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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 LimBattlePlug0 V% j8 S# ~! b' n( c
- % s+ s3 i5 m8 l) V
- # 队伍最大人数
" T. T+ C) s! Y+ H [8 E9 D- G- q9 C - MaxPartySize = 8
( U7 L$ {9 O1 X9 A4 G1 k$ \5 m2 t
6 I3 r4 v* q# K$ F$ @- # 出战人数" G9 ~" B" }1 m. C/ k! G1 y6 [
- MaxBattlerSize = 15 c) f6 T( y# ^) B0 T
- 5 F3 V/ J c' v% Q; G1 `& R
- # 换人语句
, p5 a M% `# \8 O$ E3 t - WordChangeBattler = "换人"6 H/ S N' k5 b3 G
- & i) p: c }1 |
- # 换人时播放的动画
& F: e) i6 d: K) L6 c6 V8 T - AnimationChangeBattler = 26
+ D! Z+ X" n' d' Q d4 A
2 l6 _1 F* r8 h% E- end, _1 P! C4 w# z- I
% [1 a! s$ a0 K( u8 c# o' t2 u7 D3 G. e- class Game_BattleAction
/ e. Y7 q( U( o1 h" {; H - attr_accessor :change_to_battler6 h& D# @7 ^ m* Y
- # 初始化
9 m' q0 G( G1 ~7 v) J - alias lbp_initialize initialize
: k* t6 b! f' z% S9 | - def initialize
; z9 G; [: \% h& s! T0 O - lbp_initialize
+ k! Q( M" V# W% n4 U9 n - @change_to_battler = 0% f8 Z% h- `* |: s
- end3 K% x7 c4 k, B* e# S
- # 欲更换角色编号
# s/ U; Q3 Q1 b - def set_change_battler8 v# y3 H0 F# v# U3 A. Z2 G: u
- @kind = 3$ _ C0 j' f' K! e* E1 [% H; n
- end
- d) K; V- X6 |% J0 o- g! j - # 判断行动是否为更换角色
* A: S+ r% |/ ?7 T1 w) B! Z7 { - def is_change_battler?' d7 }; }& ~' m1 g
- return (@kind == 3)
4 |# o! M. `' [ - end
0 [( |4 H# n) K( _ - end1 P+ d) q8 ~+ u; b. ~9 E- s
- 0 W6 j9 o) W# R- U- k! q) a
- class Game_Party- L$ C- Z/ f. e2 H( i3 [9 A6 }
- include LimBattlePlug
9 t( A0 c- K* L/ M2 z1 w - attr_reader :actors2; a) l4 m) A# ]6 o
- alias lpb_initialize initialize
* j, F1 l& N, D- d: u# m - def initialize
, ?. X2 D7 v0 Y [) ^% j9 ~+ l& c - lpb_initialize
$ p# U3 x+ Z. U; R# @6 j2 X - @actors2 = []
?8 q* ?% r/ j& x, G+ F8 [ - end, y! p8 E* \; Q
- # 角色加入; A5 t c- ~( ]- T% p) Y7 ~
- def add_actor(actor_id)9 s- T6 x- e! a N4 y
- actor = $game_actors[actor_id]7 m8 H! I9 k; j
- if @actors.size < MaxPartySize and not @actors.include?(actor)# `+ l2 P3 D1 M! o
- @actors.push(actor)7 |, P/ `6 n9 M P- h
- $game_player.refresh
, s9 C9 Q; e4 k# q) } - end
5 l& C5 h+ N/ f' K - end$ ]/ D: }6 u& F, {
- # 设置战斗的角色
z5 O' Z. o, z+ t( s$ m* I( @, V - def set_actor_to_battle1 y% T, W3 a5 A+ u
- @actors2 = []* U* @7 q! u9 l6 d d% p- y
- @actors.each do |actor|% s& I4 Y8 }0 }; X
- @actors2.push(actor)# _5 e5 X) }1 M# d- M. e1 D
- end
. L O1 j. u" z6 }. \! u - @actors = []4 ?/ [" r. l6 b+ ^; n
- @actors2.each do |actor|
% |9 _& W5 G, c1 k7 I+ a7 ^ - @actors.push(actor)6 b) x: m. |/ t- b
- break if @actors.size == MaxBattlerSize [6 ?$ `: g1 a; I) x. T
- end9 T! b' i' L( g* H
- end* \, W) y; j) p
- # 还原战斗的角色2 ^# R+ w& U; a }5 N
- def set_actor_to_normal) X+ y# T# m' }. l d. ~; t. J
- @actors = []& w4 F1 V" G" |+ n
- @actors2.each do |actor|: A- M, F T6 f/ f" s" A* K
- @actors.push(actor)
6 r3 {2 v% e- @% p - end
: Q" K$ u% q. N7 a: a' f6 v) T - end1 j1 X0 f% F0 U2 b3 B! B
- # 获取角色id数组
" J4 c7 v3 l! s: \8 G - def get_actors_id# {3 f; [( N# ?7 C* H
- id = []
( D' X; r. q5 J8 _! ] - @actors.each{|actor|id.push(actor.id)}- L& p, m! Z) O6 q6 _
- return id
! k# U- {+ _. L0 ~: E( l/ \5 g - end
6 T% z5 Y6 a/ ~$ ]8 e0 I - # 获取角色id数组
& c9 L$ W- `( t: A) Y9 I F - def get_actors2_id
5 y4 ?7 w2 A) J8 M: | - id = [] M7 T: V8 }3 g b! w! C+ E
- @actors2.each{|actor|id.push(actor.id)}, ^+ y- i, l1 ^$ I
- return id
/ h/ O# D( B8 i8 g& O - end1 G3 N( v y5 e
- # 兑换角色; w2 t+ i; U. I: c
- def change_actor(index,id)- K9 d7 s0 @8 y
- @actors[index] = $game_actors[id]- x4 P6 Q3 F: Z6 E
- end
Y* L: x3 |' I: z6 E - # 全灭判定
9 s1 Q9 F# Z% k0 [ k - def all_dead?7 w' l/ g U5 O) O" _
- # 同伴人数为 0 的情况下9 x. J4 J# B" N9 a# c0 ?
