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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
7 `1 ?1 t# m: I - - {1 X9 R6 H( c" n
- # 队伍最大人数
' ^9 h9 }2 A9 S - MaxPartySize = 88 K- A8 Z8 ^% P z) y% J
- , j- G/ n9 k) U7 `4 N3 s3 Y
- # 出战人数: j( S Q8 E' j6 m+ {5 J) J
- MaxBattlerSize = 1
' c5 N/ b1 `) n, F - $ D- F% _$ A& V$ N7 }
- # 换人语句
9 L \" w' I) ^ - WordChangeBattler = "换人"# k7 F- d% }" k, w+ N( ?# C, s
- 1 t8 }* {) b% r
- # 换人时播放的动画9 I: M! p t. `* P+ r! Y1 h# C
- AnimationChangeBattler = 266 C8 a( p- O& z& ~+ D7 O
- / u2 ^+ |5 w E1 a4 a5 ?! K3 m
- end
" \7 Q2 ^/ x1 }8 P
; G1 w- m. r8 ^ K' K+ n- class Game_BattleAction. b) `, P- R, p+ a) P
- attr_accessor :change_to_battler
1 ^8 U/ C! V( G - # 初始化# p8 Z9 j' J5 ?
- alias lbp_initialize initialize
0 n0 A; y2 O7 I% E0 o3 V! V% } - def initialize6 Z4 i& c8 T y& R$ u
- lbp_initialize$ w) T7 \, W! S- o8 M
- @change_to_battler = 0" f v* {. d9 t/ \8 d& v* _! [
- end2 a) \/ T/ U! h, B' h$ P2 }
- # 欲更换角色编号
. R: K8 W5 B [/ T, l - def set_change_battler
2 h- v# S5 ]/ B - @kind = 3
( b8 \, l) X* e7 C3 K$ n6 S - end
6 I* V9 [( i+ ] - # 判断行动是否为更换角色
[( Y$ k6 o0 p$ C( {9 u0 i W( n - def is_change_battler?
4 X, | l; V1 }% F( C. G" [/ i - return (@kind == 3)) y2 h! [3 ? O7 ^& G
- end
6 c7 D0 u' Z2 t. V/ x$ { - end5 f/ }% l/ \+ I: ]# {+ C3 T
- # p/ Q" H, N- s& X# o
- class Game_Party. ^' @9 R7 D8 w- c( y
- include LimBattlePlug$ {/ W$ H/ k# [. I' }& v
- attr_reader :actors2# |$ M3 q. C7 _+ Y
- alias lpb_initialize initialize; w! e) D; m2 ]: K
- def initialize
, k8 B" G Q5 M - lpb_initialize
9 d& ]3 X* o, h4 j( z; r% R - @actors2 = [], P0 X1 K" i: u0 i
- end% q+ U7 ]% ]7 n, T8 F2 N3 V
- # 角色加入
# a7 S* x' c# d - def add_actor(actor_id)
) \% s5 R# f# Q {4 C3 U1 r - actor = $game_actors[actor_id]
5 u. [% U( c; Z \. { - if @actors.size < MaxPartySize and not @actors.include?(actor)$ D3 W6 ^% o" }' h6 r! d5 D0 Z
- @actors.push(actor)
! ~' Y; x$ |) m1 ]% | - $game_player.refresh1 Y$ p; l1 L' [* i
- end/ o2 A$ t5 Q$ @, [) B y& \, @
- end$ R2 q3 P# m3 k& Z. c$ q
- # 设置战斗的角色
5 \2 N n; d9 ^( l$ ~, i2 ~1 |" i - def set_actor_to_battle; M6 X7 p6 t& k
- @actors2 = []; I$ G1 T1 _! J5 e8 X V6 k
- @actors.each do |actor|
, u* z9 q- m. d1 n - @actors2.push(actor)
1 L3 L6 k8 T3 u9 l3 L( x( f9 R$ }; O - end
$ T& i% H% j7 Z% [5 W/ P/ x% t - @actors = []
. K1 g1 n- w$ W* U/ p& U - @actors2.each do |actor|
+ s: K( M/ I0 I/ `" V- e1 Y4 Z - @actors.push(actor)/ J2 \' \+ a) B% B
- break if @actors.size == MaxBattlerSize
