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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
. i3 P$ q# @; S+ [7 R* u3 Y5 F! h - 5 K7 I7 f, l* c: k/ i) p' X
- # 队伍最大人数3 V+ y* g3 h7 D7 d1 `4 g; g8 `
- MaxPartySize = 8! t/ p- x0 h5 H6 {! v5 c( t
- & V, r, p' S& \5 B1 ^$ r; T
- # 出战人数
$ H f7 A( z( o1 q. Y2 s+ M& r" t - MaxBattlerSize = 1
( @4 Y: _; q# y0 r
. i6 d/ k* }) d# @1 k- r: _- # 换人语句
9 |, M# n2 _2 p: w4 d - WordChangeBattler = "换人"8 u+ B5 r. H* z8 w: z
- " n9 }+ }6 [8 _! i4 T
- # 换人时播放的动画
3 \! Y$ f+ _8 p/ R; M1 E+ Z# P - AnimationChangeBattler = 26/ X8 f8 D7 C# K o: @
- 6 ^! O& ~$ o: y' q2 ~
- end
& f5 L' w- ~7 Q' W% f
8 Z% w! N: ]+ V0 x3 B- class Game_BattleAction" s0 K: o; j0 q* N4 t
- attr_accessor :change_to_battler1 u; t# X ]& Z+ ?2 N# v0 v a
- # 初始化2 i& N8 d# z" x
- alias lbp_initialize initialize$ b/ y$ x' C6 m' E7 Q
- def initialize3 f% a; H8 o8 B, h5 g& |
- lbp_initialize
' L" N$ M+ _& d# a- ~9 k9 q4 t - @change_to_battler = 0
# [' ^* G" [" c/ m! T d9 j; t - end) ~3 n2 A. f- ^- x+ C' ]" ~
- # 欲更换角色编号; t' G% H( Q/ O& M
- def set_change_battler/ d+ C5 D# y4 X% C, y7 |
- @kind = 3, ?& u* \1 }7 Q. x/ B P: r
- end
& v, `+ o/ ]/ E* Q - # 判断行动是否为更换角色 t" C" h9 A1 a2 }9 B, C; n4 J
- def is_change_battler?
: p6 m- v' M: X( l - return (@kind == 3)5 q: w" z% T6 n' x
- end3 g# y2 q+ S1 x( Q
- end
/ X6 Y4 N/ R- u
d+ _6 B# x1 c- class Game_Party5 w- U' [) D( E1 f3 ?; Y
- include LimBattlePlug1 o) F. u* r1 \- b0 K
- attr_reader :actors2* x( @3 b1 Y2 ~3 A1 r3 j
- alias lpb_initialize initialize7 u: g' q0 ?5 S* a3 b3 a- O
- def initialize
+ U: j) h( D0 D - lpb_initialize
# p; V- V- M) O, r1 j9 `" }' y" f2 U2 l - @actors2 = []
) V, S2 ` h( z4 R1 t$ T - end& d7 Y& P( ?* Z7 J2 S* u- {% P5 U
- # 角色加入
2 d5 V, d- W- X# e - def add_actor(actor_id)& r( m, G0 F" p" ?, ~
- actor = $game_actors[actor_id]9 D& E# T& \6 s
- if @actors.size < MaxPartySize and not @actors.include?(actor)
8 ?) y' C7 D( ^* I( o" f7 U6 H2 J0 W - @actors.push(actor); ^' s O- i8 b! [8 k% o! V2 A) l
- $game_player.refresh7 \1 ^( L% `' x) w
- end# ?7 Q3 k3 a& E, n4 h8 s2 `
- end( `8 [5 J. @. r5 h4 b! Y
- # 设置战斗的角色
8 e7 m/ o0 L, |2 ^4 _4 E - def set_actor_to_battle! W# d% k9 G& }) G) G" ?. r
- @actors2 = []! N7 d u3 E; a2 E* T# W
- @actors.each do |actor|) ]4 I' q$ `' J) _9 p* _
- @actors2.push(actor)3 j% T/ {' w) X8 W7 _
- end
! \2 p: R% l! g$ L - @actors = []9 w+ ]: Z( }# z0 d# G
- @actors2.each do |actor|
( ~" H& p- h% D8 }; T - @actors.push(actor)
" I1 X! n9 \/ `: x' X3 A - break if @actors.size == MaxBattlerSize
) e# P" {+ v. v; D$ e. H! s - end
5 w( P, q( p9 ]* q1 g, m+ v& k3 C% A - end( D5 @: w( }: n6 y( z
- # 还原战斗的角色
7 \9 ^5 g d4 @ - def set_actor_to_normal( p) b5 ?$ \2 K: x6 H3 }
- @actors = []
" @1 \3 F" M& B- Y' m - @actors2.each do |actor|
4 V) z l$ O) C4 l$ f. E - @actors.push(actor). D$ t- m2 ?3 Q$ m
- end