- if $game_party.actors.size == 0+ y- s, ~) _' U/ `
- return false
; |5 H; ?' t4 c& `3 B - end
( { G" k( G) r - # 同伴中无人 HP 在 0 以上; L" V$ c% y* U" i. s: H
- for actor in @actors2
3 g. A7 F9 s. J2 I/ N; n. M) B - if actor.hp > 05 M) m% l W/ \/ i! U& U
- return false: D- g G: {. x% [
- end5 i) A; {* H' N: t" Z' v
- end
' F/ z3 E; E1 {3 J$ C$ j - for actor in @actors+ m" r# p* r$ C' M
- if actor.hp > 0
/ m7 j/ c7 g: U8 ? - return false( F. F/ i! a+ ~
- end( |5 u$ }) {) V: I0 j
- end
5 z" ^( r$ T& R: L$ T4 Z2 o - # 全灭; l0 z9 s1 Y3 [1 G" c$ G" U; Z
- return true& t# y1 R2 t' c" \6 ~; \
- end" i1 D& r6 f/ s' T6 h) v' ]
- # 其他角色
& I/ ~' e9 P6 u9 y7 v9 I - def other_actors1 s+ R& x% Q8 w q! x: [! p; P
- actors = []+ d& Q5 t5 H4 S% I" u2 Z# Y
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
/ N( [4 C7 U$ ?8 ?" k - return actors
5 Q# L/ e2 v; v& L" z; v2 B3 Q - end q$ k3 N2 x1 w2 |
- # 角色位置互换& V7 x7 Q& k9 C8 ~1 I! ]
- def change_actor_pos(id1,id2)
; G& j' q5 s) _% v# c* \) b - actor_id = []0 \; {$ k; S0 A/ M# a) K7 E: u
- @actors.each do |actor|
7 L+ ?' o2 i( B; I# K+ G6 N - actor_id.push(actor.id)2 y4 |1 @: C1 m+ Z
- end' X X J, R* {) T' b
- return if !actor_id.include?(id1) and !actor_id.include?(id2) m+ ]' T0 s/ C& Q
- id1_index = id2_index = -1' N: m+ l1 V- X k0 l
- (0...actor_id.size).each do |i|* u! E" S. a/ J1 D
- if actor_id[i] == id15 j8 Y, E! f' x" e; U6 w& I4 |# O6 _
- id1_index = i9 x' ?8 R+ ^( ^
- elsif actor_id[i] == id2% g6 r/ z( h, P+ p r$ t' U$ |
- id2_index = i
5 o9 E5 N* A% z8 f4 B7 n - end0 Q: C% ~9 m1 X$ E
- end6 G, Q7 _' X, N; P( ^$ ]; n) Q" O
- temp_actor = @actors[id1_index]
) D @( \5 y: E0 a: r# Z5 ]3 o& x - @actors[id1_index] = @actors[id2_index]
/ m& ~. ~9 g! T& j - @actors[id2_index] = temp_actor
+ n2 q5 {: E m - end
9 S$ Q, N( m# ?! a$ m0 K - end
' t0 u4 g5 z# }/ Z - 1 R& k' f/ p4 T& j% \
- class Window_Actor < Window_Selectable
1 O9 t8 l* W) O% { - # 初始化
4 X; ?! A0 ^5 y: g, P - def initialize. m2 C; Z, x) d1 u
- super(0,64,640,256)/ p' D, r" v u6 N9 Q
- self.back_opacity = 160
1 i; n& J/ u/ ^" Q/ X( z - refresh& @9 I" N2 |( D" i8 c3 ^
- self.index = -19 _& B7 `2 g6 e7 [- p4 Y
- self.active = false
* o* w9 I/ a# D# y1 Q" ` - end
$ j( X5 Z. I# t. |) y$ ^7 R - # 刷新& s% G4 I" c3 ]' w
- def refresh
- G, D# ^# l( f* c - @item_max = $game_party.actors2.size
4 |3 X" J6 b2 G9 y6 O* u - @data = []
9 {$ {0 m9 _1 B! I( [ - $game_party.actors.each do |actor|
; f' H& o7 r; m {$ H2 T - @data.push(actor)
. X/ o; s8 K) f+ m7 j - end* W8 O7 }& t2 k5 B
- $game_party.actors2.each do |actor|, b/ w0 t$ Q1 D* p
- @data.push(actor) if [email protected]?(actor), o; J- P0 |4 x8 y% i a+ I1 l9 @7 V
