B+ P
- lpb_initialize
9 {( k6 f) p' J# {, e: g; [7 R7 B - @actors2 = []
6 p4 W8 E: ] Y& Q) R - end
5 c* I& D# S; L - # 角色加入
/ \! m1 d1 c/ H" ]* o1 k - def add_actor(actor_id) I0 I0 r/ S# m# v7 `: k* c
- actor = $game_actors[actor_id]
' o, M9 @ x% X' x. }0 D+ p - if @actors.size < MaxPartySize and not @actors.include?(actor)+ ~' K7 ?5 \' B* s+ {$ l/ d
- @actors.push(actor)/ ~: g8 R, f) O# K8 |9 }% t
- $game_player.refresh+ v; c! a0 v7 G( w. y' \. Z' S
- end2 L8 Y2 a( a- [+ \; O; w
- end" ?+ }# J. l/ O5 j1 d
- # 设置战斗的角色
7 ^: L: i3 b( e0 r8 A% F& C - def set_actor_to_battle. a* k1 i# t1 m( P/ l/ R. l
- @actors2 = []
, _1 Q/ p: \+ P6 Y5 w7 k5 o - @actors.each do |actor|
) v" H: U8 N3 U) s - @actors2.push(actor)& c- L7 H& S) }% z; c# {: q
- end; h. |8 j8 k! U1 K* ]' b4 p! x/ C
- @actors = []
3 ~7 U# `) I0 K. V2 `% O - @actors2.each do |actor|
/ r: e! W' q ~5 p8 x - @actors.push(actor)* S6 o) U k1 ^4 w* |
- break if @actors.size == MaxBattlerSize. r$ V# j/ [* L3 h
- end
+ {/ S' y9 U' L - end
% z$ f. O- ~/ y. o" o: ~$ _ - # 还原战斗的角色# ]3 c; B3 y8 { p- g7 ?8 i* y9 t
- def set_actor_to_normal
8 S1 G. V, B) D5 X8 u! C5 V3 s - @actors = []
0 ~+ @" u! ~- D8 B5 A% C$ p - @actors2.each do |actor|+ M$ k4 \; m# { J* S0 e
- @actors.push(actor)
8 a; q1 |9 m6 U2 z) h6 \4 |, v - end
6 y& d8 E/ z* v) G3 v - end. K4 z- x/ c# ^" Z3 R7 p0 J- h
- # 获取角色id数组
" K1 R+ E2 C7 `/ z0 c - def get_actors_id
! k9 ^9 O* P7 _6 O8 b - id = []
* t" ?( q N. @. d5 M1 o/ J2 L& M - @actors.each{|actor|id.push(actor.id)}% w, L% }. b0 H, r) }: a5 J
- return id' p$ v8 _0 l, y% K- V: \* r
- end
4 Q! @ v. o3 f+ j' Y: ? - # 获取角色id数组
& ?2 A2 u1 z( F' m5 y* W- k - def get_actors2_id
" S; l l( h+ S2 \ ~+ q - id = []8 t& E0 p0 w; b! z
- @actors2.each{|actor|id.push(actor.id)}0 ?" |+ g3 x, ]' B; c
- return id; v. c+ m w4 k
- end1 E$ }, s- T8 ` r I2 v0 _/ ~2 y
- # 兑换角色( x7 D2 e g0 |/ j) J+ ]- d
- def change_actor(index,id)
' [5 i+ i. G" B - @actors[index] = $game_actors[id]2 e( ] g1 d& W$ o4 W% o+ L& V7 J9 O
- end" B5 w4 b! Q$ x7 F
- # 全灭判定. C7 |; w7 \% L* C" f
- def all_dead?5 E+ g7 G; q2 D# C
- # 同伴人数为 0 的情况下( J& M! k# E4 _% m
- if $game_party.actors.size == 08 A& L% G2 n/ T" I) z& W
- return false- v' N. q0 i0 b: h
- end4 o! d# x% o. K
- # 同伴中无人 HP 在 0 以上- C; x( P s" j) O. w+ X, \
- for actor in @actors2) c4 S6 T K# x5 V1 f0 @: q
- if actor.hp > 0
5 F$ u, b# G/ o0 Q4 B' } - return false
2 g$ R. h: o0 n$ ]. U: H2 M - end
) I# i! T5 i& w/ V - end& X" ]+ C% W) j" Z
- for actor in @actors
! ~, V6 T( D: G/ i6 H% u - if actor.hp > 02 f& ~; o) @3 I) B; z* w% L; N
- return false
) Z; Q S( m! b - end- u7 }! e1 \/ Y) ]. Z0 J/ n) F
- end
4 Y9 a/ b$ Y5 L3 {8 {$ Z4 O, T3 L a - # 全灭2 Q& W" o7 {5 `! Z
- return true
" k$ b, @$ w9 s4 [ - end
/ h% X8 ~2 i1 T! p - # 其他角色
5 J* w/ r3 g- k6 Z/ z5 `* ? - def other_actors( j" `9 x- {% @6 T, V' [/ E
- actors = []7 [' b1 i4 E2 d4 q6 d/ c) p
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}* p& b9 X! E5 V, {
- return actors0 G! v3 l, x1 {5 I. v8 P
