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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 LimBattlePlug7 A+ q# X g q1 P
' B- u; B1 x7 e+ J* k' } l4 I- # 队伍最大人数
; [' X- w0 r/ {" p4 [) a6 p - MaxPartySize = 83 S9 |% M$ p+ ~1 i2 d" Y
- + V; [; K; ~) }4 F; `4 o
- # 出战人数
% _ P- j( [& Z9 n# S - MaxBattlerSize = 1' }% T2 t" c0 D0 L/ d
) Z: C: Y" j I8 o/ ^2 e- # 换人语句* H1 q3 @% W6 U0 [; l
- WordChangeBattler = "换人"$ ~+ ^& `6 @, A* L* b; [) D
' w: L0 X2 ^/ _! P) B/ g& f- # 换人时播放的动画5 j" }7 n+ c( W/ [7 i/ I6 X
- AnimationChangeBattler = 26
* {. S: U t7 V" ?9 T1 o
' S4 R, H4 B# ?5 X0 {( m- end
% W$ w( \# ^$ I; y - * L% j8 ]7 Q) z0 c6 f0 l) B; J z& J
- class Game_BattleAction5 s' V2 Z' `* h0 _9 a9 C: g8 K% X
- attr_accessor :change_to_battler
- H& u, }5 ^) W" b7 V' l, I - # 初始化2 G" I' `; v8 A4 g1 p9 u
- alias lbp_initialize initialize
' z+ c4 }3 W( g ? v5 M5 [3 S+ K8 U - def initialize! ~5 O1 [( F- y6 ^1 l
- lbp_initialize8 {" e+ u6 ^6 b, ]. a
- @change_to_battler = 0
6 p, m& ]4 k+ A8 q# v% ~2 K: j9 j - end
6 X: p. n' l$ Q8 [' F - # 欲更换角色编号 J) }1 ?: A& ?# [3 C- b
- def set_change_battler; l& D$ ^( q* \
- @kind = 3
# U$ Y- m+ s& J% B' e - end; D' Z' P1 Q! f$ |8 G7 N
- # 判断行动是否为更换角色
$ T3 P: ^7 C$ J0 O6 Y - def is_change_battler?, v8 \" \* j8 A
- return (@kind == 3)
# g. C9 A0 n! I - end
* Q3 S* Z2 P( k; k4 h+ O/ ~8 [' w+ N - end
2 a% g# f8 V4 X
: F- w( g% C8 K5 r( o- class Game_Party
D/ }. d1 D) @3 e0 }6 X - include LimBattlePlug4 B) x) a9 f* E5 S
- attr_reader :actors2
5 P! }6 o; @* Y: k! O$ l" n - alias lpb_initialize initialize
$ h& r; v% F j - def initialize
1 O- I, i# Z* a - lpb_initialize: Y4 R. c/ S/ E! m$ U
- @actors2 = []
) N0 Q+ m+ o$ n$ t - end
( x3 A. w. b) ?4 f* d+ V: e+ S2 j - # 角色加入) l& z* p6 ?+ ?+ c: G0 o
- def add_actor(actor_id)$ o8 N2 E3 D. Z. M
- actor = $game_actors[actor_id]1 @9 h" E' O" Q; c# ]5 X
- if @actors.size < MaxPartySize and not @actors.include?(actor)2 m/ F# O1 v) V4 G4 Z
- @actors.push(actor)
* ^2 U! i& ^) ^$ U+ c0 B - $game_player.refresh
: o2 t9 {. I+ d* K! z5 `0 V - end
' _" M& U. c9 X; t) U- i F - end
4 b; j% I( c! U4 S+ H. j/ E - # 设置战斗的角色$ P( X6 j6 b( I8 r
- def set_actor_to_battle
" F3 z, L1 S$ x9 ]( p' D* j - @actors2 = []: m2 Y/ B# _0 L3 s
- @actors.each do |actor|3 z8 _: s( t0 N- |( p1 s
- @actors2.push(actor). U0 z; a7 H; _# Q. h6 [ a. Q
- end! E' P' Q4 S0 \6 S
- @actors = []2 D/ I4 @' B- v+ q8 L: _+ o
- @actors2.each do |actor|
# s: V$ o S9 b% r" J - @actors.push(actor); O2 H i/ N: |
- break if @actors.size == MaxBattlerSize0 E: B7 H7 r5 m$ R' q" G
- end
. |" m) z; Z7 @3 B6 M4 O8 A( W& A% P% W - end
8 y" J V" a/ S/ S8 s6 g2 p8 { - # 还原战斗的角色
1 s" y& K2 w& ^0 Y& r L7 L - def set_actor_to_normal* \3 |: T$ ? g: R) O% Y
- @actors = []
; l9 L% B- C2 s. L- n - @actors2.each do |actor|0 R% {# I$ Z# F* F
- @actors.push(actor)
9 |3 W( ^- e# O" b - end* L: v; E% R4 u1 Z, F% j6 d e* u
- end
1 a; L' Y/ V8 V2 q2 i1 W - # 获取角色id数组. F Y# N2 E! J0 O5 u+ c
- def get_actors_id, ^7 [& D% ^) b* x
- id = []
# R4 i7 n7 b' M8 l( a& G - @actors.each{|actor|id.push(actor.id)}
; @$ d. R5 y: q9 I- \ - return id
1 x: V1 n; ~$ ~7 a - end
& A! I% {8 n( L( S8 |+ C1 ~ - # 获取角色id数组
( {; S1 t' ^0 X; p! @4 X( v - def get_actors2_id+ B# |3 |1 d& [3 |) H3 p
- id = []
3 }8 b2 @( s% z% U; m - @actors2.each{|actor|id.push(actor.id)}; N6 }& k4 P1 @6 y
- return id
* ?9 M# a& G3 c# F - end) O% |$ W h1 z0 o
- # 兑换角色! \# S0 T H6 z# I
- def change_actor(index,id)
; y9 q( k, z! D3 e4 N - @actors[index] = $game_actors[id]' J. }* }- b4 Y1 r7 Z A# |
- end
& l+ C5 U3 ~; L! w! ~9 u6 J1 u - # 全灭判定
$ S. m/ O+ ?5 N1 V( C( x# f. O( O - def all_dead?