4 K( [7 U5 Y8 [+ B E+ I - end B3 I, a& V' u7 ]7 i
- # 获取角色id数组; E; H* ?; U; }3 K
- def get_actors_id5 l1 {: ~) U" ]5 ^& [
- id = []- }, O2 _2 a& |
- @actors.each{|actor|id.push(actor.id)}8 Q4 J" h. e1 L0 ? f7 A6 ~) a
- return id
0 E0 G! S) |" b - end" y* m; e0 J9 L- R. T$ R' A4 m) u
- # 获取角色id数组
. b5 H! m& U" l3 t3 D- p - def get_actors2_id! z# T+ m# V9 U0 ^' Y2 C/ R# @
- id = []; \2 Z! `. F' A6 G. L0 f
- @actors2.each{|actor|id.push(actor.id)}
4 y; I" Q) C( m# k" | - return id
* h' g2 M) a. V( D+ h, g$ j$ e+ z+ y - end
2 M+ a, ?, h; ~3 n - # 兑换角色: g5 U6 I2 |& E7 r2 W4 m) t
- def change_actor(index,id)
0 i& B" ` X8 N. O) B# e7 S( r - @actors[index] = $game_actors[id]
9 I L9 T2 F% q. p - end
) [( y$ J1 K5 a7 K - # 全灭判定
2 w" D W! N0 b8 I. z9 y - def all_dead?! O1 ~8 ^4 N0 i* e
- # 同伴人数为 0 的情况下# T4 H- k6 R6 B( Z0 I9 n- C, l
- if $game_party.actors.size == 0, p( W) q8 {1 O$ q
- return false$ z( U# n/ o9 V5 a" E
- end
% f' p/ q- W ~, n; M1 s+ @/ E - # 同伴中无人 HP 在 0 以上
" k' D/ o! f! l, L4 z - for actor in @actors2
% W3 W$ s* J- ^6 K7 s! ?1 V - if actor.hp > 0/ i( E A, |" h+ S$ S: O
- return false3 t8 O" f6 k4 h9 O9 e( @) X, e
- end: |) k" z: n. v, ]! X
- end
0 y+ [, g8 n: ^7 C7 g - for actor in @actors! }& i- `: f5 @! k* l
- if actor.hp > 07 W2 x6 G* T8 Z6 P( \% d
- return false
4 Y6 h1 a9 \0 c0 a - end% I8 Z9 n7 Q# r8 u, i$ L# v
- end, d* }& @5 r8 u- W; l
- # 全灭
; a& Y& h" U7 R9 N8 O) H M" n+ q: E' S - return true
+ C [3 r% Z0 Q2 y+ l$ F - end1 e+ ^' I. s( x( s% d7 c2 p9 I7 e% Z
- # 其他角色7 u( e" k& p( w4 x! T7 K1 G
- def other_actors
% M. W c. I0 ?, L - actors = []9 m+ I/ `( Y. N* ?% Q9 G" B2 u1 W' s
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}+ d! }/ r6 j) H( L
- return actors
5 h5 W6 a6 |5 F9 C. z - end
+ z9 G1 Y9 T% d; G" M1 s' t# g0 o - # 角色位置互换, A7 E5 E8 {0 c
- def change_actor_pos(id1,id2)
- _% o& K; [) x5 N X( k5 ? - actor_id = []) J4 y H+ f7 Y4 F. }
- @actors.each do |actor|
0 X9 [% ]" X3 Y9 c! D - actor_id.push(actor.id)* ~, s; {7 g' m$ D6 A
- end4 S' ~8 G, `+ S) v% u$ O
- return if !actor_id.include?(id1) and !actor_id.include?(id2)* ?8 H3 n+ O& S$ d8 l
- id1_index = id2_index = -1
0 }' ?1 q, D! C/ D1 X - (0...actor_id.size).each do |i|
6 c s! F! t. O, h9 x0 [$ b; C - if actor_id[i] == id14 m2 S: j* F) a( y% q
- id1_index = i
" r5 I2 ]$ g( ~" G* i$ u - elsif actor_id[i] == id2# }4 L1 D7 D$ {
- id2_index = i
. b, K7 d2 R/ X3 G: G9 t - end
9 k( x4 l) c5 J/ i - end% ~+ I6 f4 F( U4 I
- temp_actor = @actors[id1_index]' |4 ^+ c+ b" a# W' ]! C
- @actors[id1_index] = @actors[id2_index]" J- c* g7 O/ I* u
- @actors[id2_index] = temp_actor q# d5 h9 M% n- o' Q( h: b
- end3 O% d3 B1 [$ s0 ]/ `: L- Q9 q
- end
( T! l# V" S3 o- J% c. u - + s4 T6 e) G& |' p! [* T5 R) T4 S
- class Window_Actor < Window_Selectable/ Q9 c( n/ }+ H6 u+ h
- # 初始化
" N5 X8 @5 U; A( L$ X6 u - def initialize
( }$ j( T' o2 C& X: N+ R - super(0,64,640,256)