- end% l0 M I( w8 k" }
- # 角色位置互换 E- _' g' R5 O; t# j3 E$ G% T
- def change_actor_pos(id1,id2)( f5 P& |: H" J6 K
- actor_id = []
1 |! t2 H J9 V/ ]* K( K - @actors.each do |actor|
1 F8 k! D/ B/ q' S+ Z: j - actor_id.push(actor.id)
1 M" l4 T7 N7 h0 o - end w, K) R1 F. W( J+ r) @
- return if !actor_id.include?(id1) and !actor_id.include?(id2)# m. J& ?+ O! M# z) R, K
- id1_index = id2_index = -15 v+ @: y: Y! X
- (0...actor_id.size).each do |i|
! l- o7 o5 R, C8 j R7 Z, F - if actor_id[i] == id1
5 P3 w0 B( E) b& O4 Z0 J/ h - id1_index = i
* z* W0 H4 a/ r" Q/ ~5 \1 n/ C - elsif actor_id[i] == id2
' {3 \8 ^ @, L | - id2_index = i
7 E0 I$ g7 o! e - end
9 r% @2 v; s1 i. Q: q$ W! }: i+ e/ K - end, F) U% g }7 z( q. g' ^# A
- temp_actor = @actors[id1_index]
+ Z, L! `3 p) ?/ ^0 j3 Y1 }8 n. L - @actors[id1_index] = @actors[id2_index]
/ w3 z( ^2 k8 o3 |. R# v- P - @actors[id2_index] = temp_actor
2 u( \# _% v% G& f4 c! `. E - end
- v }8 o5 n/ G+ H' {0 X( _/ D - end
4 q3 q) u; y. a
, m+ D1 S9 J9 i) @4 G- class Window_Actor < Window_Selectable8 @+ C5 C# t4 s( T9 I0 d" X7 H
- # 初始化
; W, ^* n! S/ N0 s0 F - def initialize
) K x ]" V3 Q2 _. S: ? - super(0,64,640,256)9 v9 W2 J4 X! R7 Z
- self.back_opacity = 160: t; p1 U5 ]. X# D9 ]
- refresh
6 j5 T2 ?$ R: r8 v& @9 a - self.index = -11 G: d2 Z9 r7 f) j. _
- self.active = false
1 D9 p, o. N& G0 w% B - end8 T- I. e4 l) L7 j( m
- # 刷新2 G+ Y {) {2 A+ U) N' \* M$ D9 p
- def refresh
( L. s7 O- Q' ?. e - @item_max = $game_party.actors2.size$ y) T3 r8 j! @ z+ l. D7 n
- @data = []3 T% z, X1 q& T/ V' w
- $game_party.actors.each do |actor|
* I: _ C: s6 D8 ^7 Z' v - @data.push(actor)
9 o' A3 A+ S# o" M6 O) W - end
0 p& Z; W& Y7 Y( O4 x' ~ - $game_party.actors2.each do |actor|
7 n3 c1 L0 f3 t9 X T - @data.push(actor) if [email protected]?(actor)
3 v, P" y7 ~# T6 c& A& W - end
1 _& y. h, _0 T; [. R) D- D5 Y: l - if self.contents != nil: p; d E) ~, A5 y% i6 z& y3 s% v
- self.contents.clear8 N6 i9 ^6 x: e7 |$ X' ?
- self.contents = nil
8 ?5 B' {0 ^0 V - end
" `& l( W: K9 ~% L4 _" G! M - self.contents = Bitmap.new(608,@data.size*32)
* F3 o/ [2 d0 v2 Y, H+ n: B - x = 4
9 T6 [3 p' [8 K9 l y+ F - y = 0
, T" W& I# V- L) S3 {$ T - @data.each do |actor|" o% C+ u- P+ M% O1 V$ a- H
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
# ]$ ]' d4 X1 X' U' M4 ?; x8 o - rect = Rect.new(0,0,bitmap.width/4,31)
5 L: v& T& \1 g* n* q( x/ X - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
( P% D, Q6 n, I1 q) j1 p - draw_actor_name(actor,x+36,y)
' e- i5 g9 ^! W - draw_actor_state(actor,156,y)
$ q+ H/ O& ~/ j! o - draw_actor_hp(actor,x+256,y,96)$ K9 P/ n! f. y2 w$ z
- draw_actor_sp(actor,x+376,y,96)
& ^% T7 D. g& i5 J: j5 o0 v a - if $game_party.actors.include?(actor)0 f* W2 S# T9 D; @; e
- self.contents.font.color = text_color(6)
& v9 W) S4 s& D' l1 {' L - cword = "出战"
1 [& ?2 q% t3 W) E2 Z D - else
- d$ n" W" a, B; z5 d% m - self.contents.font.color = text_color(0)( e$ n$ G1 U, n2 g5 P
- cword = "待战"' {- j* S2 O$ `1 n. Z9 ~# ?