4 u, @# N9 N& m4 c" U l- S4 W - # 同伴人数为 0 的情况下7 S8 n. V7 Q( v& Z A+ Q( j
- if $game_party.actors.size == 0! H L* q9 K, B
- return false/ f4 c4 L/ d) J, \% f7 J& n
- end+ k* t4 o9 u+ w7 z$ M# X
- # 同伴中无人 HP 在 0 以上
- k7 z3 L' Z8 [0 P* u$ o8 ^1 c - for actor in @actors2' m* G: w S& S2 P: Y
- if actor.hp > 0
' g6 |6 ]/ F% {, b - return false+ a6 G5 {" b* d5 v( t
- end0 }5 I$ m& P, J$ h! i
- end
7 T' d& Y4 `0 A d" |8 D6 i - for actor in @actors
4 _8 E7 v y$ T! {9 P - if actor.hp > 0' q5 U0 ?6 E% V
- return false
& P4 I* D7 o3 w+ k& o0 ^# ? - end
7 k' `& Q) B9 P; V2 f5 ~$ k) L - end
u6 W& n k* m. ~ - # 全灭
( P5 q5 }' o( n" s8 L - return true0 D9 A6 D/ W- p3 \- n- s. D: |
- end% f/ R/ t& _/ L- D$ q1 j+ f
- # 其他角色- i( _/ |; q! J( n4 D2 q$ P
- def other_actors
" K1 y1 \, m5 S' E! W6 Q - actors = []* Q0 @7 ?6 D8 B
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}9 B5 p, \" W" V0 Y4 R3 k
- return actors
0 i9 f3 P5 U$ ?2 k0 O6 g2 R9 b5 S - end
6 t0 ?; g; b, J# i5 A1 w% [ - # 角色位置互换
) Z: ?. c- }$ F# P, i( \ - def change_actor_pos(id1,id2)
' k5 \1 v; k" z6 S- U - actor_id = []
- l; q- e% J1 }- e1 m2 x u - @actors.each do |actor|" G4 n7 R1 T, ~9 a$ P
- actor_id.push(actor.id)
/ o j" C H0 i5 Q0 @$ | - end0 E9 i5 t0 y, Z$ y$ K8 G) w1 I
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
[; ~& }2 |% b$ T5 C - id1_index = id2_index = -1
- b6 H H4 @2 s e - (0...actor_id.size).each do |i|
V6 D) \; O8 O, N* h0 Q - if actor_id[i] == id10 [# s4 f( f2 B3 \
- id1_index = i
* Q+ Q* x; n1 U8 w4 u B - elsif actor_id[i] == id29 Q, {( A4 V% C
- id2_index = i
3 l7 C2 E# N+ g. r - end
- L, `2 i. u/ \" x8 B - end. Q% c; h! `) i/ S. p
- temp_actor = @actors[id1_index]& z! g. p. ^! ]9 Q& h8 M
- @actors[id1_index] = @actors[id2_index]+ |0 c1 h8 @$ M2 X7 Z2 Z
- @actors[id2_index] = temp_actor
# Y6 |0 C0 }& I; s - end
v3 e$ a& {# p# U$ `8 S - end' [' y- C: k& R M4 c' B. {! z+ y
- / F- U8 u9 n: C# X7 G; l }
- class Window_Actor < Window_Selectable
! z( ], k. ~& ^! r. ?7 p7 M! T - # 初始化
2 k P/ z f# o$ b- z7 d, Z$ d- c6 ^ - def initialize8 V- ?% M* } V9 @4 `/ P7 }, {
- super(0,64,640,256)
" G& s2 I# \3 l- L) Z H$ h( @' Y - self.back_opacity = 1608 D1 V" M' W# y/ [& C
- refresh! \5 q7 ?$ X! A$ D2 N( ]
- self.index = -1
3 d/ ~2 }& P& y/ K8 s - self.active = false& O$ r1 p5 @% j5 |9 s
- end/ O0 V$ U" x/ ?2 V3 u
- # 刷新
6 V; g, T# @. i, @ u" J) B - def refresh
# g- ?5 Z% K0 c - @item_max = $game_party.actors2.size5 ?2 ?. E$ D5 s2 \6 y
- @data = []5 _; |. f; F( y0 Y. R
- $game_party.actors.each do |actor|; y: V0 M! @3 z
- @data.push(actor)0 `# E' e) H# c" L- s
- end
7 {& v9 p" o( P. q3 P - $game_party.actors2.each do |actor|
% @3 C2 K+ {$ ]. u- J0 Z - @data.push(actor) if [email protected]?(actor): z* \# C$ E5 }( x8 A% ?