o( e: {! V( C+ t - end# D. r$ p7 o: t- N% [
- end6 d9 W9 Z+ Q- u9 }9 }
- # 还原战斗的角色
* t: a( d; J. i- e# ?9 m - def set_actor_to_normal
, K5 B$ B N B$ I) S7 p; g - @actors = []
+ |% X- A( o O - @actors2.each do |actor|
8 W6 d/ t2 B3 ?1 f+ P* Q8 B - @actors.push(actor)7 x$ u. Q1 j9 g9 R" G1 _
- end6 ~7 L8 [; A# {; C8 V
- end
! S8 w1 T5 N4 ~) q - # 获取角色id数组3 l- `3 P) U% _# v! r* f6 S
- def get_actors_id
5 D/ F4 N2 d& A) M3 c" v - id = []
/ _1 {: v, N* p: B+ |: n - @actors.each{|actor|id.push(actor.id)}( Q* h5 k- P# k) X
- return id
( y/ ?" w: Y( J7 L+ ^ - end
3 ^# o6 N$ ~, n - # 获取角色id数组
% f: {$ g* G* w# I% b6 t/ U - def get_actors2_id
# F, g- s/ E2 B6 M9 q6 y, Q, | - id = []! {* A% }0 c: N2 s* @
- @actors2.each{|actor|id.push(actor.id)}
8 o3 [) e h7 p6 x8 I8 f! U( k/ I0 Q6 z - return id9 M1 I+ I: P" O: R. o
- end
3 Y: ]) ]5 Q& Z2 T/ S: K; K/ }# y - # 兑换角色
5 g4 \7 H( u- J - def change_actor(index,id)/ C1 c; ]3 m6 c# w
- @actors[index] = $game_actors[id]8 Z7 w. l" p m! Z1 _" J6 y: u' m
- end1 Y; {; F" d" ]' S4 _ {% k
- # 全灭判定. s. [ f" |' H* s: I
- def all_dead?4 N% U" `8 k6 _# f
- # 同伴人数为 0 的情况下
4 U! ?9 v) @: s- s" G - if $game_party.actors.size == 0
5 h+ p7 j$ ]2 U: i - return false W; A6 } m8 L. e j
- end
4 _ u& n9 `# A) V4 W O- K - # 同伴中无人 HP 在 0 以上
/ b' E$ z# Z' c. c P - for actor in @actors2' ?9 m" Z8 w5 r% S; ~6 c4 E
- if actor.hp > 00 z& Y8 K6 L$ Z0 \% u. Q7 e# ~
- return false8 m$ C, I+ I. |
- end
+ K R3 J0 c% X6 L- `1 y h% G - end# _% r+ y: u2 K6 `: Y
- for actor in @actors0 e( {4 }1 c9 u. L" k8 K
- if actor.hp > 0
4 w8 v. K, j9 Y4 ~0 N - return false- i% F7 Y/ ~) P7 a8 [
- end
1 o& t1 U, e8 I' W7 s3 l. p - end
& G% r8 A4 G8 i% ~ - # 全灭1 b5 ]1 O. E9 q- e
- return true
7 @( ?4 a" b$ ?6 a4 D2 b - end
5 A# h1 y U' O% l; c$ | - # 其他角色
3 |' S2 l' V) ~" R5 z# K - def other_actors
' n; b% s/ q2 T4 W6 Y6 V4 }, \. D - actors = []' b9 K8 ~% d" _+ h" h
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
: z3 W f' o5 J2 |# j - return actors& B# F, t8 D$ D# N- M. w
- end
! K& X0 _' l4 I I - # 角色位置互换- D# J% w$ f/ {$ @ B* P9 R8 c/ H
- def change_actor_pos(id1,id2)! |8 Y/ k5 ~* I
- actor_id = []
* z( `+ I. T: s. R( L6 u1 l - @actors.each do |actor|
5 e- `+ L" ?8 U$ a( C* Z - actor_id.push(actor.id); k) O, p' Q1 J! H' o8 @) R
- end
+ D8 L' d1 n# e7 M9 L. d7 y/ W7 n! V/ w - return if !actor_id.include?(id1) and !actor_id.include?(id2)
; r6 z$ z" h% X8 M) _& _/ s- B' I: o8 o - id1_index = id2_index = -10 }' O* ^( }4 f' l. |) u2 o N1 O