- end' k0 s8 x3 k! i1 s
- self.contents.draw_text(x+496,y,60,32,cword), g6 J+ u F* W+ J. \7 \. w4 K
- y += 32
; J w4 `6 J. ^, I- ^ - end
# `) y5 _" Q0 |& \% @! q Q+ \ - end1 z; X5 X" E( T: p' J
- # 获取当前角色编号
9 P; Q3 z5 h% b) v1 A$ K* u - def actor_id5 |- [; K5 U3 d' d
- return @data[self.index].id
$ N l) C2 ~' x1 P" T# P2 M2 Q; U - end' m8 P8 U8 y2 f0 `
- # 刷新帮助
- ]; k! u. p& K - def update_help
2 d" o$ _5 Z1 N2 C0 r; R - @help_window.set_text(@data[self.index] == nil ?\
% z3 R' G6 c' |' o9 q5 N - "" : @data[self.index].name). [( r3 \# M) t3 G! W7 F
- end
# A+ [/ _' ?. _) K - end
6 N8 R8 x7 i# n, Q5 E3 O* T' j, F
: {6 y: m) r0 I2 Z. K- class Scene_Battle/ M8 a: O6 D" F8 h5 G
- include LimBattlePlug
# G2 t( A7 U& b - # 初始化
: m3 P+ Y9 X+ |& q) V3 N - def initialize9 Z5 ]: G1 k o
- $game_party.set_actor_to_battle+ E/ y9 G( U" s- U5 G2 t3 B
- end$ J# `& b" Y) }3 i7 } x4 C
- # 主处理
2 k8 E. `8 s# S. q+ |& ^* N - def main: n$ g3 x8 s& V( [& i& V0 f
- # 初始化战斗用的各种暂时数据
" D9 M& }: }7 E J& i - $game_temp.in_battle = true
6 k" a: A& h6 C8 r/ W. C% t - $game_temp.battle_turn = 0
7 K. D3 G5 R3 s - $game_temp.battle_event_flags.clear
z1 o& o9 f, j% Q5 ] - $game_temp.battle_abort = false5 i/ \1 b3 e$ X: j4 U/ T+ y; X
- $game_temp.battle_main_phase = false9 R8 w8 J% o, S
- $game_temp.battleback_name = $game_map.battleback_name8 g% M7 w1 Q8 f$ l, S, y* D
- $game_temp.forcing_battler = nil
# Q, }. j. {9 q( A Q' o1 G# k - # 初始化战斗用事件解释器9 ^: i: A5 Z/ M
- $game_system.battle_interpreter.setup(nil, 0)
& ?- V, n4 m4 l - # 准备队伍
- W: h' J- Z+ m. R8 o( ^/ v - @troop_id = $game_temp.battle_troop_id
& c0 N7 p! p$ D0 v/ c8 y - $game_troop.setup(@troop_id)
1 q/ Y* _' ~( X/ A7 n2 h - # 生成角色命令窗口5 T% }8 s2 Z0 _1 x
- s1 = $data_system.words.attack
$ A9 T( q9 }3 R1 [9 a' S) w2 S - s2 = $data_system.words.skill
0 w( X3 P5 w7 G/ b) b9 a - s3 = $data_system.words.guard
9 E& }2 j5 u: R1 t - s4 = $data_system.words.item9 l, r) q$ l7 ~1 e4 \
- s5 = WordChangeBattler
+ d$ U& J; N i: c5 J' C2 M2 V - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
: J3 a- ?# p. ^9 N5 c. r. U - @actor_command_window.y = 128& L, k7 B: C5 J8 c( [
- @actor_command_window.back_opacity = 160! r. c! v: B3 p7 ?