- end% y) ~6 k9 e; b' E$ f/ \. S
- if self.contents != nil
" A5 q9 l# A5 K+ V5 _: } - self.contents.clear
3 \) f. {( a& ^$ z - self.contents = nil8 V/ i5 K( S1 L- S
- end
- E7 n" Z8 e& R( `$ H$ q& X - self.contents = Bitmap.new(608,@data.size*32)$ ~2 _0 L; f( m+ B6 K8 Q% w
- x = 4
" `) n/ [, l. p; r9 @7 E1 u" | - y = 0( v# M# m9 a* j: M5 a8 V& L
- @data.each do |actor|
& t2 b. U3 J, L2 y9 h& A - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
. h" E8 j, w. P/ ?) Q2 W - rect = Rect.new(0,0,bitmap.width/4,31)
1 w0 Z4 U7 R, R1 S* u1 W7 k7 o% g- z! n - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect): O; j& B4 M H& E0 P# x. g
- draw_actor_name(actor,x+36,y)( y7 |% X2 ?8 I/ w0 J
- draw_actor_state(actor,156,y)
. U( ^8 L' o H, k1 R2 e$ D9 | - draw_actor_hp(actor,x+256,y,96)
% X$ H8 j& y, ]5 }8 U6 W7 J - draw_actor_sp(actor,x+376,y,96)
+ Y I& G/ h& s3 u - if $game_party.actors.include?(actor)) n+ o! u5 D" O8 T8 r3 g
- self.contents.font.color = text_color(6)2 [" H5 a B, S0 `/ s$ `
- cword = "出战"
# m. M; d- Y9 [8 T' C - else
. W5 Q: ?# @- W c' _3 ]% s - self.contents.font.color = text_color(0)6 Z6 h& `$ e1 V$ k1 [# J
- cword = "待战"
) ?) q* `0 ?0 C: {7 C$ S4 b$ _ T - end- ^8 l' w# l# K$ [7 U6 r2 u
- self.contents.draw_text(x+496,y,60,32,cword)
! p7 B- e# C* V: J: T& { - y += 32
) g) K; ~! e: ]# p - end9 W7 }/ h# x8 G0 ~7 Y, F+ j
- end
! y# }9 b M! w! F - # 获取当前角色编号; b. j" P+ N; x5 \
- def actor_id% Z( w# x8 X' C& u% Q5 ~ [; f/ Z
- return @data[self.index].id
: L3 N* ~) X( A1 {4 ]! o! } - end
; F+ _9 S$ e2 E1 P9 { - # 刷新帮助
# s0 [$ }$ U3 V8 a+ I" P - def update_help
- `/ u/ r( k# h - @help_window.set_text(@data[self.index] == nil ?\8 S" W% s) Q- r) I7 [3 g8 J
- "" : @data[self.index].name)9 A* Q) A8 `* X4 x
- end
) h" e) V( |! D' a0 Z, A. l+ y - end
+ [6 q4 x/ q+ {4 o
1 Y) U# K. ^/ P) P$ U9 S- class Scene_Battle9 ^* e" d ?; u, N
- include LimBattlePlug
" B X5 X& T4 b; a& J' W# g) S+ S - # 初始化. n# r L( k* _( N
- def initialize) W4 Z9 ?( G% p+ z3 R. \
- $game_party.set_actor_to_battle
9 |9 x* J, N! ]- R3 p - end
5 \4 u& D: a. D# f" n - # 主处理7 K [- P! w" T3 o5 C" Z
- def main1 z8 o3 q6 h: ] b1 q5 Y
- # 初始化战斗用的各种暂时数据
1 E/ n, H2 Z1 [* c4 i8 s2 F - $game_temp.in_battle = true+ }& A% t* l) X* u
- $game_temp.battle_turn = 0: V; U+ J) `% Y4 O: |( r& F3 n
- $game_temp.battle_event_flags.clear4 L+ W. |( ?/ U" Q( X- Z! j
- $game_temp.battle_abort = false
6 ^1 }5 W9 r' w1 ^ - $game_temp.battle_main_phase = false$ M4 p" s3 v' b) F
- $game_temp.battleback_name = $game_map.battleback_name
8 `/ u' A z" e* u: M - $game_temp.forcing_battler = nil8 n/ U1 X( ?+ B9 F2 `9 {# h8 R