- (0...actor_id.size).each do |i|
7 g+ I7 k( Y7 w# [+ ]& C - if actor_id[i] == id1! K9 {) Y* a# F/ i6 P8 K3 S
- id1_index = i0 T( \( F& u6 y6 Y
- elsif actor_id[i] == id2- V* J7 h' @3 u
- id2_index = i
, p; y# ~/ `$ v _+ v6 O - end ~/ D4 x6 e6 Z3 q" _
- end
1 N3 a. h& Z! j: W. w - temp_actor = @actors[id1_index]) s; d) s, I, O9 x# L& ?
- @actors[id1_index] = @actors[id2_index]
/ ?) a, K4 `/ `8 \2 _* B - @actors[id2_index] = temp_actor
5 A; x0 K# z( S3 H" M/ o0 c - end
; s% C# R' s+ ^. h1 L; S - end2 y- { B: c* c2 i3 F- Q% J
- , h9 f1 l: N6 ]; t$ _* j) N- d* D
- class Window_Actor < Window_Selectable
7 \( F( T* C* w3 p+ h2 a - # 初始化
x8 E: q# J9 o* b' h6 ` - def initialize! [% [& L9 Z8 R1 F
- super(0,64,640,256)7 Y9 ~' n) ?1 E+ ^5 ]
- self.back_opacity = 160
" V8 s+ o, `7 s; h+ E7 H1 c1 C2 r - refresh/ s$ f9 u* M* \8 }) d! N
- self.index = -1
+ ^" Y/ A$ ^& M - self.active = false
% L8 M8 {3 L9 @# X - end& D# B6 }- a( ?7 v9 a4 W
- # 刷新
4 ~0 G/ C1 v/ S% p) a! q: s! e2 k' m: Z - def refresh
" i1 ]2 p; A6 } V; h5 S2 ? - @item_max = $game_party.actors2.size
* e Y2 r0 T& S% d - @data = []& G) p0 Z* \2 e6 B( q6 \
- $game_party.actors.each do |actor|
, i6 H- k: ]" g7 N/ O" k - @data.push(actor)
, C: }) F" i0 N& u/ X - end
6 ~/ a. @- I$ w2 q - $game_party.actors2.each do |actor|/ k% o7 V4 @- d" K8 ~; y
- @data.push(actor) if [email protected]?(actor)2 Z( K# ]. ]; A* O) A. [% L
- end
. p K0 p, x$ n. w! ?# \ - if self.contents != nil& A' e$ x9 ~ c# H7 e
- self.contents.clear4 @! u+ l: N" x4 S
- self.contents = nil
4 i) J, L0 F+ V, [! | o - end
7 u8 u+ T: o5 W9 N1 \. V q - self.contents = Bitmap.new(608,@data.size*32)$ y" D% h7 L, ~. L8 W7 S2 Z
- x = 4
) Q3 u; x8 f8 J" z: v4 i - y = 0+ y" G" Z$ S# ]9 {. o6 v7 z7 D9 S7 e
- @data.each do |actor|0 L- K# Z( `' x' _
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
: d' L% ^% Q5 ]7 e- N6 J - rect = Rect.new(0,0,bitmap.width/4,31)
, v/ Z( Q: J/ `, t/ X% ?/ q( n. r - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)" g; h$ _4 z+ z" S7 ?) B5 b# R
- draw_actor_name(actor,x+36,y)
! S: U l/ u6 e: m+ S - draw_actor_state(actor,156,y). U$ b1 D$ Q) d0 [. A$ w
- draw_actor_hp(actor,x+256,y,96)" I5 |+ n0 r9 `( U" J
- draw_actor_sp(actor,x+376,y,96)
( Y0 A" D5 C# c& Q& A - if $game_party.actors.include?(actor)2 p6 s( ~$ H/ M3 s
- self.contents.font.color = text_color(6)! _7 J# j/ a! a/ D, L3 y
- cword = "出战"
T" d, {! l, k6 } - else
z- m" i) \' s/ Q - self.contents.font.color = text_color(0)
) x" R# T$ g9 L2 o - cword = "待战"
9 t& P( w8 \% s8 j - end! V+ C( V3 Z/ e( V" v0 P
- self.contents.draw_text(x+496,y,60,32,cword)# j5 F" O" b8 s1 X
- y += 32
8 j* ~ A' z5 `. O! o% \' W: l - end, X8 G5 B$ G2 z( C; d! u7 Q
- end
7 F, a% C+ R# a( X( E0 @7 q: N - # 获取当前角色编号
( k! I6 b7 B/ p5 t0 |1 } - def actor_id. h% I1 c( }( d7 q
- return @data[self.index].id
; t4 z1 ?, x% [7 S' B6 e - end
0 A5 i) _# {* t% z7 r% K - # 刷新帮助
5 y1 @/ v8 @6 `2 I; x - def update_help0 u& n" V {( `1 k
- @help_window.set_text(@data[self.index] == nil ?\