- end
. I+ r O- N; j0 x1 s. t$ g3 ]1 Z - if self.contents != nil
2 O: T( A) C/ Q2 q q - self.contents.clear
H6 o w2 u0 M- A( d3 o$ ~4 W. p - self.contents = nil
0 s& L' V: F* Y1 j( w& \4 @: Z - end6 d* D7 [8 B) G( j
- self.contents = Bitmap.new(608,@data.size*32)
# w) M& m6 h* C7 k0 j - x = 4" a. Z9 {* h7 l) {0 o+ J6 d+ w: {
- y = 0: S2 u8 R6 e/ o
- @data.each do |actor|4 _6 s5 i/ Z; ^! ]1 ~. v5 e% s3 R4 i
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)" {8 w8 ]9 U$ G" U
- rect = Rect.new(0,0,bitmap.width/4,31)
8 u+ U8 Z6 W' q" {. P - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)% W2 d, |% u% a8 f, }4 l. \$ B. V. u
- draw_actor_name(actor,x+36,y)
! Z" q6 W6 I- r- s7 `) V - draw_actor_state(actor,156,y): G/ G& o- U( e- m; ~3 b
- draw_actor_hp(actor,x+256,y,96)! P$ c6 w" n8 h! w
- draw_actor_sp(actor,x+376,y,96)
! \( J4 J1 |7 k; z( n, W* d6 x" s - if $game_party.actors.include?(actor)
% N! V' o7 R8 | - self.contents.font.color = text_color(6)# r7 @4 |7 Y0 g6 D" f( S
- cword = "出战"
3 k+ p! o3 U {; `6 l. ?6 {/ d4 ^ - else
% d, B; v! J8 y* r; h$ y' B - self.contents.font.color = text_color(0)7 D) i5 G7 ]3 _6 W' G8 {7 L9 V- f
- cword = "待战"8 I. P9 N. L9 i* l; [7 W
- end' K5 T( A! f; p* c9 }0 m+ _
- self.contents.draw_text(x+496,y,60,32,cword), T7 U) j* ~9 ]
- y += 32
2 }! T E7 f- k - end d$ S3 x6 U% c0 |6 M/ w4 b' ~- j
- end
% {$ g2 o, D* Z- t$ m: E% O! D - # 获取当前角色编号
- T9 ^# ] E# Z! B1 n. ? - def actor_id' V% v2 K/ K, `
- return @data[self.index].id0 |: U+ C d% _( u6 m! p( B# c
- end3 K0 Q6 G; q2 W7 R
- # 刷新帮助4 U# I$ j, p6 W# Q
- def update_help0 Y/ L2 n$ J* D# f7 I
- @help_window.set_text(@data[self.index] == nil ?\2 G8 h8 _' Z& p4 _
- "" : @data[self.index].name)6 W4 D# f" q: u/ V$ i7 K% A
- end
* w w7 q3 ?9 d! F' h6 N - end
& i7 j( l; z- |/ T! U" u - 7 s! v4 f/ D, K+ A2 ~. Q, w. D
- class Scene_Battle
) s$ i8 ^1 q1 {+ e5 D - include LimBattlePlug
% ~0 n& R8 V1 H! v1 [, V. o - # 初始化) ?5 }0 K! C1 i+ F+ h
- def initialize
. V) |# _& ?4 Q( W) p3 G - $game_party.set_actor_to_battle
! B+ [9 t/ `% Q3 ?, I - end
/ B1 ?& h% }* u( _+ N- c- U _6 \; D - # 主处理
" G$ Q4 k: v. I' f0 E. B, T - def main/ ?9 R, _! y$ A0 J Y
- # 初始化战斗用的各种暂时数据
5 ]( m: y) B4 c& c9 R - $game_temp.in_battle = true
8 q, W# @7 X. G - $game_temp.battle_turn = 0
7 o! J3 |3 {+ W - $game_temp.battle_event_flags.clear0 G: c7 [ N$ l; D& \3 B
- $game_temp.battle_abort = false
; ~/ x% Q) Y3 g0 t& D' F* u, I2 b" F - $game_temp.battle_main_phase = false( L8 m7 L! p% X+ j2 e/ h+ e( K' f
- $game_temp.battleback_name = $game_map.battleback_name0 W/ P; K3 ], _( x! g6 a+ N
- $game_temp.forcing_battler = nil' p- j- J$ |3 q8 ?