- @actor_command_window.active = false
. L9 P! N/ u; E - @actor_command_window.visible = false7 I9 } t* B4 M0 R5 M0 Y
- # 生成其它窗口; H8 ^, i" p7 I) |' b5 @
- @party_command_window = Window_PartyCommand.new
; M& w5 R3 J( S# ]- w - @help_window = Window_Help.new
4 g8 [0 ~- n! h% w; M, } - @help_window.back_opacity = 160
/ Y5 W. s$ q5 e A3 L) j; l - @help_window.visible = false
, S" K" S6 D! t* ]" W1 r2 N - @status_window = Window_BattleStatus.new `2 b+ s7 e# @ j M
- @message_window = Window_Message.new% N j+ _) A$ [7 ~
- # 生成活动块$ E2 {* @! [2 ]- K" M
- @spriteset = Spriteset_Battle.new4 Y2 @0 r' J/ F: P' j8 V
- # 初始化等待计数
; _: W+ N) s1 S) p - @wait_count = 0
/ c2 \1 T: t4 B9 E - # 执行过渡
( b! A& [6 K! m7 F - if $data_system.battle_transition == ""
$ s! E2 A* O6 L4 v2 S' ]2 Y - Graphics.transition(20)
" v, f) Z; o1 O% G C- B0 v - else. H& }6 d9 c2 w, M: C% b
- Graphics.transition(40, "Graphics/Transitions/" +
! v. h/ c4 J; ] - $data_system.battle_transition)
8 R' g# b3 s5 x1 r; ^. J9 B, M - end
$ m6 N* \, X# s% ~% J2 b - # 开始自由战斗回合
" J) r( ?; N" R7 B; Y6 J - start_phase1
! `! d' W- Y/ l) X$ H - # 主循环
2 C7 @! a z1 C2 D5 P% g6 S - loop do, _$ Z2 D0 j7 N0 \% y
- # 刷新游戏画面5 |0 Z" i6 T2 {8 \! Z
- Graphics.update6 v; E( O4 b* D: H. z0 p% B
- # 刷新输入信息
% ]! X8 H9 v& _. D% B# h) M - Input.update$ m. \1 z# ^( }8 r+ Z
- # 刷新画面 o2 s: u6 ]& ?" w$ W
- update
# r. k0 h8 E& J& ~' Q! j. ? - # 如果画面切换的话就中断循环
; T# M I, r Q+ R$ c' X% G1 Y6 p - if $scene != self7 P* f& r% I9 q0 T! I0 O
- break
" c" ^& P7 F# @% p. l5 Y$ ~: w - end, h& P% R; s0 m/ a- _; S8 ^
- end$ q- {4 `- s) ~4 D
- # 刷新地图2 R( o8 V: w) ^: d; F1 [
- $game_map.refresh
9 b$ M" y5 {" e) e. `( r8 s - # 准备过渡; V% \' C @4 Q9 ~! ]
- Graphics.freeze: d* P& p% a% s2 G
- # 释放窗口2 M/ g& Y! v* w$ I& G8 Y* `
- @actor_command_window.dispose
' K, m- Z/ \7 Z s( P - @party_command_window.dispose6 f2 o( D' M; i* }9 D
- @help_window.dispose7 V5 \5 ], d# c4 @& E
- @status_window.dispose
3 S( e, i( [" c& g; ` - @message_window.dispose1 ~: ]8 P$ n/ u# {" N3 n
- if @skill_window != nil
% j: j/ w- L1 c$ F( a - @skill_window.dispose
/ k. e8 u. f4 J# H/ n; n - end
6 d% Q2 V2 ^1 d& ]2 ~1 D% Z - if @item_window != nil9 F7 Z* @; k0 m- \
- @item_window.dispose
; x1 q9 }) K1 [8 ^ - end0 [! D' @9 G+ p+ o# N6 x
- if @actor_window != nil
0 x3 h. I& r) T( i - @actor_window.dispose- s' Z3 _/ M% u9 i5 w( Z
- end
$ X/ E1 }) E% t$ s - if @result_window != nil% S3 a1 Z" r) s1 E7 U. A
- @result_window.dispose
) n* L/ b/ }* _. @- Y* | - end
% L* ^& u! E0 K2 m+ B, ]" j0 N0 t - # 释放活动块
2 s- j' M( T2 a2 J. ^& @ - @spriteset.dispose
! k; d! s( z+ C1 A - # 标题画面切换中的情况
! `( v* ~) |9 G5 x( A$ H) { - if $scene.is_a?(Scene_Title)) \! \- S: p7 B6 k
- # 淡入淡出画面$ F: P9 I1 z. s. M( R9 x
- Graphics.transition
# H* p x# g! Z8 T, n: c - Graphics.freeze8 f S- o+ L$ _) G" t8 f: }
- end