9 ?$ q) {' y" J9 M' k) K3 r - "" : @data[self.index].name)9 ~/ R4 h9 Q* v6 o
- end
3 F% B4 m. o- j# T2 I - end1 _1 \. a6 j4 i6 ^3 y
- / |0 h/ x! c! |# y
- class Scene_Battle! A' ?2 O3 X3 \: L5 _9 r5 c; v
- include LimBattlePlug
! {* J2 j, ], ]/ j9 d - # 初始化8 j5 U* U" r/ \2 ~3 z
- def initialize, _# W" n' |/ k$ C; E- x
- $game_party.set_actor_to_battle0 `2 G7 z5 o# l2 T {
- end4 D( {% V/ a- z5 y* a0 Y
- # 主处理# M4 ]8 t/ s& `( O
- def main" t( y# j5 X) s9 G! Z- W
- # 初始化战斗用的各种暂时数据7 u* g) i& W# t3 L+ J2 a
- $game_temp.in_battle = true1 `3 n% G) S5 a3 @% Y8 g/ Z: _. k- d5 t
- $game_temp.battle_turn = 09 y3 B6 G# g% \. C3 p
- $game_temp.battle_event_flags.clear' w6 p( j) G% g4 P9 E; q
- $game_temp.battle_abort = false
) Q# S @3 Y/ k7 \7 c - $game_temp.battle_main_phase = false
) B! @. Y1 _: P - $game_temp.battleback_name = $game_map.battleback_name0 h. X! `. g# z4 ]
- $game_temp.forcing_battler = nil. Q- ]: T1 Q$ S& }9 O8 \6 G
- # 初始化战斗用事件解释器& `* x' A* K8 z0 T* f3 i
- $game_system.battle_interpreter.setup(nil, 0)+ r# f' X& S* A" W. X: u* y
- # 准备队伍2 H8 I) f1 l, n
- @troop_id = $game_temp.battle_troop_id
5 i0 a0 r1 z' @$ G. R/ q - $game_troop.setup(@troop_id)
. F2 h& A% I# A) k. I - # 生成角色命令窗口 b' P: R- l/ H$ w$ W2 P
- s1 = $data_system.words.attack
1 F6 |! ^" g8 j9 S, c; v7 i - s2 = $data_system.words.skill
/ S7 V+ o* }, l. F0 x - s3 = $data_system.words.guard+ W& P/ ^) O& _0 w
- s4 = $data_system.words.item- z( r) r7 p( h
- s5 = WordChangeBattler
% o" a+ Z6 o+ a: ` - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])' D) x* V! v2 H8 M
- @actor_command_window.y = 128 w) m2 h: J! a5 p
- @actor_command_window.back_opacity = 160$ R& R1 p5 O# l2 i
- @actor_command_window.active = false
) s# q' C& T* Y1 s" o* m - @actor_command_window.visible = false
# T& }: h5 B* k- l6 O - # 生成其它窗口
5 X3 p: i R& B" s$ ] U) ]6 W9 v I - @party_command_window = Window_PartyCommand.new
) S( Z0 X, T5 m3 L; u - @help_window = Window_Help.new* z7 C/ B- D/ q4 K8 {- x' f
- @help_window.back_opacity = 1607 P/ v7 a. V6 |2 W( G+ ]/ g I
- @help_window.visible = false
+ i8 S/ ?. w3 u2 D' v0 w - @status_window = Window_BattleStatus.new
$ F, M0 d1 X. q$ t. R; R) l - @message_window = Window_Message.new
, G+ m u% g, w" m - # 生成活动块
# e Z* O' h# E$ _ - @spriteset = Spriteset_Battle.new1 ~# w6 l1 y6 b0 Q5 R4 Y6 S* Q
- # 初始化等待计数
0 ?* E F$ {% { - @wait_count = 0
9 y) ]$ F4 J3 ~7 M. G - # 执行过渡+ {. ~$ i- i+ ^( B9 ~; r
- if $data_system.battle_transition == ""
8 ]4 T0 {- E" o( L" g - Graphics.transition(20)
6 S. Q* N. P& S: w0 M. d; M ~ - else
9 G: O# S+ u Z, R ` - Graphics.transition(40, "Graphics/Transitions/" +
, H8 y+ m8 J: z7 P4 q2 H. l; d - $data_system.battle_transition), x5 s# z2 |$ K' d4 c& R
- end
6 P( V, S) w" ]6 u% |8 w - # 开始自由战斗回合
& ]* I0 \4 ?! m" \5 P - start_phase19 b+ i5 ~% Y$ l: c% p& |
- # 主循环+ l, a5 G4 w, o. _1 l
- loop do
& r" I! x0 ]9 P! O - # 刷新游戏画面: A F! t: ^, z2 B" \7 y9 s
- Graphics.update5 x. y& ^, {7 \0 a% U, D
- # 刷新输入信息
, j+ P0 t4 |9 W% B% t O, P) t - Input.update5 H7 R% V: S* v' |
- # 刷新画面8 {: j4 A. m! O
- update7 q5 T7 T# T& z' X9 ^% ~9 h9 G6 F7 @1 C