4 S6 z5 d# x0 Q) G) {4 c - self.back_opacity = 160* k8 ?8 P0 @: r" T" U0 _4 ~, Z6 e$ B
- refresh8 F+ q& E8 B% m4 K9 d. h
- self.index = -1
5 X5 _7 L' [$ z4 Y - self.active = false$ s- F% d" Q5 b* p9 ]. f0 J# H a* m
- end& G; v$ Q% p4 c I. j3 c
- # 刷新
- ]2 X1 s% f* {1 F3 M) { - def refresh
, `1 g( L- B3 E7 [ - @item_max = $game_party.actors2.size C% O% w( I1 w5 L! E
- @data = []
# l, E' I: q6 k* ~, z, J - $game_party.actors.each do |actor|) o* t _7 W) Q, g2 E, {$ S
- @data.push(actor)' u" ^5 U+ w' Z, g& F1 u
- end5 y( _- S1 K! `8 |- z! @0 K" Z
- $game_party.actors2.each do |actor|' C3 o. h# a' _: _' W5 E D
- @data.push(actor) if [email protected]?(actor)
( Q }2 v' k) ^8 p6 r8 y2 \- P - end
) Y0 C8 W+ M4 p0 A; |. H( ] - if self.contents != nil
% L8 X9 o! n- y1 \ - self.contents.clear
1 t6 t z/ ~% J - self.contents = nil
& h9 X4 d1 ]4 {% d - end# v- x* @) S' [( Z
- self.contents = Bitmap.new(608,@data.size*32)
. \3 g7 G6 i0 J- k! A- m - x = 4
. l. d; Y' t4 Y/ D1 Y3 T/ o - y = 0
$ l7 i6 Q3 E5 A8 a9 H* ?% t% Q* v5 I+ Y" Y - @data.each do |actor|
* v& A9 q7 J$ b" z7 i9 L - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)0 h% r. c' S R& L
- rect = Rect.new(0,0,bitmap.width/4,31)
6 W9 q" }, B; F( t5 l. ~ d' a - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)! s0 s( e8 H* C, {
- draw_actor_name(actor,x+36,y)5 t) N! U) G5 v8 J
- draw_actor_state(actor,156,y)3 z8 z# z) L7 e! B: t6 }) h! v
- draw_actor_hp(actor,x+256,y,96)
/ I, ^! H4 A* L# ^. F - draw_actor_sp(actor,x+376,y,96)9 g8 w+ Q% X; e, U8 M r" y
- if $game_party.actors.include?(actor)
( T3 A; d4 C3 w: ^9 Z+ Q - self.contents.font.color = text_color(6)
1 ~3 A' \2 C8 | - cword = "出战"! h' A5 _* g }: t1 \
- else
5 [8 y8 s4 J1 I, ?( Y. n7 N - self.contents.font.color = text_color(0)* f/ c( p3 U6 B; E5 L. X! |& t: Q* \! q
- cword = "待战" D" {# ]. E! h4 v: u
- end
; L1 Y+ S* ]2 ^ - self.contents.draw_text(x+496,y,60,32,cword)
+ k+ D$ h2 t5 c. j8 S8 { - y += 32( C9 E* ~. }1 c& V8 r
- end' n1 l3 k0 U( H/ u& F
- end
6 U4 o/ t6 @* k - # 获取当前角色编号
8 o0 V& w; W! n% ~/ v& O) Y - def actor_id3 C% Q) ~4 V9 L& [( I2 I
- return @data[self.index].id
0 Y: T) ?& ~( g/ S* p4 L - end* ~: z8 Y$ u' l8 T1 Z) Q
- # 刷新帮助4 V# E( A% l, C5 H& o& c2 k
- def update_help9 Z# I5 J" ~: J" \
- @help_window.set_text(@data[self.index] == nil ?\/ c4 j3 k9 P% [5 `" X
- "" : @data[self.index].name)
: D6 R! V9 v* \; r5 l9 o - end
$ x, Z* P. h L- J; A" Y( u - end z- G! q# ^. y# b- n1 r7 V
0 W W. U+ X( K4 D& j- class Scene_Battle @4 I" e9 a6 t
- include LimBattlePlug0 W0 B0 F% x) a' ^
- # 初始化
2 ?1 V& K J8 q' z8 B! k2 ?! b - def initialize
$ m; h) l% ~6 X! [ - $game_party.set_actor_to_battle& g0 A& U: w& N* \
- end& Q3 i; W" E) D/ e
- # 主处理# Y; d, I. J7 v6 B
- def main F: O R g. b: Y. t
- # 初始化战斗用的各种暂时数据
7 x5 m! J [1 B! V: b - $game_temp.in_battle = true7 _2 b. a/ t9 I4 {, c- F) t