- # 初始化战斗用事件解释器
1 q$ d0 p, Y ]7 ]9 d& g9 g - $game_system.battle_interpreter.setup(nil, 0)
! {' B6 U$ Z) g, r. _, [1 r" w - # 准备队伍( ?1 D- N' y9 X4 @
- @troop_id = $game_temp.battle_troop_id3 w+ y+ z1 [ X9 l. m0 [ V3 ?4 i
- $game_troop.setup(@troop_id)- _: h* h' ^. r; s5 V
- # 生成角色命令窗口
& ^, v( x0 Z+ P2 d - s1 = $data_system.words.attack* `. }3 f2 G9 T& K+ ?
- s2 = $data_system.words.skill
/ ~& k$ B; e9 j6 x1 U - s3 = $data_system.words.guard" D& Z7 [* m9 P/ }9 B
- s4 = $data_system.words.item
2 ^( g# v0 A# A. i - s5 = WordChangeBattler4 c# b% `3 `9 L* Y$ }, x3 G4 N: O
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5]). R; I) ]" C4 g+ G8 u0 l( ~* Y
- @actor_command_window.y = 128
* X- w7 @6 [0 m# Q3 h: F4 g - @actor_command_window.back_opacity = 160) P0 k7 d+ K9 V( ~: z( p+ i
- @actor_command_window.active = false9 Q w4 w- q5 c/ X- T4 L3 K5 R
- @actor_command_window.visible = false
, |; [% R, S* N' J - # 生成其它窗口5 L- Y' w) r+ X( p& i: t5 N
- @party_command_window = Window_PartyCommand.new! U7 ^, ~1 O, L$ z
- @help_window = Window_Help.new3 [/ a: k b+ U2 p' J+ [
- @help_window.back_opacity = 160
/ R' V; l0 M$ E/ m - @help_window.visible = false; O- t( o, Y# z* O
- @status_window = Window_BattleStatus.new
c% Q' I2 C) r% y - @message_window = Window_Message.new
& V) t) w4 @% d$ C# m3 e - # 生成活动块( X! ]* r) A0 Q: R
- @spriteset = Spriteset_Battle.new
# b V1 b2 |6 t - # 初始化等待计数9 D q/ j$ E+ Q: n
- @wait_count = 0. ~: y1 k3 u+ x; I
- # 执行过渡
3 U/ Z( U6 w. `% D7 ?4 C$ X - if $data_system.battle_transition == "" U) T1 E+ [4 x6 r
- Graphics.transition(20). h4 D% `" M2 H! I3 f
- else$ Y+ r/ N5 J( O3 P% ?
- Graphics.transition(40, "Graphics/Transitions/" +* N) e3 R# G* h4 M" G; p
- $data_system.battle_transition)$ `! u, h' L/ c) V) j* M; O
- end1 W5 t K: [ F7 b
- # 开始自由战斗回合
5 g2 _& J+ V5 @4 d3 ?1 ?) P; E+ | - start_phase1: m! e `* U% I
- # 主循环* r+ p7 |* t0 f5 K7 E$ E& `3 _ o
- loop do1 g: I3 a& g/ E7 r
- # 刷新游戏画面
! A" r. v# I8 K: r4 K3 U8 V - Graphics.update; s2 G3 x: q3 z* E
- # 刷新输入信息
( n8 z* j2 s9 T - Input.update K: ^3 F2 x# g
- # 刷新画面" g5 L2 j5 F, ?
- update
7 D) ]* f/ A& Q( |# ?7 b - # 如果画面切换的话就中断循环
& }1 o/ w' w8 a1 T0 e8 T L. o - if $scene != self$ L3 |$ x( b- S: {3 C' K
- break) b8 A% O: u1 r6 y2 A8 m9 v
- end, h+ {* ]3 _( |: J9 t9 V; }7 y
- end
0 Q T) y$ i5 o - # 刷新地图; _1 _ i3 F4 A4 @
- $game_map.refresh/ k y2 j* O0 L: t, v5 f9 K
- # 准备过渡2 w" X' V, R- ~: c6 {1 x. Z
- Graphics.freeze0 y- ?6 \, w: W% n% P9 U" ^
- # 释放窗口
( R; G v8 W, Z6 j7 U! T - @actor_command_window.dispose
, \6 F) c n, X( F% s - @party_command_window.dispose8 V0 Z0 t4 E# R b) h
- @help_window.dispose2 Y( L }6 X I" k7 o- @% [! ` [. J
- @status_window.dispose
- } h8 T; K4 u* e: k B: {' w! A4 j h - @message_window.dispose: H. W( g; h$ I7 L1 Q! l. O
- if @skill_window != nil
5 N' y1 X0 n4 P3 p6 E3 U x) |* g - @skill_window.dispose
2 D$ Z# }7 B$ W8 y - end2 A4 O5 L+ L1 _( g0 ]9 K
- if @item_window != nil
+ Q+ }* y/ z' ~5 u# U) O5 Y - @item_window.dispose
; C5 K4 ]# V G, \9 p2 G - end
8 t& o& J& W+ _4 _. o - if @actor_window != nil
- h: @ \0 @! ~" d0 ]4 A - @actor_window.dispose
9 K q! v5 x" Z$ ^ - end( F! }: G; R$ m1 N/ r
- if @result_window != nil6 L$ \" q) k, P& x) }
- @result_window.dispose8 O% P# R, o# o9 s
- end$ v7 z2 Z5 u- t( E( q% @: d
- # 释放活动块
: C+ j) e4 R2 c6 F1 j6 R$ [ - @spriteset.dispose