- # 如果画面切换的话就中断循环
0 U: Q( ^3 v8 _ z, C4 j, m. V - if $scene != self9 ^9 V7 q* j1 E9 Z4 _3 l4 o6 X
- break( n$ x) r' ~- i' X0 ]9 V9 O
- end0 U; { O2 `* x1 x6 }, `8 p
- end# o5 Z s, R L$ Q" r7 L
- # 刷新地图
3 N1 p. P/ P8 S# z% y - $game_map.refresh. C; b, ^) |6 |
- # 准备过渡+ B3 K8 B% b0 k( @
- Graphics.freeze+ B+ U# q5 j4 f0 @# C
- # 释放窗口
% o3 `' O% M5 e. B; h% S - @actor_command_window.dispose
: r# z2 h3 z2 ^5 }6 `, B5 a - @party_command_window.dispose5 h! e$ C# H# _* p( p% j
- @help_window.dispose
4 _* c7 P' F2 b/ i: n6 a - @status_window.dispose2 X$ B# s! d9 d( i" C
- @message_window.dispose
( T3 Y* n4 h" o" i - if @skill_window != nil7 | Q# z# C# [
- @skill_window.dispose
7 i+ ?- _& t* G: O0 o8 ]6 p - end& F7 I4 i7 P' E) `
- if @item_window != nil
$ m- [6 G3 h' L! R7 @$ O - @item_window.dispose8 s6 Y+ M) I; W9 J
- end
3 j) P* N! Z/ O - if @actor_window != nil6 U' v' r, ^% q5 I
- @actor_window.dispose
3 N x, _/ e" D" M' d! C0 z/ R+ I - end
$ Q( [$ {0 @. @% E - if @result_window != nil8 ^/ Q8 k7 T$ X/ Q1 h$ C
- @result_window.dispose
! H9 J) G/ U2 L. W* Y9 I$ l - end
, w2 k4 r: `) ]8 {: Q - # 释放活动块
- X+ S" I5 l1 z+ p0 w- I! S, O - @spriteset.dispose4 j7 n9 A. t: X6 U/ E6 X# Z
- # 标题画面切换中的情况, I% J; @# n& H
- if $scene.is_a?(Scene_Title)
" C0 v% B* K' x' f; J - # 淡入淡出画面
2 Z! I5 {/ I5 v) c* a5 L - Graphics.transition
% s0 F5 w' k# O& W! c0 G - Graphics.freeze- ~8 x6 ]. a, S, n9 H4 d
- end! z% ]3 Y" f3 J* a! @
- # 战斗测试或者游戏结束以外的画面切换中的情况
4 b( j' e2 E3 O - if $BTEST and not $scene.is_a?(Scene_Gameover)9 F" O- W1 }) Q' n' y* l
- $scene = nil1 A7 `, I& U' u) B1 U
- end
2 T, g1 }4 r9 {* D& P0 B+ [% ^ - end
0 J$ ?! d& l' x - # 战斗结束
! ~% r& ]# q6 i2 s - alias lpb_battle_end battle_end& G/ c8 Y3 ~5 y" b. C3 b
- def battle_end(n)& h+ ~& }6 D7 S5 G0 [! K
- lpb_battle_end(n)
- z' _8 i: u1 {# c( d' Y - $game_party.set_actor_to_normal8 k: Z8 P h: J, A# T" w
- end
6 s6 H7 ~& O% Z4 ~. Y+ M - # 开始回合3
" z. I/ y `4 S- J L$ [, | - alias lbp_start_phase3 start_phase3
! m( R' o8 y4 H& @. Y+ p - def start_phase3
2 g+ H u7 b9 j. e% ~ - @changed_battler_id = []
4 A2 v$ _, w% d6 F - lbp_start_phase3
! g# |- Q1 x! S+ m1 u - end: J7 M% P7 i& v. P& A( e) k
- # 刷新角色命令回合画面# m+ L8 e! j; c2 D& ` d, k
- def update_phase3
) ]# c5 E E/ `3 A& Y - # 敌人光标有效的情况下
4 p" I+ a0 n* q: f4 `8 D - if @enemy_arrow != nil2 W( F5 c) Z3 {3 x) \9 G
- update_phase3_enemy_select
8 |7 o5 ]& Q* P, b1 t/ }; e% D - # 角色光标有效的情况下5 \+ J# T4 @) K* |+ T. ~
- elsif @actor_arrow != nil
4 d7 M% J7 T) e+ o - update_phase3_actor_select
% u9 L' i* ^1 R - # 特技窗口有效的情况下
5 _/ S9 q2 T- N- f - elsif @skill_window != nil9 g; e' T3 R) r7 H$ U# M9 q5 m" d
- update_phase3_skill_select
q& x/ \. m. F+ f7 p W - # 物品窗口有效的情况下# ^3 j4 b) f t8 [( t
- elsif @item_window != nil
% d) R8 P; J, [; E6 X( C# j4 `4 n - update_phase3_item_select2 ?. i/ ]! m# |" I. O2 ^
- elsif @actor_window != nil
) O4 J! Q; D" T: l F0 a - update_phase3_battler_select3 Y6 k. [- c0 S% [' r
- # 角色指令窗口有效的情况下$ a4 E$ I# Y& g2 Y
- elsif @actor_command_window.active