- # 初始化战斗用事件解释器
7 ~7 J/ {0 Z+ C: T7 |, a: _4 A - $game_system.battle_interpreter.setup(nil, 0)
! H. k- z, P. P - # 准备队伍
e7 n8 f- w% \, z5 J$ @$ i$ x - @troop_id = $game_temp.battle_troop_id* Z! E; ?" S0 o" _4 J- }
- $game_troop.setup(@troop_id)0 v- n, r$ l$ f# }# o. N6 k
- # 生成角色命令窗口" o) j! f: }. F w* g2 A: W1 i/ f
- s1 = $data_system.words.attack0 U* X" S8 u7 j% z8 A
- s2 = $data_system.words.skill* E3 G+ p6 q# Z; T! b: Q
- s3 = $data_system.words.guard+ G: ]. Y+ D+ \* C. a; H* I
- s4 = $data_system.words.item* U4 Q) J6 L8 ^
- s5 = WordChangeBattler7 K L1 J0 g1 Z* F3 n8 t- R
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
. d! B$ S& f& ]3 C7 x, C/ g - @actor_command_window.y = 128
! u3 {6 t1 s) J5 Q% N - @actor_command_window.back_opacity = 160
. z ?% x, s$ U$ X. S - @actor_command_window.active = false
$ P* K P/ ]* W R7 P1 Y - @actor_command_window.visible = false" i! P) @- v& G" l, |* K
- # 生成其它窗口( S1 Y0 y; O( p4 H- x6 K7 h5 Y
- @party_command_window = Window_PartyCommand.new
1 A! M; H* H4 u - @help_window = Window_Help.new
/ K* S' x. O$ |1 ^ d, l, a - @help_window.back_opacity = 1604 j2 R" V/ V, ]. P9 o# F3 v; y2 h
- @help_window.visible = false+ Y' k5 j+ d% @. s, t) T6 c% v
- @status_window = Window_BattleStatus.new& X: }+ J0 x6 Z+ O* E
- @message_window = Window_Message.new8 l( I8 a: \' O' S9 o- Z
- # 生成活动块
# C& @# D+ G6 h! u8 @5 a* R* ~: N - @spriteset = Spriteset_Battle.new( g: F7 H' v, }" D6 b; I' O
- # 初始化等待计数
$ D+ G' z+ a3 w2 b3 J2 s" T - @wait_count = 0
6 q! U' l* m3 i5 M - # 执行过渡
/ P, x0 x$ B& Y3 w1 h$ _ - if $data_system.battle_transition == """ h) ^" M8 u4 ?, ^
- Graphics.transition(20)
5 Y0 `' }4 T" C1 b: Z - else
' y2 |/ S- H9 t: g: h5 c3 a! | - Graphics.transition(40, "Graphics/Transitions/" + ?/ [: X' j+ d3 P4 p
- $data_system.battle_transition)( h, O: _4 f: R. c/ B5 ^# P4 I
- end
! L( ~+ ]: b/ \& N - # 开始自由战斗回合) P: `8 ~+ I4 L1 S) X0 n; {. T
- start_phase1) F. H6 z( {, ~3 j, S
- # 主循环
* t8 v. r* k/ b. `' j* Q5 A - loop do
- \/ z+ @$ O1 ?2 j: {# T! ^ - # 刷新游戏画面$ c/ M$ r5 h# _) }1 Y% F1 k+ u
- Graphics.update g9 h- d( q4 t7 s
- # 刷新输入信息8 d9 ~) M/ N& m3 F, D
- Input.update& |! U8 B6 f x$ }# z/ e* `3 ]
- # 刷新画面
$ J$ r P- s/ s% j( l2 W1 ~ - update
+ b# F1 f7 T& H& u( q - # 如果画面切换的话就中断循环
( n+ C/ k! X: t# c1 I - if $scene != self
9 p9 S6 A0 j' l6 E$ ]! U7 |$ D$ V7 y0 j# _ - break+ A1 q4 [( d( D+ C; ]
- end9 A7 `* G/ t/ ~$ S, X
- end0 @% T* Z, J' y4 G% ?1 }
- # 刷新地图
/ x2 ?- k* z# j! p, f$ e3 o$ `% o - $game_map.refresh
( p8 [0 u9 \( w: g4 o - # 准备过渡! W5 _: H( B% C* m# Q- e
- Graphics.freeze