6 ^9 R6 H) x0 q5 a, ^0 I6 z- Q - # 标题画面切换中的情况! ~0 Z" f' n: u" j# ^* B; C
- if $scene.is_a?(Scene_Title)
: O+ w( @7 i% v+ V8 r& q - # 淡入淡出画面' T, v4 v. \9 E/ c, T- k) v
- Graphics.transition
1 A( b$ G5 K; y1 W- p' u6 W# X - Graphics.freeze* _3 `! X2 Q0 H( I; v+ E2 s
- end
2 {) }- f4 a( ~ - # 战斗测试或者游戏结束以外的画面切换中的情况) j$ x) V' T0 p# `; e
- if $BTEST and not $scene.is_a?(Scene_Gameover)
% Z5 C' }) q$ {7 ]5 _ - $scene = nil
+ Y1 Y! y/ H4 L( _9 n% c9 C. H - end/ o o* X( L: _) l+ ^$ j5 a
- end
' q1 y5 N$ [2 U0 H% ` - # 战斗结束' W) u# n- q: F
- alias lpb_battle_end battle_end
; l9 n* i- l7 l; A - def battle_end(n) }+ A( F4 w" o$ q; G' x; z& E! i
- lpb_battle_end(n)8 }3 O* o4 B* l, f, S. _
- $game_party.set_actor_to_normal0 B0 j, D& H0 i4 _; Y! q
- end7 X: V% j$ C" f( B- A8 ]) B
- # 开始回合37 _1 J- |$ K. M
- alias lbp_start_phase3 start_phase3
$ h @0 W% U# S- ]# b0 m - def start_phase39 h+ n1 p" \5 N! I% q& l, N( w; q
- @changed_battler_id = []; C* f! K: I- u- S4 x
- lbp_start_phase3
; ?) Q2 E s6 [9 F! d/ X - end; J) o0 ~7 X- X7 r; v# a7 a5 ]
- # 刷新角色命令回合画面
) X& d' M7 u1 @, M7 G/ H - def update_phase3+ ^/ K3 s; }) D/ H8 d& `
- # 敌人光标有效的情况下$ Z$ C% ^5 Q5 d7 d
- if @enemy_arrow != nil
* d8 y! h% _6 u% j' ]+ y* z - update_phase3_enemy_select# F4 l/ d8 K0 |! {* g$ [/ t
- # 角色光标有效的情况下
. k$ ~3 C/ s# Y6 R( S# X - elsif @actor_arrow != nil v7 F0 ^, R+ x
- update_phase3_actor_select0 P+ R* x* e l% I0 H3 r; @
- # 特技窗口有效的情况下! e9 i) q* b& q# ~7 g* }- x* f
- elsif @skill_window != nil
& [7 ?0 _/ `: O. j* r( S - update_phase3_skill_select2 A$ t4 i7 J% ]
- # 物品窗口有效的情况下
& e% w- ^7 X' f- O) x9 c* B2 x - elsif @item_window != nil
2 u- \ t" s5 Y# \ - update_phase3_item_select: ?+ W3 r4 y, I# ]; s6 t' w/ l
- elsif @actor_window != nil
: k" h8 w6 p8 g( P q& b9 } - update_phase3_battler_select
- {7 X" t1 s- K e8 X8 l% k/ Q( E1 m8 { - # 角色指令窗口有效的情况下3 R$ e' _ T; a) F4 {* l
- elsif @actor_command_window.active
2 X% f% p' @; p - update_phase3_basic_command
4 Y3 T* R4 N: {/ }( d, t - end
' f' w0 X$ L* Y1 {: N$ c9 Q - end) `2 P2 x6 w. a h/ K) K) r+ N$ I
- # 角色基本命令
& `8 Y. x! T. J - def update_phase3_basic_command0 {3 \1 Y) ~+ v0 Z
- # 按下 B 键的情况下
9 |( s, ]% W6 S$ h% H6 P6 f% l - if Input.trigger?(Input::B)' W! g1 o2 H& W- t, X
- # 演奏取消 SE. m) R# A6 W& g, F
- $game_system.se_play($data_system.cancel_se)
; n! ]: C! d( v; _. K. K2 e- X" ?. H - # 转向前一个角色的指令输入* B+ Y$ ]& Q! d7 g/ K' u
- phase3_prior_actor! P: T) H q$ g+ X4 g+ o
- return
& @# B7 O Q/ E0 G) G' F - end
% M' A! F: I% g0 R* _% D - # 按下 C 键的情况下8 z/ W6 k$ ^! s5 H+ M( a
- if Input.trigger?(Input::C)9 Q9 {) J& d. Z- p
- # 角色指令窗口光标位置分之
! j2 \" v- a& O) i9 s1 z# P - case @actor_command_window.index
. g* i: A6 j+ O% V/ l - when 0 # 攻击; L, R0 R# a2 j+ {. _
- # 演奏确定 SE
1 w9 }0 F( I" y1 J, _ - $game_system.se_play($data_system.decision_se)
! c# n3 g% O6 v! ] - # 设置行动
% [ d8 K" G3 {; J% Z' N6 Q - @active_battler.current_action.kind = 0& X% ^/ [+ m3 U y- Z
- @active_battler.current_action.basic = 0
6 L" S8 L# v+ u; `! q - # 开始选择敌人6 o7 z/ ^5 W# g) K7 {
- start_enemy_select
: f6 d/ s; K: o& Y - when 1 # 特技
& C" \# m3 ~$ k7 Q( G7 u7 m - # 演奏确定 SE
& y ~9 s; l y, w" a4 {8 | - $game_system.se_play($data_system.decision_se)
' o9 x: H5 `+ k( k; J' D, x - # 设置行动
6 O7 v$ O. O2 u - @active_battler.current_action.kind = 1: w) p/ b& S( c% N$ n7 b9 A( t
- # 开始选择特技% [8 L2 }6 c5 S5 n" N
- start_skill_select1 ?4 H$ d5 J' T: v
- when 2 # 防御