- $game_temp.battle_turn = 0
b5 ?# m0 w2 j8 i! R( b" {1 E, o - $game_temp.battle_event_flags.clear
/ B. Y' U6 b/ m& g - $game_temp.battle_abort = false
- J R v5 \, c' J - $game_temp.battle_main_phase = false I2 I. a: n5 G( O
- $game_temp.battleback_name = $game_map.battleback_name8 r4 }- t% q8 E- J
- $game_temp.forcing_battler = nil/ o$ Y6 D8 p$ U
- # 初始化战斗用事件解释器
7 c4 d- @4 I. V- h, H - $game_system.battle_interpreter.setup(nil, 0)0 T. C2 ?1 B6 G1 N0 q" u; Y
- # 准备队伍6 g! z" l1 M) E; Y6 `
- @troop_id = $game_temp.battle_troop_id* F( O1 ?: j! `' w. I3 ^0 M3 g# k
- $game_troop.setup(@troop_id)( @2 I2 ]6 r( Z. B" l
- # 生成角色命令窗口
/ y: r* ?7 q* t n7 U* A( X - s1 = $data_system.words.attack
$ c, U# f2 X, @) l! z) `- i - s2 = $data_system.words.skill3 ?" }* B, Z2 e' B9 t
- s3 = $data_system.words.guard0 x9 A% n* Z0 Y7 ]
- s4 = $data_system.words.item
& n# z+ l- ^7 C( u j/ @; B3 Z - s5 = WordChangeBattler3 p& S% p. [" L9 l
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])- {* u% E$ \& O" `9 U/ J
- @actor_command_window.y = 1280 Q& B7 b( r6 M; G
- @actor_command_window.back_opacity = 160
" Y, N0 Z$ W4 T& |! K2 b6 v% @ - @actor_command_window.active = false8 z Z K: @/ X9 [$ x/ |; {
- @actor_command_window.visible = false) _* t% W8 c1 W/ O! x1 P" q% x
- # 生成其它窗口
/ U3 k" }/ j/ G: w - @party_command_window = Window_PartyCommand.new$ l' z- Y+ h$ Q# i/ e
- @help_window = Window_Help.new
8 J1 G" }) v2 Y& I, ]3 ?/ w5 i8 k9 H - @help_window.back_opacity = 160
6 T, @+ Y3 P" s9 u - @help_window.visible = false
8 p8 H$ v5 E9 Z! N - @status_window = Window_BattleStatus.new
5 n+ K( q4 k! O. Q% x1 J6 P - @message_window = Window_Message.new
* d8 J5 O5 g- V+ a - # 生成活动块& ~7 M, m- Y3 [
- @spriteset = Spriteset_Battle.new
. F9 {: @/ D+ c+ a8 u, _6 s. r+ K2 K - # 初始化等待计数
) _! h% J4 `! W( x# A- A/ F - @wait_count = 0
3 U# N$ @6 ~ }1 B - # 执行过渡
0 V. L9 o. F* T9 v/ B+ e- A - if $data_system.battle_transition == ""0 @ |3 Z4 `- k1 B
- Graphics.transition(20)) O8 L- U' n& Z! E) r! @
- else
# i$ m2 ]; c8 ` - Graphics.transition(40, "Graphics/Transitions/" +4 b J: ]5 q" J* l# u2 F- o! c
- $data_system.battle_transition)' [' R; r5 Z9 j" L, w" ` O" [; Y: s' o
- end
6 G X- _' y- \: x - # 开始自由战斗回合
. h$ s1 F: {& O( l& O! a8 X - start_phase1
1 A3 I2 f" e$ [( i# T; M2 ~2 B - # 主循环
) x$ o) u0 F8 {$ S. q! I - loop do5 T1 s; a+ S2 M$ Q5 n! z7 G
- # 刷新游戏画面
$ Z" K5 H/ D! B) f - Graphics.update, _9 c: ]( N1 K# J/ W/ l* O1 N* r5 o: X
- # 刷新输入信息5 r, ]0 m/ i) I
- Input.update
0 A# T0 ?4 F: u0 } - # 刷新画面
/ i n; L8 C" r3 ?# ?0 r - update& \/ A) ?' e3 ]+ f8 D7 L" [
- # 如果画面切换的话就中断循环
1 \7 l# D* }$ ^ - if $scene != self
6 |0 b* C+ r, t# T' d" v2 R - break) S6 q* b3 g1 u, n8 Q# d
- end
w1 v# y$ { @4 ], [: ?: b: D6 E - end4 X- k+ O- Q9 |
- # 刷新地图
. ^2 B0 _( I8 l! l, | - $game_map.refresh
, Z% ^ n$ n" n( V2 \ - # 准备过渡