9 Y' ?; J' S O" ?6 T( Y - # 释放窗口% e: n, a: `7 e9 q1 O4 U; O
- @actor_command_window.dispose
4 r1 p D1 G! e1 b0 R3 F% x - @party_command_window.dispose: h. s8 T6 Q! c2 X) V! F4 t8 z
- @help_window.dispose4 h7 q! O+ s. }5 X; {% e% @
- @status_window.dispose! k$ `3 Q; J: g/ L4 T
- @message_window.dispose S* r# R& _2 u
- if @skill_window != nil. v' _0 c& A# h; n/ S- t+ X6 @
- @skill_window.dispose- i3 p& G* a; u9 E
- end; X2 Q( T0 E6 n6 p( B
- if @item_window != nil e; F# {, X) v. q
- @item_window.dispose
2 f0 k$ V" U1 h6 b - end0 X% f0 Y1 C$ ^9 k6 _
- if @actor_window != nil/ h1 g8 S/ K' g/ _+ H0 @% p2 k
- @actor_window.dispose
' X5 O5 ?9 M8 o: m6 ~ - end0 s0 j* l$ a5 e8 M$ S8 N: Q4 C
- if @result_window != nil
7 v7 U& U+ [6 a0 ^ - @result_window.dispose
; \9 o. a* R2 n/ T) G# E - end4 f' g2 y) [+ C6 p
- # 释放活动块( n c, e) t. g: z
- @spriteset.dispose
! i% |1 b$ t% A - # 标题画面切换中的情况 x6 r! U! X R# L9 B. G9 Y' u3 A* k
- if $scene.is_a?(Scene_Title)
. @9 f) Z5 f) Y. a" k5 q. J- l - # 淡入淡出画面
, p0 N0 v B0 G: ?8 E6 C0 A: P - Graphics.transition
E) B: b" X9 U7 ~6 V# M# y - Graphics.freeze
_4 i A( R' c( k) ~( Q! Q4 m+ R - end, d* }5 w, R% n% H5 S1 e
- # 战斗测试或者游戏结束以外的画面切换中的情况% ?% U& j+ Y5 D7 y7 |* k
- if $BTEST and not $scene.is_a?(Scene_Gameover)
4 z- n' `6 L. N! O$ s& r - $scene = nil
$ ~) j, w% W7 y' r' {' S - end
" x- I+ D$ r; Z' j7 \6 E; E - end
! O. T& @% ?$ l* l3 u) H! v& h - # 战斗结束
# L% e( ?- c& |. Q - alias lpb_battle_end battle_end( ?- c8 z3 p) T' O' s3 y
- def battle_end(n)3 {: D8 v, e W, i3 f
- lpb_battle_end(n); C+ C* b0 a; J( o, l+ T$ ]
- $game_party.set_actor_to_normal2 q- _' M7 P0 c6 m H
- end( u+ T: J9 a& J" ?- `
- # 开始回合3% [2 s- Q; j7 I
- alias lbp_start_phase3 start_phase3
& \2 @! r* K% U - def start_phase3
7 `( b2 L7 |$ z - @changed_battler_id = []
: c6 a0 O5 \6 j% h8 v0 i7 A - lbp_start_phase3. ^' _( S) @$ ^/ r& I1 u/ o$ F
- end
* Y7 t. k$ J5 V. N @* @( E - # 刷新角色命令回合画面
' V$ V1 v1 ^7 |( `3 \% W3 X - def update_phase3
" Y# ?- f: l3 {1 F8 e C1 @ - # 敌人光标有效的情况下) e% y8 i8 x" s. i. ~+ C
- if @enemy_arrow != nil% l; g( ?6 s5 W: a; s- O; _; \
- update_phase3_enemy_select. l# Z+ W! N$ }2 q, ^. _
- # 角色光标有效的情况下2 F2 e$ h5 i+ ^! H5 R
- elsif @actor_arrow != nil
+ c* E7 E% U; g. Z+ v3 l: E - update_phase3_actor_select
5 u0 t, P( ^, S$ X - # 特技窗口有效的情况下
& l+ @8 C, G9 e' E1 ?1 o+ X - elsif @skill_window != nil" P; x8 ^' }: y1 `! h
- update_phase3_skill_select: s) U$ `; l6 F, |; b0 Q: f
- # 物品窗口有效的情况下
Q# L0 L$ M$ u4 `! K8 j: h - elsif @item_window != nil
9 p- Z& I! Y$ `: E4 O - update_phase3_item_select3 Y6 L' p0 V, m
- elsif @actor_window != nil+ Y/ B2 I% W' w0 I1 ?