9 ~& T3 j6 q3 Y2 K8 W4 s - # 演奏确定 SE
- i% [; I' K2 e t. | - $game_system.se_play($data_system.decision_se)3 J, u" i" o0 ~/ }. d6 u
- # 设置行动; l1 R r* ]( A$ M
- @active_battler.current_action.kind = 0% A; Y" j5 `, o: R3 M3 B
- @active_battler.current_action.basic = 13 c" s" G5 w: \1 v0 E* o- F: P/ }3 f
- # 转向下一位角色的指令输入
5 x) v) j+ \; _2 Z# w# I - phase3_next_actor
: i# p% K6 c r$ N- m, Z - when 3 # 物品
, n' Q% E' F" ~ - # 演奏确定 SE
) b0 G+ i! I7 v - $game_system.se_play($data_system.decision_se)
" \4 L1 b! {, J5 v - # 设置行动6 D8 x( B+ d* Y. e# A5 ?. F( H& _# k
- @active_battler.current_action.kind = 29 c5 U `, f1 j
- # 开始选择物品! D ^, e6 h1 P- A/ c' L
- start_item_select
8 g9 d# [* l; P9 B - when 4 # 换人6 X( {: P V1 v$ s0 V* J" H
- $game_system.se_play($data_system.decision_se)8 r0 e" a; C5 A1 u
- @active_battler.current_action.set_change_battler7 W- L9 }* Q( x I& ^$ ^
- start_battler_select2 k! c0 M) B/ L7 h/ E
- end" C0 w* _3 ^! u# \% p
- return
2 M9 l1 B# d0 w4 K: g6 L3 n& Z8 b - end
, O$ J9 n4 K! p - end4 U {# y; O1 H9 R" N
- # 开始角色选择
5 l+ ~" Y2 A7 j7 T8 L* A+ U - def start_battler_select
" s8 g/ X0 [. r - @actor_window = Window_Actor.new
8 U$ C& S! q; z8 f - @actor_window.active = true) s9 D# X1 P2 A6 _
- @actor_window.index = 0
0 d; e' o8 [. D* ^! n) P6 N - @actor_window.help_window = @help_window
" e+ L4 w% P6 m! f1 K, h - @actor_command_window.active = false
& C8 O9 W) F" q& l+ l2 D# A - @actor_command_window.visible = false* _# K' V8 ` L1 m$ W
- end
% i# \' ?6 Z# B& }1 |. q - # 结束角色选择
1 g% P: F1 M/ M2 A5 g' ^( w - def end_battler_select
z7 U1 {4 l8 l' f7 {- B - @actor_window.dispose
& c: e( D# S0 o - @actor_window = nil( _+ c' s( t" Y$ H5 h# F, g
- @help_window.visible = false0 J8 ~. `2 H/ Y+ G1 _% c2 Q X, ~
- @actor_command_window.active = true
. s7 n+ u2 Z; b5 ^& X4 B! A" d - @actor_command_window.visible = true
5 m+ A' h: n" P1 ~7 L+ b/ [9 P - end$ z1 o' y6 }" G" W; O, r( I% l
- # 刷新角色选择8 P* |2 b9 _" j# ~
- def update_phase3_battler_select% ]- W; I+ E( p/ ?" I C# r% [% a
- @actor_window.visible = true
: i" Q' g2 `: N" X/ S p+ k - @actor_window.update
/ ?$ f5 x D G2 }$ C0 d - if Input.trigger?(Input::B)
4 y% u O4 B8 ~# G/ K% u - $game_system.se_play($data_system.cancel_se)
/ w4 j% z' D7 N4 b j% e - end_battler_select" v5 Q( z: r9 q* r& Q) a/ v' o/ B
- return
' \1 d* r8 T3 Z- S% D0 X3 J' ^7 |' | - end6 Z7 z/ C- a7 p- W9 y5 W
- if Input.trigger?(Input::C)
7 q8 x/ u8 N" o: H( g2 d6 L - actor_id = @actor_window.actor_id
& ~& {3 x' X1 h) t0 r - if $game_party.get_actors_id.include?(actor_id) or& F* P! e( n% K+ j8 E. t' }/ d
- $game_actors[actor_id].dead? or 1 ?6 X& Z1 n$ \3 U& M9 Z$ T
- @changed_battler_id.include?(actor_id)$ l3 Q1 m9 |- ?' Y. ]& A
- $game_system.se_play($data_system.buzzer_se)
$ ]" f; R( s7 @8 {' G) k - return1 V7 m& y( T/ _
- end
# _& @4 d# e* [+ R* |, Q - $game_system.se_play($data_system.decision_se)
8 S6 I6 _& d+ ? - @active_battler.current_action.change_to_battler = actor_id
* O1 Z1 {: V7 n# @ - @changed_battler_id.push(actor_id)3 ~ P9 R# \; l" w( g% ~
- end_battler_select
. y) _9 b4 |" t0 X8 i" t z - phase3_next_actor
/ X: J# w- u9 H+ V3 h* W' b - return
/ C. r6 F+ Z8 ^) F2 x8 z7 c4 k6 D - end( u6 X6 U; U# L9 B( M
- end
& l! y/ d' O. T) z5 X6 B V - # 行动方动画
7 s) p6 }# j* ?* g - def update_phase4_step3/ `" K3 o6 M ~
- if @active_battler.current_action.is_change_battler?