X+ V. K- Y7 n - update_phase3_basic_command7 O: q7 k7 |5 Y2 }9 _. I4 x" d
- end x0 T. \7 O. z2 O( ^; a4 g3 N
- end
$ y1 F" X3 S2 } - # 角色基本命令
# L* p. ~+ x- X: D3 p - def update_phase3_basic_command& D0 l: W% N4 J9 s- {1 T
- # 按下 B 键的情况下
$ z0 |' e+ k0 n2 w. x - if Input.trigger?(Input::B)
F' h! z9 e t4 s0 P7 m - # 演奏取消 SE
/ z- B+ n; P2 h/ I% S5 R4 z6 o - $game_system.se_play($data_system.cancel_se)
- F$ R5 N+ |& k/ T7 B, A - # 转向前一个角色的指令输入
4 t! b/ K% |& _ I9 @& m# v5 ^ - phase3_prior_actor
- d7 T* e* _- d5 h! @/ C) r# B - return" b0 e& S! G+ G8 k8 N& f
- end3 k3 r( C6 J. d7 L. [ {- @
- # 按下 C 键的情况下
- `3 U/ Y; S$ H - if Input.trigger?(Input::C)
. ]$ _5 Z5 E, V - # 角色指令窗口光标位置分之
$ {3 S2 I6 Z O( D/ J$ E9 }( n. u - case @actor_command_window.index s' p7 c: T2 U# V
- when 0 # 攻击
6 Y- h+ G; @( {" I - # 演奏确定 SE0 z) l% M' n& R4 `2 h
- $game_system.se_play($data_system.decision_se)0 D* [" q. C& d& s W/ B% Z# q
- # 设置行动
( g7 M, j8 K! j1 m6 a - @active_battler.current_action.kind = 0
) x7 h8 V9 ~3 B# ~" C( }) \5 N - @active_battler.current_action.basic = 00 }: a: J: ]% p" C: z- K
- # 开始选择敌人& B! g# o! U' B
- start_enemy_select/ g$ f/ y0 t/ v8 x5 s) \+ N6 t
- when 1 # 特技
- O( S! B% N9 F - # 演奏确定 SE7 S A0 F6 j. @% l1 f4 v
- $game_system.se_play($data_system.decision_se)
4 H, L, Z6 J% _% n+ B - # 设置行动
. A( @( l. E3 o# X( E - @active_battler.current_action.kind = 1
$ P. T; S2 ^) k- _ - # 开始选择特技
; I* o* T. [; ?; [/ P! y' d$ t - start_skill_select
- {, |5 k+ Y) \7 K - when 2 # 防御% I$ j8 }5 v: u3 C6 T+ N
- # 演奏确定 SE
( m" C; n: d6 X' X - $game_system.se_play($data_system.decision_se)* X! U e# ~: B3 X. o# C5 V
- # 设置行动
4 c$ O- A5 r9 ~ - @active_battler.current_action.kind = 03 R1 a) x! P: d O; o9 ~( Q3 [/ V
- @active_battler.current_action.basic = 1; S8 ?+ M7 e0 r! x
- # 转向下一位角色的指令输入; d5 q; x! C. I% c7 a
- phase3_next_actor; p' n Y& v7 [ U
- when 3 # 物品. W7 J; v( p' \+ l A
- # 演奏确定 SE
3 `5 H& J& ^ A- t, } - $game_system.se_play($data_system.decision_se)6 A$ w( Q5 ?7 H, j' @
- # 设置行动
& G0 O5 ~1 X6 \1 { - @active_battler.current_action.kind = 23 w5 E: v! J5 ?; e
- # 开始选择物品
0 j1 _) Y2 u9 |1 m6 U" d - start_item_select; W4 x. B1 W+ e/ W4 s: M
- when 4 # 换人
- x2 N# [: ] j: S/ N0 g - $game_system.se_play($data_system.decision_se)
3 }; J- P1 x$ Z0 r( B - @active_battler.current_action.set_change_battler
5 i% _7 d' v! N! }% K ?, C - start_battler_select
; w( ]0 a/ [- A$ O - end
F. ^/ O2 o' l% ` - return
* q" h1 q; P" k - end
4 m0 ~2 _) [ V0 v A# q - end# V& J1 W% e8 T( }- b3 }% D# Z
- # 开始角色选择1 ]6 V! f% b. G i/ r
- def start_battler_select
* G& p, Q1 i3 Z0 ^5 r. L8 _ - @actor_window = Window_Actor.new- Q( x: o3 j9 ]! L, O
- @actor_window.active = true
( k# L- v. Y) z2 _ - @actor_window.index = 0
- R" i. O. U) ^* A3 n4 S - @actor_window.help_window = @help_window; M. X- |0 i) _! x! |
- @actor_command_window.active = false3 {% l8 B4 v6 i+ V3 @( j$ p
- @actor_command_window.visible = false
# R: l& |5 r/ F9 ^. R, |% D2 }1 p - end
8 ^% f1 m6 _0 a5 y5 i - # 结束角色选择! z" h- g, z6 }5 u! |
- def end_battler_select1 a6 w) h; [: _9 m& ?