- update_phase3_battler_select
P, c7 \& e. `2 h7 V - # 角色指令窗口有效的情况下: I- l4 A0 M. n+ h
- elsif @actor_command_window.active1 x5 ~3 _' M: J7 ~
- update_phase3_basic_command
( f" n6 h; ]$ ~+ s8 s A - end1 k: T3 u' ~1 T/ l$ G
- end: V, A! r" P( [$ ]1 S$ r
- # 角色基本命令
b+ ?! L6 J$ [; l/ Q# l- o9 Z - def update_phase3_basic_command
8 Z& w( c( I" O: }: i3 q - # 按下 B 键的情况下
) S; L" V9 ]0 X; \! R1 j# }$ D8 u: H - if Input.trigger?(Input::B); n$ G0 }/ e* Z' i Y7 A5 s- x
- # 演奏取消 SE; j4 g' P' k d/ J
- $game_system.se_play($data_system.cancel_se)
1 W! Z. ~; M" o! ] - # 转向前一个角色的指令输入
2 S6 C4 d$ A" f$ [" {9 E - phase3_prior_actor
& Z r' c) }0 N - return
; I- r- |" Z$ Y - end% ^$ u' }- [ h0 n
- # 按下 C 键的情况下' @3 v0 h; Y R5 H1 y4 {8 J
- if Input.trigger?(Input::C)6 i! N+ D7 h9 ^- x
- # 角色指令窗口光标位置分之1 B4 v3 ~! G! I" J* \# G! c
- case @actor_command_window.index
D8 @) v4 Z" U- t: ^ - when 0 # 攻击
# T" l) F+ H/ f - # 演奏确定 SE/ r) i# V( [: L1 a4 P
- $game_system.se_play($data_system.decision_se)
/ b1 _0 m" \+ v# Q9 F8 v* t - # 设置行动
7 e; A4 @) m! Z* c0 ^. i) {7 k6 [ - @active_battler.current_action.kind = 0: x8 T; z* k5 A' Z. \
- @active_battler.current_action.basic = 0
/ y+ @3 j4 N( F* \2 y" y( Y$ M - # 开始选择敌人
; I2 D7 C1 N- E! J/ l, v4 F2 ^& f - start_enemy_select
, F- T3 O7 d0 P! l7 k - when 1 # 特技
5 ~# F$ J" i1 H3 J6 O5 O - # 演奏确定 SE6 u2 x1 i" Y. V4 N
- $game_system.se_play($data_system.decision_se)
5 z7 C# A8 M8 I9 m" |2 e/ i$ P - # 设置行动 e2 L' e" S5 i0 T
- @active_battler.current_action.kind = 1" N6 o4 i% ]$ k- J; r8 R. `
- # 开始选择特技
" ?, I0 U! ~7 J; y6 H3 G- Y! P: W - start_skill_select
4 P$ |% h4 l% s+ V5 ~! ^7 M - when 2 # 防御; C' m; A" S- r1 |7 `* l
- # 演奏确定 SE4 D# H' v2 L# Z) z3 a. k- Y
- $game_system.se_play($data_system.decision_se)
) i+ }; w1 Y) n4 E5 z/ K2 ^4 x - # 设置行动
3 R- u6 P- m! Z! {! M - @active_battler.current_action.kind = 0
& t. F& z Y7 { - @active_battler.current_action.basic = 1
9 F1 w% N6 T. n2 w - # 转向下一位角色的指令输入
9 y$ M& @# A) Z8 N5 ?/ N. l6 G: R - phase3_next_actor
2 }5 c8 e' w4 _) Q* \: I6 X5 }8 A - when 3 # 物品
* A! `5 A: I* l6 a; ~* v - # 演奏确定 SE5 B$ U5 a* R2 a9 t# i4 O; Q
- $game_system.se_play($data_system.decision_se)6 {( {4 ?5 r' A9 y7 c
- # 设置行动( N: H! {: f4 P9 D" Z
- @active_battler.current_action.kind = 23 H/ x3 d: \' W4 l! }$ q6 F" h
- # 开始选择物品( x; k5 U/ R3 U5 g8 A$ V$ a5 C
- start_item_select8 ]3 t& F' p6 v
- when 4 # 换人
* t' c# x6 I3 w+ a$ W, K4 l8 U - $game_system.se_play($data_system.decision_se) e/ G j" m( h# {* R8 G1 k
- @active_battler.current_action.set_change_battler" ^% M* m5 _8 j3 H& m( n5 G; H. R6 W
- start_battler_select
" J" Y7 @: Q: V) L: H - end/ W* w6 R; ]8 R( p8 C
- return
% X S( E* I3 d! u$ r- R( M! R - end, S! \2 x- _+ g1 F& X
- end% R. P' m9 ]" E7 J5 r. q
- # 开始角色选择
" a* ^% y5 ?9 d2 b2 d; B. ]+ t - def start_battler_select3 S& k& M( s" k+ A2 g! s9 v2 k* d
- @actor_window = Window_Actor.new' R6 ~) S& [; {; n) k1 F s& k8 M+ |
- @actor_window.active = true
: |, Z8 f0 ?( k0 x8 j - @actor_window.index = 05 y" r2 a; L" {1 M Q4 U; I0 P) D
- @actor_window.help_window = @help_window
7 _# x& D# H2 i# _: Z, _ - @actor_command_window.active = false
A# \' K0 ~1 l& U - @actor_command_window.visible = false* ^+ G% `1 A) P% K8 a1 b
- end3 k. g, R& h9 V# k
- # 结束角色选择
2 p: R3 [; `+ |3 e' t6 C0 ~( d - def end_battler_select
2 P1 L5 i: a& P - @actor_window.dispose
% n0 r8 V" T P) F0 d8 i/ K7 Z - @actor_window = nil
/ @5 J! q. R- G - @help_window.visible = false