) X6 c( N' M. g* A `/ g6 Z$ Q - # 战斗测试或者游戏结束以外的画面切换中的情况8 ~1 n* U0 m H
- if $BTEST and not $scene.is_a?(Scene_Gameover)
# U0 K* t( q4 Z' i* I. u" w - $scene = nil0 d( g1 } q m6 V) y1 B
- end: J7 }8 H, j2 u4 U
- end
; ^6 A3 A4 ? h6 F, s( O! r - # 战斗结束& n& w* a) u" ?- ^7 g9 a. i
- alias lpb_battle_end battle_end
, z' h; Z' m9 n# E( i - def battle_end(n)
& V* u2 @7 U6 l2 w; a - lpb_battle_end(n)
: W" p$ h8 ] \2 ^! N6 \ - $game_party.set_actor_to_normal
3 X S, K( I; o$ w - end J, L* q- d9 `4 X. ?5 L! M
- # 开始回合3
+ E: X! ?1 e$ W* O% ] - alias lbp_start_phase3 start_phase3
) x( k2 z0 v. B4 S1 N1 Z# K5 i% W - def start_phase3: E1 m6 r# C- q
- @changed_battler_id = [] D7 u& D: d0 t8 ^( r" W$ H
- lbp_start_phase3# X) Y3 S* m$ Q% K5 W4 I D
- end
* ^+ F! ~; U; h4 m - # 刷新角色命令回合画面9 Q8 s/ C& C I
- def update_phase3
8 _; ]2 h. C2 G6 l/ D - # 敌人光标有效的情况下: N! V* P$ F# F5 \
- if @enemy_arrow != nil' w ^# |2 S5 [$ @2 d
- update_phase3_enemy_select
6 a* G, x6 S! ^6 z - # 角色光标有效的情况下- U$ j/ M/ g4 u3 u% g+ ~
- elsif @actor_arrow != nil
8 u! Y( t% ~+ g1 ?( ] - update_phase3_actor_select) ^+ z1 {9 Q. o3 n# N% o n. t
- # 特技窗口有效的情况下
6 l( U9 p W n7 C- h; U, }& D. \, a - elsif @skill_window != nil
3 }, v) b% J) T3 o+ j2 }8 n- c - update_phase3_skill_select
$ a3 J; y2 o# k: g/ K; [, W - # 物品窗口有效的情况下
. [8 t/ T4 c1 m a& J0 w! Q - elsif @item_window != nil9 e9 I( S9 n) D: e+ Y i! k2 K+ ]9 _
- update_phase3_item_select
7 \$ ~- v1 v* E+ q: ?2 E) F - elsif @actor_window != nil$ x5 Q V: j! Z |: |5 g& }! Z
- update_phase3_battler_select
* V6 J. h7 t! S7 l& V% E - # 角色指令窗口有效的情况下
) |; H' |7 a2 m - elsif @actor_command_window.active
& h2 P% A) ]1 T6 e3 i! c1 ? - update_phase3_basic_command
% S5 g' H, I. n" S - end v' l! m4 z5 ^) F& k! _9 q: v1 x
- end- A0 T7 l7 g( X& r+ y1 X
- # 角色基本命令: r: E' t9 I7 c5 c+ U4 O
- def update_phase3_basic_command
8 D9 S3 O2 ^$ O- M- ^# N/ U4 E5 Q - # 按下 B 键的情况下
$ ~( S( S8 G# t3 f0 t - if Input.trigger?(Input::B)
4 }% j$ W: z1 S+ E5 `1 p - # 演奏取消 SE
$ S- X/ U5 ^$ {) ^ - $game_system.se_play($data_system.cancel_se)$ N' ?& a, B6 g U
- # 转向前一个角色的指令输入
! @+ V! u+ j4 X! N - phase3_prior_actor
# S: t! ]* ~2 c) N0 @% e - return* S! M1 @) U! X' M n
- end a; X/ V4 h( h& r# ?
- # 按下 C 键的情况下/ F B+ _6 J" p8 Z+ [2 {
- if Input.trigger?(Input::C)
1 O4 R5 X+ _, K1 ^" {( T - # 角色指令窗口光标位置分之7 \/ f0 R- P. O. B& i
- case @actor_command_window.index5 w6 Q/ B1 F: |2 D4 ~
- when 0 # 攻击; R1 N0 a4 w2 M3 r- o
- # 演奏确定 SE
7 m: v' f9 @; ]8 t' E; ?% m - $game_system.se_play($data_system.decision_se)7 E2 }/ [9 J( Y2 m' A* r' J! I
- # 设置行动8 M3 ^( u* {7 M# m$ ~ {0 i7 l
- @active_battler.current_action.kind = 0% g# m' Z& K4 l$ y6 \, n
- @active_battler.current_action.basic = 0
" v2 Z; Y2 x# `3 o/ o4 c. _9 I7 c - # 开始选择敌人6 `0 B& r; [! o
- start_enemy_select
& n$ ~, ~* a. Y: W' F9 Z - when 1 # 特技- U4 M9 O/ b1 Z; }0 P9 ?