7 ?/ N z M& Z \1 `& o - Graphics.freeze
+ \# ]/ u- _" `5 q/ m+ K - # 释放窗口' j8 D6 [$ F( z
- @actor_command_window.dispose8 ^3 I' _' K. A: ^ |9 s
- @party_command_window.dispose
3 U o) Y7 D& ?8 p4 U - @help_window.dispose' i- {; |+ V) |
- @status_window.dispose
! @. y( O$ F% ?+ P/ r - @message_window.dispose
+ g0 r* P. c" m$ _/ G- g( v - if @skill_window != nil
' u5 X ~9 O3 ~ - @skill_window.dispose
/ `$ I/ K9 K8 t3 o$ P. j - end
0 D2 @, x/ h/ M# ~4 f7 x - if @item_window != nil: P0 C: G# f. `! z
- @item_window.dispose) P" x* U2 s2 w7 Q& U' \4 K$ ^
- end
0 a+ @" E+ K9 h4 O+ q - if @actor_window != nil1 h Q, q# k6 e# k4 n
- @actor_window.dispose( y9 G9 Y) z) @% L& _2 \9 q- }
- end
4 B9 z" p: U, F% q5 |5 F1 Y - if @result_window != nil
7 m" H. l( i& E* n3 [, W - @result_window.dispose: P: F( i/ n+ ]& u
- end5 Z0 t8 g# ], M5 s9 Z* Y: F
- # 释放活动块( f/ q; m9 \7 s. O, l8 z
- @spriteset.dispose
0 x4 O1 D! u9 S - # 标题画面切换中的情况
) l; U1 [$ [1 T+ N6 W/ a' a, } - if $scene.is_a?(Scene_Title)
( r2 L& K i7 V0 { - # 淡入淡出画面, {$ O, B. G) ]6 v% u& A2 d
- Graphics.transition# g( S/ x J" i1 F/ f
- Graphics.freeze
, T1 P8 \3 q0 C: w) n" b, i4 a e& K* u - end, M( ]2 l4 r+ A% o3 ^
- # 战斗测试或者游戏结束以外的画面切换中的情况
+ E0 r- |( Y5 k' f. E4 s - if $BTEST and not $scene.is_a?(Scene_Gameover)
3 F! Y. s6 O- y: J2 i - $scene = nil6 a4 M4 o) D% Y4 S" k0 D7 o
- end
( Q* ?- g4 r" C# E: v+ E/ W( H - end
% K# N, o( A+ Q* I- N/ \9 m% X2 s- I - # 战斗结束
L: @! v J1 u9 T - alias lpb_battle_end battle_end- c, v2 v3 n0 N
- def battle_end(n)8 V, V9 r8 T1 Y0 n$ s+ B! g
- lpb_battle_end(n)
+ N6 u( I0 |; ^" r; }1 n" W' L - $game_party.set_actor_to_normal! {' Z: V/ K) `, H0 l4 N: ?# v
- end$ X6 J) }$ M3 E0 h7 Q
- # 开始回合3
9 m+ R) Z o; g( N9 n% x8 x - alias lbp_start_phase3 start_phase3' ~8 @7 @* d! V- G8 ^: j# b
- def start_phase3) V, @6 X5 }$ I. t7 l; C r
- @changed_battler_id = []
- |, @2 i: d6 K - lbp_start_phase3" O. k" H2 ]% O! X/ }
- end f+ r# L) @0 X7 m- o+ m4 e3 [
- # 刷新角色命令回合画面
3 `: q- V5 }. w, ^7 `, C - def update_phase31 _7 B( C7 v" G9 [
- # 敌人光标有效的情况下
7 K, g' i2 p8 q, ]7 f) [ - if @enemy_arrow != nil
" d( ?" w; X+ _* k6 j0 P" g - update_phase3_enemy_select
; m( o. p6 |0 E7 q3 Q! T' ` - # 角色光标有效的情况下
+ t5 ~0 R- h3 [1 I1 J) H - elsif @actor_arrow != nil
0 c! m! w/ M& M2 j% @# x( F2 f1 e" @ - update_phase3_actor_select
) t7 S* u- s5 @/ Z - # 特技窗口有效的情况下
1 b7 E g8 g) N7 J; y) l2 w - elsif @skill_window != nil7 X# }$ |2 r6 U1 I3 X
- update_phase3_skill_select0 [) s6 c4 X3 _: e
- # 物品窗口有效的情况下; d L: k) `5 x& p7 x# @8 w
- elsif @item_window != nil
) I, F8 s& y! d! v* c& M - update_phase3_item_select' R3 [4 j; G2 E& C3 |
- elsif @actor_window != nil$ N' ?$ {( C# T# @. V& L! z
- update_phase3_battler_select
* n |3 k# N$ U; q' n `% f - # 角色指令窗口有效的情况下7 [ S% I- j* n1 |
- elsif @actor_command_window.active5 B0 \" r7 a* U3 C
- update_phase3_basic_command# \7 k/ e; m; F) c# s) ?