" w8 q% c1 l7 f: [6 m/ m - @animation1_id = AnimationChangeBattler
0 e8 u6 s( x, }! a* c - @target_battlers = [] U' T3 e3 B! {* Q
- end
& R7 e5 c* t! C7 ?9 e6 K" D - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
- S/ `- s9 j$ l* F8 v - if @animation1_id == 0
' e% K! v- M2 s e; @5 Y - @active_battler.white_flash = true9 A+ u) i) g/ M( l$ h: r$ M
- else
2 X1 S/ B4 @4 h9 n - @active_battler.animation_id = @animation1_id% w4 a2 f. {' h7 n: m# N% d9 i( U
- @active_battler.animation_hit = true
6 C/ Q4 s5 I$ g. G6 R - end2 u" D& \: d- a% K
- # 移至步骤 4) Q3 Z \2 v) m9 \8 @' a5 r9 }' _- Z
- @phase4_step = 4
% H" n; n+ f! W; C( w# | s; w - end. c2 K1 O* @% s
- # 对象方动画
, c; n1 d' k' q" D& _ - def update_phase4_step44 k( K$ ]6 m7 s
- if @active_battler.current_action.is_change_battler?. h n1 ?# z2 m$ k9 J
- actor1_id = @active_battler.current_action.change_to_battler
% i, ?$ e0 ? j' R0 O1 v - actor2_id = @active_battler.id
# @2 p5 U$ r0 { - (0...$game_party.actors.size).each do |i|6 j( f- ?( h/ R# Z8 L! {& y* f
- if $game_party.actors[i].id == actor2_id, F2 I7 F& y: s5 x
- $game_party.change_actor(i,actor1_id)
* a7 w- t3 `1 B) ` - @active_battler = $game_actors[actor1_id]
: a& Q) g1 N" y$ @, Z3 ]+ c6 } - @status_window.refresh
2 r! o# \3 P& z0 _! z - end
) A# i9 _3 m9 N: A l - end+ R( U$ d2 A4 B! Z& A, E- C w9 q. x+ K
- end
: W3 y4 `* m' S1 d7 }) G3 f9 n - # 对像方动画3 @, H+ \5 v5 K
- for target in @target_battlers
) R7 Q7 q! d& y! }' n) F5 P; y2 x - target.animation_id = @animation2_id' h$ p0 U. a+ x2 R8 Y* {: t
- target.animation_hit = (target.damage != "Miss") ?7 r, o1 U3 i. x3 y) m
- end
& J' O. V+ I. b0 M2 C1 \ - # 限制动画长度、最低 8 帧
$ G) ^ p. |7 a9 v% `% v7 I5 } - @wait_count = 8* R/ U; }$ t* f7 W& r0 g: N
- # 移至步骤 5
$ B$ {" w5 { P) B8 t - @phase4_step = 57 C- I* ? [9 s6 O0 ~% b
- end
* O3 y% G4 b6 ~5 T, P - # 公共事件8 W5 e* w5 X- o% j" e5 U# o
- def update_phase4_step6
9 D8 A" Y: y9 m* Q6 b2 c0 g - @target_battlers.each do |target|
( K$ L& ^8 m, z$ o" y - if target.is_a?(Game_Actor) and target.dead? and1 r" S" m! Q3 H' b/ |) `
- !$game_party.other_actors.all?{|actor|actor.dead?}
1 K4 l+ v Q0 n7 \. M - @actor_window = Window_Actor.new
' u# I. c4 X0 G" _0 y: V - @actor_window.index = 06 R& Q" r8 K: s: }' I9 D* O
- @actor_window.active = true1 C4 ^. y X8 d, c! J
- @actor_window.help_window = @help_window! B V2 z; p/ k9 Y! X% {! c2 L8 X
- actor_id = -1
* K# c6 L1 m+ n - loop do8 c% F6 q E+ z4 ?