- # 演奏确定 SE! {( @4 _( h) W
- $game_system.se_play($data_system.decision_se)
% J0 [- l4 Q* T* x2 S/ l# S- W/ U - # 设置行动
S5 L* j/ r1 n( B - @active_battler.current_action.kind = 11 g9 r8 F1 z' P3 ^
- # 开始选择特技
8 O: v0 X6 p& y - start_skill_select& a0 t/ Z: S, }* U2 i
- when 2 # 防御* X/ s7 I4 n, O! i: u* e
- # 演奏确定 SE
, z4 n+ |3 R% J% _9 T+ p2 L& a - $game_system.se_play($data_system.decision_se)
$ y3 u. B; u1 _- F+ |6 { - # 设置行动% A6 c0 b4 S$ P
- @active_battler.current_action.kind = 0& J) E1 G' Q, y% X1 i$ a- G
- @active_battler.current_action.basic = 1
" c& m8 g3 R) c5 j( Q1 q. s - # 转向下一位角色的指令输入
9 L* w, G8 C7 P- H- M4 T9 b - phase3_next_actor* I1 G+ E+ a* H' Z1 c: v
- when 3 # 物品
- m5 D8 `/ c" ? - # 演奏确定 SE; i2 F( E" e3 P2 U1 M
- $game_system.se_play($data_system.decision_se)
5 |6 h' ]5 w$ {% X& o a - # 设置行动
: x0 Z( w+ ?. _+ q5 U& E - @active_battler.current_action.kind = 22 _% m& G T: E# j
- # 开始选择物品
3 ^8 Z+ c1 H; W: H - start_item_select2 ?" `& l4 C% b* n/ p! U
- when 4 # 换人
! I& U3 ?. B! N7 V+ b& X3 y - $game_system.se_play($data_system.decision_se)& M! c6 Z+ L. ]; T+ |( s
- @active_battler.current_action.set_change_battler0 c: `2 D |' t' k' k
- start_battler_select7 k: X5 A" M' X
- end: P# F# s! u8 u) J/ }
- return
. k2 @9 s% U: M7 \/ ~2 W5 E - end+ f2 }$ @0 D9 K# J) {
- end
: M: f0 S) G5 A5 ] - # 开始角色选择: e/ f) ?8 [6 M# `4 a5 g6 B7 F! D
- def start_battler_select
5 [; f, }( ^" [0 C' ^ - @actor_window = Window_Actor.new
' j) _6 X4 _7 B - @actor_window.active = true# T9 f7 y$ V4 |0 m2 Q
- @actor_window.index = 0; W4 N$ W/ J: U V
- @actor_window.help_window = @help_window8 X% R; G1 j) C" i) N# @
- @actor_command_window.active = false
1 @. t" Z; H; G% J; j: Y - @actor_command_window.visible = false3 T6 _ r" v# }& y f! X _( ]
- end
! i, D* y6 k; j6 k - # 结束角色选择( C" X/ @/ L. L% w% o' T5 S- {
- def end_battler_select! ^8 {1 Q# Y# u% d% }" w
- @actor_window.dispose
+ o# u4 _2 S, g - @actor_window = nil
( o4 l" {3 U* R3 m$ v" d$ d - @help_window.visible = false
$ q7 e( _& n. {$ n - @actor_command_window.active = true
- {8 Y2 u, A4 D: D5 X - @actor_command_window.visible = true
+ u6 a) x' N; K# [ - end4 Y: i, Z* n: y2 ?
- # 刷新角色选择
: C, H5 L {% z0 a1 @- m. u1 i1 y4 ~ - def update_phase3_battler_select
7 s0 U" b6 C+ R, Z - @actor_window.visible = true
5 b; R8 R1 o. y6 M! K! X - @actor_window.update
# ]' p1 x7 `- e d$ t' U r& e - if Input.trigger?(Input::B)1 \- k. N2 b/ F/ a+ C
- $game_system.se_play($data_system.cancel_se)# d f7 m2 T: A5 \5 j: p
- end_battler_select8 z" ^7 N, p' [# ]
- return9 _. }$ f' A" M$ X# \
- end! F7 k, B0 R* n5 C, T X# c
- if Input.trigger?(Input::C)" K, ~' E+ I {+ g; r
- actor_id = @actor_window.actor_id; a& F$ Y7 o3 Z+ h, X
- if $game_party.get_actors_id.include?(actor_id) or
8 s9 A( d: m$ ~- S - $game_actors[actor_id].dead? or
' r/ n: w9 {! a2 d3 a8 ]# { - @changed_battler_id.include?(actor_id)- w* r4 p0 H% `
- $game_system.se_play($data_system.buzzer_se)
+ I5 F( A" Z. A7 E/ I; f8 @ - return
$ D, Q, ^, ?8 w' p - end
, b$ j) G M; S - $game_system.se_play($data_system.decision_se)1 w/ L3 ?' ^( {! K9 W+ b
- @active_battler.current_action.change_to_battler = actor_id+ d; e4 I6 n& i4 W6 F" v7 z: z
- @changed_battler_id.push(actor_id)
0 K- O) C$ z# P - end_battler_select" F0 [( u! a- z" x
- phase3_next_actor
! W. i- n* B$ k9 r - return* [; G% S5 ^ b1 L h7 @+ R
- end
! q# Q& M8 k0 s$ O& U) W- ~ - end
& t. q2 G8 m, z( K6 z$ | - # 行动方动画
+ p- D9 x4 D+ I& Y6 k0 C' v - def update_phase4_step3+ C+ w, [) s& @) h0 v) @: ~
- if @active_battler.current_action.is_change_battler?