- @actor_window.dispose
# @6 n# A3 i* ?* L% }7 H( T - @actor_window = nil( _, t! c! B$ g n) V' M: }. i
- @help_window.visible = false
1 f5 A8 |: a5 p9 {7 z0 n, t8 k - @actor_command_window.active = true
A7 o3 ]! \+ N) a. \( k5 H - @actor_command_window.visible = true
; A. s. |4 K6 a( V& t3 A - end
/ d1 X7 n v) [2 H+ j/ F( Y - # 刷新角色选择3 P) P/ g& J+ |& z9 w
- def update_phase3_battler_select
# ]% y+ G' C v3 J8 d$ S: w8 s1 h- M - @actor_window.visible = true
8 V) N6 D* f. f4 ^ - @actor_window.update! T5 V" U) n) J# z
- if Input.trigger?(Input::B)* x' Z" p- S# t/ e/ ]
- $game_system.se_play($data_system.cancel_se)5 P4 I y% n% E+ G* i
- end_battler_select
) }( N+ l+ K. {! b- \4 K8 J - return
3 B+ N7 j, d5 Z" W" k* C2 y - end. {* Y/ h9 {- T" z
- if Input.trigger?(Input::C)
% u- l! Z* l% {- n* E' t7 f$ w - actor_id = @actor_window.actor_id
5 s& f7 ^6 Q+ |+ K7 k) \8 O - if $game_party.get_actors_id.include?(actor_id) or) S5 z6 ?5 s: B; d9 T5 `6 A% u9 @. f
- $game_actors[actor_id].dead? or ' J" E9 t3 y" ]( r. r- x, K
- @changed_battler_id.include?(actor_id)
# C4 H% H$ L0 g( D - $game_system.se_play($data_system.buzzer_se)8 r, f7 _+ b3 f0 b# S o
- return
, g4 r; G: H/ e6 j3 i - end. [1 e. j& j2 k1 I
- $game_system.se_play($data_system.decision_se)) T1 f! i5 \7 G$ [! G
- @active_battler.current_action.change_to_battler = actor_id; A, r- e2 \/ ]7 k7 I! c1 x
- @changed_battler_id.push(actor_id)5 K& ]1 Q0 L+ b6 H/ }
- end_battler_select
; l# d5 K& h) E$ C4 L - phase3_next_actor1 u/ t' S9 P5 o
- return9 `$ W3 }( G6 E
- end5 r Z* D& s. \* {
- end% }. d+ g! t6 t% C# n: C# U
- # 行动方动画: G3 A" V9 L3 a2 S' x" V
- def update_phase4_step3/ _& I! O& t& Z% R" [
- if @active_battler.current_action.is_change_battler?, H7 N; H0 ? H! x5 U6 [
- @animation1_id = AnimationChangeBattler
9 Q2 P4 {: F$ X( r: z3 z - @target_battlers = []
( F1 o0 w E: c3 \ - end4 d0 e) ?7 x5 H/ K+ u3 w
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
2 b3 s/ c1 P G+ p7 R5 Y - if @animation1_id == 0
8 v0 N! E: g: Y' a+ c - @active_battler.white_flash = true
# E) N3 \: E% Y8 V# z; v8 N - else+ O \! \4 q. d
- @active_battler.animation_id = @animation1_id( c3 c7 ]& k. Q5 G2 L' A7 L8 d
- @active_battler.animation_hit = true
! Z' V( R3 m4 ^3 g - end" v9 x! r1 J5 U, v: J8 a+ c3 |
- # 移至步骤 4
# m4 N9 u N9 k. @2 { - @phase4_step = 46 g4 Q6 r8 f0 a0 w: T- E8 M- t
- end& J8 s) F# X/ B8 g" ?
- # 对象方动画
. Q( C. o2 Q, h - def update_phase4_step4
) q* ?3 K8 `: v2 x* ^7 H w - if @active_battler.current_action.is_change_battler?
, \- L+ z& D/ B" z - actor1_id = @active_battler.current_action.change_to_battler% z6 R V' c6 P) n0 _" F1 a
- actor2_id = @active_battler.id
* o3 A3 n9 I9 S: i6 h8 ^' \9 @ - (0...$game_party.actors.size).each do |i|5 _, k, h! h7 l5 K, X% e
- if $game_party.actors[i].id == actor2_id1 z# e" w3 b# x* Y% o
- $game_party.change_actor(i,actor1_id)
1 D% W. {6 P, }. h5 {6 a* c8 k - @active_battler = $game_actors[actor1_id]4 q% N. ]; \: U5 }- {% o
- @status_window.refresh+ q q" {7 s- W/ Y( U
- end
5 v- Z! Z1 F* G - end- h5 Y3 t7 o4 s2 R- K* D* r
- end9 F1 i- U5 L5 O5 k5 I$ K
- # 对像方动画
" ~7 P" Z4 I$ ? - for target in @target_battlers
8 v/ j6 o4 j) _$ [8 n) H! X, C - target.animation_id = @animation2_id
: k$ S; u T1 M% o - target.animation_hit = (target.damage != "Miss")
; P; G9 y/ f O7 K3 ~$ X - end2 f" {9 @/ K& q) i
- # 限制动画长度、最低 8 帧
1 g0 m( _$ J, X+ |/ v% F0 p# `6 d - @wait_count = 8
3 n" T) M3 w7 b3 i - # 移至步骤 5
7 {3 ~$ N5 B6 Y. t0 s k - @phase4_step = 5) P- K/ A: y# V
- end
6 U. x+ i$ W; I8 ] - # 公共事件
. r4 s( q& a6 K4 P: n - def update_phase4_step6