- end+ Y# B t: L7 ^! k$ P1 Y
- end
& b' U/ o/ R! P' b4 ~9 {, H - # 角色基本命令- A K/ y: _; y2 j* Q
- def update_phase3_basic_command
/ P/ T' q& V- Y9 V- h3 q$ d& r$ K3 J - # 按下 B 键的情况下
6 q/ h; Y; b5 [ - if Input.trigger?(Input::B)
8 B d- g1 v' S) u y8 Z- h6 y - # 演奏取消 SE# c/ O$ ~9 Z; ~" W/ d- I/ h
- $game_system.se_play($data_system.cancel_se)
! }9 Y5 R, F2 {. O- f% A3 |! k/ A. z' W - # 转向前一个角色的指令输入
! M5 N$ }4 K3 W2 r( ~ - phase3_prior_actor
: F" n6 x: s9 J/ A0 g4 `' l - return
2 n) x+ _, y# _) f' s - end
* T. T3 R8 _2 g) w5 f% w4 F* ?7 w - # 按下 C 键的情况下
3 k) c! L% J( E$ {( ^ - if Input.trigger?(Input::C) A' [ x9 W9 \' A q8 w5 \
- # 角色指令窗口光标位置分之8 C0 S/ [: h+ i3 I- k6 ]9 v
- case @actor_command_window.index+ Z# |* b# S& _. R' i6 G
- when 0 # 攻击
( {& G. G p. P: j/ } - # 演奏确定 SE
+ Y _$ ?+ M; X Z - $game_system.se_play($data_system.decision_se)
) h( ?5 ]. y0 \# l) ^( E - # 设置行动 J% h+ f* f: u2 m
- @active_battler.current_action.kind = 0
- n+ E( A; r( s- @- S' X - @active_battler.current_action.basic = 0
/ R# E$ C* K) W: @ - # 开始选择敌人' i( S% |3 u* W- l
- start_enemy_select2 G, X8 G' A( M) _+ {
- when 1 # 特技6 P$ e( f8 }/ k, `3 r' z" B
- # 演奏确定 SE+ ~* o8 f9 @) N X8 |
- $game_system.se_play($data_system.decision_se)
/ d0 O- K7 m" i J) {0 y - # 设置行动7 d, k c, l% `7 V7 v4 j
- @active_battler.current_action.kind = 1
* g. {. D M) p- ^7 Y - # 开始选择特技
* {0 z" E+ x/ h2 ]$ R5 U - start_skill_select. g; P% @, v9 i: y) l& s
- when 2 # 防御
. N% q) P2 [% g+ U8 f6 ^3 g8 `7 ^6 k0 W - # 演奏确定 SE1 w0 R7 R; x% R' B
- $game_system.se_play($data_system.decision_se)
5 T4 O9 w! y3 k& P8 D# } - # 设置行动8 ]1 L# S3 P a& E( q
- @active_battler.current_action.kind = 0
) f2 M" C$ q+ }" `1 {. ], ?3 ] - @active_battler.current_action.basic = 1& s6 E6 P6 n- x) n, ~4 n8 q
- # 转向下一位角色的指令输入$ h8 F. n7 O$ T3 Z. R
- phase3_next_actor0 F8 s/ ^ K) o( `% n1 y Y$ _
- when 3 # 物品
5 G: u8 W8 o4 w- F2 h - # 演奏确定 SE
8 d, n! m; d( ?4 |$ h0 ? - $game_system.se_play($data_system.decision_se)# N$ Y; D2 W) o% W( h. c$ A
- # 设置行动& [; `: B1 v6 [# |! C' N
- @active_battler.current_action.kind = 2
1 u+ T9 c8 P6 m" ?3 r: [) E - # 开始选择物品( z' k2 C* [, ?9 C; ]# T. r
- start_item_select
3 v) V6 W, U7 A8 t" t! q: X - when 4 # 换人
& L* ^" t' P& p6 T5 ~ - $game_system.se_play($data_system.decision_se)5 @- U/ J1 ]- e9 t) C. o
- @active_battler.current_action.set_change_battler
' i& D, |7 A" U" m. f' `6 s - start_battler_select+ Q/ i1 Q# R% B
- end) g7 N; k7 l' ^$ O6 W
- return
# p; Q( q/ p( S: @) A! v$ ` - end
8 z0 c8 M6 Q. p7 q) h) F - end* L5 ~( G8 `5 Q& E# L+ \: z; ~# X
- # 开始角色选择
; I4 D# k- T( F/ t, S4 h' m - def start_battler_select+ s+ Z# K, }; _: O) E! P3 u4 G6 w
- @actor_window = Window_Actor.new
8 H1 E* F( T ` _, k, E2 v K - @actor_window.active = true
" V Z. N$ Z" r7 E. z - @actor_window.index = 0% f4 P8 \5 e1 E" Y6 z" H: X$ B
- @actor_window.help_window = @help_window
. o# g7 H6 E" ?1 t% c4 P - @actor_command_window.active = false
3 M5 G, a* v" a7 K% s - @actor_command_window.visible = false