; K X( c4 ~8 G3 a! i# s( ? - @animation1_id = AnimationChangeBattler
% ~) j* G7 }! v, ] - @target_battlers = []
, T; v: K3 f2 K+ c* B( K - end
& Q! h( V, n7 Z - # 行动方动画 (ID 为 0 的情况下是白色闪烁)" A5 c# k8 ?, k# d' L6 ?
- if @animation1_id == 0) N0 r" \+ h% p5 M; D
- @active_battler.white_flash = true
2 y! O+ y2 p: j. q" l - else- n$ y& Y2 p# f; y1 H
- @active_battler.animation_id = @animation1_id6 t& {8 d# X) b0 Z
- @active_battler.animation_hit = true# X9 l- Y5 Q8 v) R4 J% n5 ]5 f
- end
, q. i1 q; W( j - # 移至步骤 4
" l; s' E9 ^% z - @phase4_step = 4* ?: H$ y0 K1 D- A
- end
" T8 O6 E) J8 p* k/ J! p8 z: B3 L - # 对象方动画+ N. }2 q9 e6 ?) ?
- def update_phase4_step4
# I% ~2 o! C3 U; l& R - if @active_battler.current_action.is_change_battler?+ h8 W0 D1 J: l" q3 a- k
- actor1_id = @active_battler.current_action.change_to_battler4 D* C* S0 X7 V- }- b
- actor2_id = @active_battler.id0 o7 u9 h u1 z1 ~2 ~
- (0...$game_party.actors.size).each do |i|
! f% z' X) c% L. O2 m0 u2 z0 d - if $game_party.actors[i].id == actor2_id& v/ R- m. m' ]. ?6 z, q) b. j0 Z
- $game_party.change_actor(i,actor1_id)0 x' _' c% A) M9 L
- @active_battler = $game_actors[actor1_id]
' ?- g. E4 Y2 j0 c" |( o* H - @status_window.refresh
2 J2 _8 K& d' y, ^& B - end! c% m0 k5 [+ `7 g6 w. C2 j
- end$ T' `; ?8 j/ Z7 G
- end
, g0 u* l& f7 |; X1 H - # 对像方动画 v [& q F; X R; n1 n
- for target in @target_battlers5 |' g; y- ^, C; |6 X. X* r; B
- target.animation_id = @animation2_id
( B/ K) B" w9 U - target.animation_hit = (target.damage != "Miss")
$ y1 a# s' {! K) d: c2 u5 H2 x6 Y! f - end6 {8 G: E. i3 N
- # 限制动画长度、最低 8 帧
0 S8 f! |* D' U/ P, d - @wait_count = 8
5 m; H# D! `& N: p" f - # 移至步骤 5
" i5 e2 E$ W% O+ w- K& u1 }+ R2 E - @phase4_step = 5
: h* [9 \2 J2 P6 | - end1 \% ?1 g% i5 W% W8 c0 i
- # 公共事件% O* [/ w7 d+ c( m4 p' K4 B% r1 T
- def update_phase4_step6
8 F( B; s( u+ x- z0 U0 d$ V - @target_battlers.each do |target|) J# @, w8 Z( J6 [/ n
- if target.is_a?(Game_Actor) and target.dead? and
& F; m3 F; q3 ?" @8 ` - !$game_party.other_actors.all?{|actor|actor.dead?}& |2 I( I% k( a: W. Z6 P% @
- @actor_window = Window_Actor.new
/ X5 F: l! S. q' B; e: [% V - @actor_window.index = 0+ c! f5 a' o% E6 P+ `" b
- @actor_window.active = true
& ~' ~1 U- E* m! k V, p B - @actor_window.help_window = @help_window9 [/ z3 Z# i; g5 b4 q' v
- actor_id = -15 A6 ]& W1 U4 W) J
- loop do! X$ w6 N( i0 K5 c5 R
- Graphics.update" P) {4 @1 _' B0 b
- Input.update8 M: }% u4 L0 U* [6 }
- @actor_window.update
' H+ p7 X8 l6 m1 X6 n - if Input.trigger?(Input::C)
+ G) Y/ C" f) d [& G9 J9 r - actor = $game_actors[@actor_window.actor_id]
9 C1 ~% Y/ p/ H - if actor.dead? or