- Graphics.update2 w* c$ N* ~7 ~( \2 }
- Input.update6 E% G% R% @4 j, u. k$ v+ Z& i
- @actor_window.update
) H: J2 ]1 v$ n. N) B9 G/ F2 k - if Input.trigger?(Input::C)
) E$ Y9 R3 W1 A' F3 M \ - actor = $game_actors[@actor_window.actor_id]
( M2 U& k) D) h: I, I# S" a6 x$ z - if actor.dead? or6 e8 t% r" H8 ]4 S( V
- (@changed_battler_id.include?(actor.id) and / q! R% o9 a! q
- target.current_action.change_to_battler != actor.id) or
9 L/ w3 {; p2 J; d3 @0 s - $game_party.actors.include?(actor)
) w8 R& v$ G' T. p$ L# I7 D' _ - $game_system.se_play($data_system.buzzer_se)
! m% {1 ^4 U0 I c& Z# h2 q - else
5 [) a5 n' l. I - actor_id = actor.id
! s' K! V- v. [% f) { Q - end" K, n/ p1 n4 J
- end
% D3 s* x/ @- i - break if actor_id >= 0
# f" d! U+ G7 s% L; [# k1 r - end. }+ {! n1 H8 G6 D, D7 \: P
- @actor_window.visible = false4 K* j9 m/ d7 _
- @actor_window.dispose$ v5 q1 B! ]: Q
- @actor_window = nil, `0 x1 U1 ^4 P6 D& Q* ^
- @help_window.visible = false3 M! n1 N+ u9 X) @6 C2 [
- (0...$game_party.actors.size).each do |i|
. D$ o/ Y# J2 Q. c' B - if $game_party.actors[i].id == target.id3 n7 I4 C/ x5 D; _2 u2 g8 \0 B
- $game_party.change_actor(i,actor_id)6 E6 ~0 m. N% _9 [8 ]3 W
- @status_window.refresh; U! j/ E$ D+ V4 ~4 Q, K% `
- end; c% C3 l: ]) S/ ^
- end; a+ l' K; s6 a/ O" c( K" ~# G
- end i* M7 I- r* W$ Y- N& q+ O
- end L/ x' c3 @8 x* s. A, R# E
- # 清除强制行动对像的战斗者
. @% ^% J1 z6 ^3 k+ I+ W - $game_temp.forcing_battler = nil7 P7 O$ [6 _+ \$ r1 h
- # 公共事件 ID 有效的情况下& w T+ G$ w! a6 x9 {# N
- if @common_event_id > 0: Q. Q4 B+ v) e" I
- # 设置事件
9 w' A- X# X* a2 O - common_event = $data_common_events[@common_event_id] r' a1 p9 K! k1 u1 T
- $game_system.battle_interpreter.setup(common_event.list, 0)
; X8 j0 I3 c* g. v1 H - end! V z d' o7 T1 ]2 J# ~6 k
- # 移至步骤 13 y3 D& E" R. F1 N7 j" L: F8 X
- @phase4_step = 1: r4 r2 P5 W# }) r
- end) |0 h0 |9 c( P8 y
- end
1 _3 u1 Y% X; T2 A5 z ?& T: m - 8 Y0 d$ f. G, w8 X1 L
- class Window_MenuStatus9 l( [! B' m& h0 u+ v( H, d
- def refresh
4 r& o# R: B& ~. E - self.contents.clear
5 O% h M$ J4 {, D' g: C4 {2 [ - @item_max = $game_party.actors.size
! |; O8 c* c5 u0 I) u3 W - for i in 0...$game_party.actors.size
( V: c4 h; x. b4 V1 Q) U( d" U - x = 4 ~( @2 j, J+ R# K6 l( h+ \ s. f: x
- y = i * 32
( T& n6 }3 f6 G2 L - actor = $game_party.actors[i]1 T% [4 J% E# Z. V! {2 ?0 A
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
/ k/ j C0 W# r8 _/ N }% e - rect = Rect.new(0,0,bitmap.width/4,31)
3 N* V+ |: N% t* g - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
, x, a7 W0 Z: }7 h" U9 ^' R - draw_actor_name(actor, x+36, y)
7 U" Z: a* a' x* o& ~6 h - draw_actor_state(actor, x + 136,y)
% S6 J6 W) O' K - draw_actor_hp(actor, x + 236, y,96)
+ C+ H4 O+ j; Q Q$ U - draw_actor_sp(actor, x + 336, y,96)
* B) j( D- Y, q/ C0 t - end
8 V; j- O, W) d; m7 Y - end$ U' T+ q' N! H& ]
- def update_cursor_rect
* Q. I" N' {& S3 w% B# g0 j. E - super6 W- t( q' j# S0 B5 F7 s
- end4 B* N5 q7 Z/ ]1 v% {* v9 @! B/ t
- 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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