* T) {; p2 F/ _; } - end4 e1 e* {; Q2 S7 L) e; J
- # 结束角色选择! E+ X6 K% M, T) L% r+ w5 ]4 Q
- def end_battler_select
1 i0 y4 |# S2 f" r - @actor_window.dispose
: n; T( o0 {6 z/ {$ H, J: p - @actor_window = nil3 I2 o1 J' r2 S0 X7 ^+ K; h
- @help_window.visible = false: }- y6 @3 `+ M
- @actor_command_window.active = true
+ p H; M* V! @4 U# l - @actor_command_window.visible = true, m3 G2 |9 M& }
- end
. W1 J( M3 f' C - # 刷新角色选择
% S" F c7 }: M: `8 m! I8 ]6 e - def update_phase3_battler_select
" q* r) p+ V! l7 C - @actor_window.visible = true8 D/ Y( t: U# j- B
- @actor_window.update; T4 |4 d+ d* N, i3 C
- if Input.trigger?(Input::B): i% T0 m1 m9 L! U8 o! _; a
- $game_system.se_play($data_system.cancel_se)
* f/ |5 D5 [( E6 `6 P# M2 N - end_battler_select
; ]: {2 L0 F1 e, O1 T9 x' y - return
. O/ W7 r2 H* U9 S% [ j& M - end7 i& t4 U' d+ k$ V
- if Input.trigger?(Input::C)$ Y9 `+ k+ ^; `4 Z
- actor_id = @actor_window.actor_id$ b( x( g$ W9 c! j7 h, w% j# f, w, u
- if $game_party.get_actors_id.include?(actor_id) or/ f" x$ U( H/ {8 A' m' d
- $game_actors[actor_id].dead? or 3 E+ S( @% Q: K% h+ s
- @changed_battler_id.include?(actor_id)
- M8 \4 w: X4 S- c: c9 Q1 q( x - $game_system.se_play($data_system.buzzer_se). I! ?, ~4 [/ s* `+ }
- return1 i& k; m3 Q2 U5 X
- end; O/ J' g4 w2 _
- $game_system.se_play($data_system.decision_se)
& a4 S u+ _- Z. p T. ] - @active_battler.current_action.change_to_battler = actor_id
* ]: k% Y X2 p( [ - @changed_battler_id.push(actor_id)9 F' x& ~. [9 J* a
- end_battler_select4 k' t% o7 X' v. \
- phase3_next_actor
: G# X1 y% E; i: w, ?* ^ - return
: u) k) P3 D I* P2 I) H: U - end) n# I6 h3 G# E# ^& X
- end9 m# N1 f7 ?$ i$ T& q$ O4 b
- # 行动方动画
9 G' f/ j9 R1 ^- g+ d& P - def update_phase4_step3
9 k8 E; I, f! r K# u; X/ U - if @active_battler.current_action.is_change_battler?" s7 E4 \3 I6 P8 i
- @animation1_id = AnimationChangeBattler7 i+ o) @4 B% I l. k: t; b
- @target_battlers = []9 |6 `! ]6 z& Z3 x7 h
- end4 V; N/ Q2 t3 U5 x% e1 _, U; n" A
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
) F' f) c6 Q& [) z5 W% U. ~+ _- Q - if @animation1_id == 0( Q6 \; i- g3 X
- @active_battler.white_flash = true
! `5 @6 c! B7 t1 } - else
6 J; w9 t; m- V& }0 w& | - @active_battler.animation_id = @animation1_id$ @+ v0 { I* p# n- C0 M2 e
- @active_battler.animation_hit = true) }) G# p& w( O: o* \
- end! h% j. \$ p+ o Z0 d4 J! }; h
- # 移至步骤 4
$ |- u+ C: l' }2 o6 S4 ~% c - @phase4_step = 4- k# k' e. w" w& y5 {/ b/ v
- end( P3 @* P5 s( N
- # 对象方动画
! Y _+ S. d6 W - def update_phase4_step4! N+ q" l6 v% G& f/ R) x4 R' b
- if @active_battler.current_action.is_change_battler?/ a! n3 w+ e& Y! g/ |) I. j7 G
- actor1_id = @active_battler.current_action.change_to_battler9 ^6 o; @( N- z f
- actor2_id = @active_battler.id
1 d% k0 H' D. K% n- H/ O! L3 g - (0...$game_party.actors.size).each do |i|
3 x1 M) U/ V! P - if $game_party.actors[i].id == actor2_id' @- R/ `9 w8 N2 c8 E
- $game_party.change_actor(i,actor1_id)7 r( N# U/ ~" Y; k- t: B# |, \* @: H