& B5 x3 d) w, K& J - @actor_command_window.active = true( O- q k0 f8 ?2 u% M
- @actor_command_window.visible = true
* @: G6 e2 e" o, w8 P. z; U+ u - end
$ g( K. e4 |$ ~1 f" y- s - # 刷新角色选择; y E# {' D8 G: N9 ~8 I9 k( T
- def update_phase3_battler_select
2 u9 l# k+ x f - @actor_window.visible = true( W$ o8 G: J0 @3 U" B
- @actor_window.update
. b8 W! ~9 Z; d r) H3 } - if Input.trigger?(Input::B)1 X7 r( z A. c* T& y
- $game_system.se_play($data_system.cancel_se)
& o e$ ~1 \) u( j - end_battler_select
# c% z/ s8 s# s7 f# X: C - return
0 E' Z( ]/ Z6 G7 A) U0 ? I3 ?2 M - end. ?2 Q: } T3 ^( d1 o$ r' F
- if Input.trigger?(Input::C)8 z3 S6 @2 M E) l, r3 ]- d" C ]: I
- actor_id = @actor_window.actor_id" z" ~* g& ~" ?% X# ^# y0 w3 _6 \
- if $game_party.get_actors_id.include?(actor_id) or
) |4 r" \7 I- n - $game_actors[actor_id].dead? or
4 z. U; c- Z: E8 @ - @changed_battler_id.include?(actor_id)8 c5 _1 o6 Q* n T1 p: ^, u$ {
- $game_system.se_play($data_system.buzzer_se)) c4 e; e3 I. C( x& |8 P
- return# S' }0 m A' K) T7 B' W
- end6 Y7 t) D0 K( g7 D' A
- $game_system.se_play($data_system.decision_se)4 t0 i; O/ H6 I% O- C) ~ z" d
- @active_battler.current_action.change_to_battler = actor_id% O1 R8 \, A( ^# z; X! `' Q1 B
- @changed_battler_id.push(actor_id)
& P5 I$ c5 A* K6 n; q - end_battler_select
* l' {. c4 X! } - phase3_next_actor. Z$ n3 c9 f0 X$ z2 A$ u
- return# |$ r4 F c" N; N+ i. M- c0 R6 P
- end, T5 l7 C3 o0 p
- end
2 D( S* X2 Q3 a4 m7 Y5 {4 ^ - # 行动方动画
6 N! J+ b7 |! J9 e2 ?! r - def update_phase4_step34 B% t+ j g' s. o5 x/ C2 i& K
- if @active_battler.current_action.is_change_battler?+ Q7 F4 Z+ ^, _: x* {
- @animation1_id = AnimationChangeBattler
* }$ Q: L! N# N+ Z - @target_battlers = []
, \/ l( u. U- b' g. J - end
. p# s0 m' I9 r1 u - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
d* g8 U& |( ~! Z7 m6 s0 M1 Z - if @animation1_id == 09 B# g1 w; @7 Y- f2 F
- @active_battler.white_flash = true
, r7 t" J1 O5 [5 b5 ?* D - else
9 Q( A5 M0 a" [ - @active_battler.animation_id = @animation1_id% x) A+ \! o3 y9 x
- @active_battler.animation_hit = true
; O* }0 Z- b: O ]3 E. g - end+ ?8 `: C$ W7 M5 N( v, r# F3 ~/ Y
- # 移至步骤 47 `, C9 z( k4 f4 X$ G
- @phase4_step = 4
2 O8 Q$ d( }( ~6 L. ?7 W - end
( }/ r# Q! k: k9 l& G - # 对象方动画
- n) w' K) W" S - def update_phase4_step4
$ T/ z. L6 P1 H - if @active_battler.current_action.is_change_battler?* R9 Q3 O D3 r6 a5 i3 v
- actor1_id = @active_battler.current_action.change_to_battler. N% j. J* g: r
- actor2_id = @active_battler.id
5 s' f& _( ]* K/ b, V - (0...$game_party.actors.size).each do |i|
b+ C3 @; F* j4 p - if $game_party.actors[i].id == actor2_id
' X! O6 Y: q3 t - $game_party.change_actor(i,actor1_id)
1 v9 D0 X: p7 p3 \ - @active_battler = $game_actors[actor1_id]! S% ?' v0 P% E0 y# }& Y
- @status_window.refresh
. o8 P$ N1 I" D& T \3 Y - end5 I: z( x; q+ I, Y/ H" Y
- end5 f8 F! p4 B5 b$ p7 r' f5 c
- end7 n/ G! Q P" x2 }
- # 对像方动画5 ^( z. I( R$ A8 b/ O! U3 L
- for target in @target_battlers
% ?/ k6 r4 C; \1 p+ s1 O F1 e - target.animation_id = @animation2_id0 c! T! f. ~7 v( @. a
- target.animation_hit = (target.damage != "Miss")
9 G, H' F _" m - end
$ p# r1 {2 } j- S0 e0 ~, | - # 限制动画长度、最低 8 帧
+ i3 W- T. U0 j6 k; y/ j - @wait_count = 8
6 t$ s( w/ f4 H% n0 r- ? - # 移至步骤 5$ U6 U4 `& |: Y8 L* i
- @phase4_step = 59 X& ~8 q) e" c7 t# N
- end( c' f; ^( d/ I$ N
- # 公共事件
) v" i* w( c/ x. b( P) M - def update_phase4_step6
% l; u# z. p2 o+ g) B - @target_battlers.each do |target|: @: |5 |7 Y. o6 |9 ~& W