- @8 P! } M2 O/ d1 Y& ^ - @target_battlers.each do |target|6 Z. s% m1 u- _& p- [
- if target.is_a?(Game_Actor) and target.dead? and* k% D: S( R+ c% j0 Y1 k, S, K+ j; b
- !$game_party.other_actors.all?{|actor|actor.dead?}
1 n1 r) _$ P' l - @actor_window = Window_Actor.new3 h* m5 g. {. a6 [5 p
- @actor_window.index = 0
2 f- v# x: [( p7 r* ~ - @actor_window.active = true4 Y8 |5 l m) t/ D
- @actor_window.help_window = @help_window
8 e. U' t' p) z$ m/ ] - actor_id = -1
# w0 s [6 q+ L2 C6 ]; G - loop do
. o/ K) H4 ^# N- J5 Q - Graphics.update
6 W- b, N: L# r- r* U - Input.update3 F3 q& K+ ^2 B( {" n5 g1 [
- @actor_window.update, \5 C! l4 ?1 R) h; U- H
- if Input.trigger?(Input::C) ]: c" V$ N( J$ t r8 p7 i
- actor = $game_actors[@actor_window.actor_id]
! v5 C5 Y2 B) ]6 j' z) C% o. p, o- t0 Z - if actor.dead? or
# p; w+ U. V" [4 d - (@changed_battler_id.include?(actor.id) and
; R/ p. K' Z7 q! o - target.current_action.change_to_battler != actor.id) or
/ s" k5 w ]! p7 T+ c/ x - $game_party.actors.include?(actor)
* z) b5 k6 v0 @/ _5 p - $game_system.se_play($data_system.buzzer_se)- B4 q% j! e: M0 X% T8 G( B# [
- else& I Z2 r; D/ l5 {2 e! e
- actor_id = actor.id( w+ E) d! L% B/ K* v+ t, c
- end
; O6 ^5 K- B5 q5 B6 C' q! ` - end
2 t0 O7 }, p }/ I/ N7 p# N5 E - break if actor_id >= 0
, E' h. }' p+ V9 b - end6 F0 G$ o3 n" E+ R Z
- @actor_window.visible = false3 |" k) `% c Z7 e5 Q- k5 }
- @actor_window.dispose
8 S" e' F1 K# G2 y* R - @actor_window = nil
, s7 \. V) N- W6 Y( { - @help_window.visible = false
- S# F4 W4 ?* q ~9 B4 E0 b2 F - (0...$game_party.actors.size).each do |i|
( m0 ^1 Q6 F8 E, C$ E, C+ O( P - if $game_party.actors[i].id == target.id' U$ ], S1 c8 T5 |0 C
- $game_party.change_actor(i,actor_id)2 A! d6 C/ ]' K% O
- @status_window.refresh- f; G# j. S( X' v; D& }
- end
7 e* T* E" C9 }. v - end! F6 [! h& m' y( a! e* D- I
- end
9 C. v6 p( L: g; \ - end
1 S$ g; _0 b0 Z - # 清除强制行动对像的战斗者
/ i& t2 H4 W" d - $game_temp.forcing_battler = nil
! |: ?! j5 D- M4 L - # 公共事件 ID 有效的情况下8 \3 F; O4 ]2 ?& ]
- if @common_event_id > 0
5 d( [+ b+ P% f5 z: x1 I! q: i& r - # 设置事件9 K V k2 {+ \5 f
- common_event = $data_common_events[@common_event_id]! I. Y. j' l% T& P% H
- $game_system.battle_interpreter.setup(common_event.list, 0)
3 b0 |, I" O4 E) o! p8 H- ? - end5 s& F: J# ~0 f4 p
- # 移至步骤 1
2 h% b- a" c, P \ - @phase4_step = 1
/ H$ [% D& p1 h9 e* b+ ^( j8 c. i3 } - end
1 _. k% h+ }' {+ H - end
# F! \& E+ ]. \ - " o* m! c# r G# A: Q6 U' y
- class Window_MenuStatus
1 I6 J% l _9 q+ _. X# t - def refresh
) P+ r ?; G$ U% D - self.contents.clear1 T, L" r: M+ m! W2 f6 ~5 ]
- @item_max = $game_party.actors.size
, j+ a* i/ a ~+ m - for i in 0...$game_party.actors.size9 g- q: s8 Z4 x4 Y h" p9 G# M
- x = 4' m4 p. h& ~! }$ B6 L9 W" M
- y = i * 32, m8 h, K. H) e$ G3 G6 G) ?1 X
- actor = $game_party.actors[i]1 ?/ z- Z z1 S2 ^* a
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
/ }4 B4 Z" `9 [; y - rect = Rect.new(0,0,bitmap.width/4,31)2 ]. Q, b" i: ]- G3 ]: J
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)+ |" V- K8 m8 }* ?8 F1 p2 w) p! N
- draw_actor_name(actor, x+36, y)/ m' H5 i9 m! `- _+ C+ [& ^
- draw_actor_state(actor, x + 136,y). v9 e3 |) f8 y. K# r, x g4 B
- draw_actor_hp(actor, x + 236, y,96)
% i1 e, z- o1 \8 ?3 i - draw_actor_sp(actor, x + 336, y,96)& A! ~7 i* e' W9 ~5 O
- end( J! h4 _/ I" \3 m9 q* U
- end. x$ j. L$ `$ N# x2 }) ]" c
- def update_cursor_rect+ G% a* M% x3 b* F% J3 E
- super: s. u$ I" r+ g8 G
- end7 f* {" r1 R i' Q7 `
- 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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