2 H' k; n' x# H9 G6 Z5 n+ M - (@changed_battler_id.include?(actor.id) and
9 `6 `- w$ t+ Y4 F - target.current_action.change_to_battler != actor.id) or5 [* c5 l! Z2 e, E) r
- $game_party.actors.include?(actor)& n' @9 M8 l- G2 y
- $game_system.se_play($data_system.buzzer_se)
( G4 N5 s: a0 \1 f2 s - else
^; }+ M: X0 M& i+ ~ - actor_id = actor.id
: `8 b5 @* K. R$ d - end
7 G# C4 Z( l! l" H - end8 f* D# Y$ D4 l6 f. l2 v
- break if actor_id >= 0
- y5 V _1 e5 R. q/ O - end! C, z' o5 b3 ~3 o2 Q
- @actor_window.visible = false
" L4 h* _2 l0 f7 X/ P: I: c& a - @actor_window.dispose
5 ]# |) B; B2 F' @ - @actor_window = nil
" ]9 g5 H' V3 \1 Y3 n, y- [% ~ - @help_window.visible = false
9 v C2 m. }0 i4 V - (0...$game_party.actors.size).each do |i|
) i4 _% y0 n3 }* i) Q3 R - if $game_party.actors[i].id == target.id
9 h/ r! T# H6 T - $game_party.change_actor(i,actor_id), \7 ]* E. I# ~
- @status_window.refresh
& F- J4 _ O! @& d" u- W - end$ ]! ~/ N5 p( \/ p
- end9 r8 J' x* c9 f
- end1 Y2 w$ L1 `! @ F' b
- end
o3 [ u9 I6 s - # 清除强制行动对像的战斗者/ ?# |5 b6 M+ L2 W7 {8 V( b' \% U
- $game_temp.forcing_battler = nil- z R! S. ~8 X4 d
- # 公共事件 ID 有效的情况下# U1 h p* m9 `1 P/ _
- if @common_event_id > 0
9 d4 I, Q$ W- y - # 设置事件
' I$ k8 y, w+ H3 u% g n - common_event = $data_common_events[@common_event_id]
: y1 Z& \& b5 c5 g6 x' ]5 G - $game_system.battle_interpreter.setup(common_event.list, 0)
: c J) b) n7 D4 z7 l$ r0 V, ^% r - end
( ~7 V. @3 m( t- k9 n- ~ - # 移至步骤 18 U4 m5 l- p$ Z% `# V, K
- @phase4_step = 1- {0 ?. g7 H& K7 n9 O q
- end, C: n, H* Y6 V: l5 c X
- end, a" L. G9 E3 T# i [6 l3 E
- : g: x8 B% }0 `
- class Window_MenuStatus; U! N6 z+ {# H* B( c
- def refresh+ A. h0 I _- |- c4 @; S
- self.contents.clear
5 ^$ u9 c1 V/ ~ r: K. Y - @item_max = $game_party.actors.size
% q* U8 j( }1 c: U6 I" ~ - for i in 0...$game_party.actors.size; x; |$ m& t/ I" X! y3 n
- x = 4
0 z: P6 W4 l. a2 C& Z - y = i * 32
+ Z# |% q% L+ [& u - actor = $game_party.actors[i]$ a; }1 q, ^: I5 C* A/ ^0 I
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)/ A( N7 G# R& M; F3 c
- rect = Rect.new(0,0,bitmap.width/4,31)6 \2 e1 `% d1 X. O& `
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)- [% ?3 j" c" D" e- `" O9 a; v
- draw_actor_name(actor, x+36, y)
+ {4 i" R' H; x D% s - draw_actor_state(actor, x + 136,y)
9 Z: \- l+ `2 N4 z4 x6 E1 m - draw_actor_hp(actor, x + 236, y,96)! @! X; c' n. u9 }
- draw_actor_sp(actor, x + 336, y,96)& }" P9 {) t1 A* V% u8 C" v! g
- end
L K" \0 Q9 x. L N! Y) ~ - end+ |/ G# K2 f$ T3 N0 f5 l" j
- def update_cursor_rect2 p, \8 z& [# q
- super+ s: G: @8 |- c& O- ^
- end* c& r/ [" n* B& N
- 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。 |
|