- if target.is_a?(Game_Actor) and target.dead? and
1 P) H: _6 P; _6 G- n - !$game_party.other_actors.all?{|actor|actor.dead?}
7 h4 E* `" f x& w5 U9 ? - @actor_window = Window_Actor.new
$ M$ P# J1 [" s2 _! v - @actor_window.index = 0! Q# Y9 o1 L5 E8 f3 M
- @actor_window.active = true0 d( T# _& D) x, x
- @actor_window.help_window = @help_window
" T0 u8 `; w# A2 M - actor_id = -1
' m# p, y% O% b6 U# Y, k - loop do4 k g, w$ n2 N9 p" F$ e; B
- Graphics.update
3 F: [0 o ~# t6 _ - Input.update
* k; }% z/ F# Z( v4 K+ y - @actor_window.update! P4 L: F0 N/ A1 ~. g
- if Input.trigger?(Input::C)$ l! E, ~" O# R+ l) @
- actor = $game_actors[@actor_window.actor_id]7 p- n9 y/ j' R- z
- if actor.dead? or# G* V3 `3 l( [* z( d6 {
- (@changed_battler_id.include?(actor.id) and 8 o& g& k; t% Z
- target.current_action.change_to_battler != actor.id) or. h# A( ?. c. |" f c
- $game_party.actors.include?(actor)& P, l7 ~$ o% h2 T
- $game_system.se_play($data_system.buzzer_se)8 y, t$ P! x6 B9 c
- else
# y9 f# j' o+ a; |) V0 P. ? - actor_id = actor.id
) c# A4 F6 P# X4 | [ - end
* P& f( Z3 N7 V1 D% _ - end
4 ^) p; D" Z- m; s4 J0 C: X9 k* i2 _3 { - break if actor_id >= 0
9 P- i \" V$ g" G - end
' ?9 n, c8 }; Y' ?7 g - @actor_window.visible = false
2 `0 T$ X. P( x$ h- L - @actor_window.dispose
n, q/ p6 o* ], H; b; b - @actor_window = nil% N6 V1 K5 j' ]$ d3 e' n
- @help_window.visible = false
! |& o: r. K. T4 q+ S( }: f - (0...$game_party.actors.size).each do |i|
; U" s9 Z4 o3 C" E2 }) V7 h Y( U - if $game_party.actors[i].id == target.id+ A6 l! J z$ E) Q6 M
- $game_party.change_actor(i,actor_id)9 b& |& T" G; M7 y# P" D
- @status_window.refresh
4 p5 M) [. T2 }0 Z. Z9 J - end
* g0 S' X0 D# V) O! a - end( ?3 |4 @6 {" q. H( H9 u* z) Z1 V
- end
! K4 Z, q2 N$ N' n2 r - end/ F b+ z: X; d' Q
- # 清除强制行动对像的战斗者! c+ E2 i% Q, r/ n: ~& U) e( E
- $game_temp.forcing_battler = nil
/ i3 C* l) j; M8 I2 k. F' I9 x0 Y - # 公共事件 ID 有效的情况下6 D% M! Y4 M; W7 D% `# z: M M
- if @common_event_id > 0
`% v6 o3 E3 U8 ~/ D - # 设置事件' O4 ^! s: B5 a! ~' _
- common_event = $data_common_events[@common_event_id]! S4 D* u+ O* s. U b8 A% U
- $game_system.battle_interpreter.setup(common_event.list, 0)
( l0 j7 f* r! L. Q& W( g, { - end1 y1 V+ Z* L S% Q7 N, ~; k3 p
- # 移至步骤 1" S$ o5 G% k. w! U8 X7 U# j
- @phase4_step = 12 L* m' N( c/ d, n0 O6 f
- end; ]5 d! f: {% a: ?, M# U4 s0 e
- end
/ j7 V$ G }$ ~4 B. u - 8 m U) Q! W. p8 W# J* B7 k
- class Window_MenuStatus
1 c! b- V1 A) f5 r( a( n - def refresh
2 l) j: O5 i% f1 }0 { [$ T+ k - self.contents.clear' T; A3 {3 X* `0 U- V" A e: n
- @item_max = $game_party.actors.size6 v8 h& O2 G/ F+ R3 A- `
- for i in 0...$game_party.actors.size
9 p0 n B$ l8 s. W" S - x = 4
: e& a; ~6 s5 c/ D- n5 { - y = i * 32
; Q z7 T# p6 A) z" F - actor = $game_party.actors[i]
{, Y! Q+ s6 c9 j* } - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue), c0 e7 T" D b6 P( Z" K+ `* T
- rect = Rect.new(0,0,bitmap.width/4,31)! j* a$ z4 @! Q, O* C0 r# q W
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
% U' I5 k$ N: r+ | - draw_actor_name(actor, x+36, y)
$ }; T) v, D" p% i- W - draw_actor_state(actor, x + 136,y)
$ c: Z9 ^0 {& P, I - draw_actor_hp(actor, x + 236, y,96)
) U5 o$ ~5 l) `" R3 y - draw_actor_sp(actor, x + 336, y,96)
: ^' v& B; M0 j: n$ a V# V2 { - end$ c1 D% n) d u! @
- end* q" U, z* s$ n; k6 z
- def update_cursor_rect) m6 q& i, @0 K& S8 D" ]
- super
" P! ~- t# ~, \8 T: X7 ^4 ^ - end
* s/ @3 e2 o0 |5 a1 A - end
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