- @active_battler = $game_actors[actor1_id] [6 F' J4 ?0 E! A4 O% M
- @status_window.refresh% i, P+ E# d% i b- A; G6 }2 d
- end
+ j+ M) q! }1 e8 Z$ q+ _ - end
0 l; ^6 S/ S1 ?5 W8 U) X# a* x5 z- N - end$ w- h, O: S- T7 }% q4 ~
- # 对像方动画
$ @4 M9 ^! }, @9 c - for target in @target_battlers# v+ w' X* A* g0 j' U' O! K9 [0 V9 }
- target.animation_id = @animation2_id
+ b/ i4 @& Z* P; e4 B- a - target.animation_hit = (target.damage != "Miss")
0 J5 h3 H# R3 s - end5 \9 u N) q- C
- # 限制动画长度、最低 8 帧) E0 P* @* t8 ^, c
- @wait_count = 8% J% h: Q0 @3 W) ?; N: l, d5 u
- # 移至步骤 5. {; _1 U3 a: J) x7 R
- @phase4_step = 5
7 b4 M5 Z! Y* k4 y/ A% P - end
) A- l- y9 Q4 e0 Y) p5 a9 o - # 公共事件2 @! d6 l8 J0 J: Q
- def update_phase4_step6$ _+ ` d4 l k& i# [6 b% E
- @target_battlers.each do |target|- s0 m: K, z+ b" W
- if target.is_a?(Game_Actor) and target.dead? and
' \+ Y! c# n; U' X - !$game_party.other_actors.all?{|actor|actor.dead?}
; r9 r; p+ u6 c: E$ s+ J4 i - @actor_window = Window_Actor.new
. w" Y# x6 a" _; {; a - @actor_window.index = 0& _ p9 b" K0 L" j# f
- @actor_window.active = true ^' T# |& V1 V' c
- @actor_window.help_window = @help_window
# ^2 C+ v) g$ D% c% ~' t - actor_id = -1
P' X, m( K- ~. _& M2 d- Z - loop do' I$ U% J: ^. N7 ~. P
- Graphics.update% N1 p; W( H* m& e6 m4 z! h
- Input.update: a% C" z6 n& R( H3 _6 V
- @actor_window.update
T; M! o3 }6 u - if Input.trigger?(Input::C)
. u1 n* ~& x; o' v4 _4 w' s& G) o - actor = $game_actors[@actor_window.actor_id]
2 v d& {) s/ ^$ p4 h - if actor.dead? or2 z0 G8 ?' M! h$ y L
- (@changed_battler_id.include?(actor.id) and
' ~& ?$ p7 n$ Y0 T. m - target.current_action.change_to_battler != actor.id) or
; L* d, D' a [# h; C - $game_party.actors.include?(actor)
' e) x5 ?* J' z0 T - $game_system.se_play($data_system.buzzer_se) y0 V9 i9 h6 Z' j, @; O
- else- ~ L2 x; B9 D2 F( l
- actor_id = actor.id
( n) M% D1 B( S$ G+ Z/ | - end
/ P q6 u, g. a- K* a* v - end2 x8 s2 v6 N3 }0 s6 X- R5 }
- break if actor_id >= 0* Y1 C1 d) t" `
- end, X$ }; ^) K0 f& @4 l" ]0 U
- @actor_window.visible = false; r. s* X! j/ [
- @actor_window.dispose: k5 |' X1 d; X$ Q
- @actor_window = nil
) }& ~6 S3 k | C( t/ j: W0 t - @help_window.visible = false
) n6 ]' {" g3 |- _* Y3 ^, ] - (0...$game_party.actors.size).each do |i|
& f6 X% N8 A I9 g - if $game_party.actors[i].id == target.id. V0 m9 o: l' F4 m& J5 \
- $game_party.change_actor(i,actor_id)
0 h% T# g- c: ]; g3 ] - @status_window.refresh
5 T5 i) x7 ]# Q8 ?! K( c' C - end3 B, h+ n: u. |7 a( T" T2 U% c: L0 p
- end
1 r7 z0 D) I2 P1 K, N - end4 y* |0 a5 R9 b+ u- S
- end
* g" d& x- c8 j7 X r) O5 K8 c) b - # 清除强制行动对像的战斗者# |" {; l1 m3 c/ \+ J& f, i$ X
- $game_temp.forcing_battler = nil, M$ z' _" _0 P: B2 B; X
- # 公共事件 ID 有效的情况下" Q. Y3 d! [" u, o% _, E& [. a
- if @common_event_id > 0
* p/ w5 Q' g( n( l- L3 s; ? - # 设置事件* l$ O3 w, [# v. P
- common_event = $data_common_events[@common_event_id]
7 \1 ]; M* W1 G& H! [0 m - $game_system.battle_interpreter.setup(common_event.list, 0)0 c& S- K& H) i, a. A3 @1 Y/ ~
- end
: b& n7 @5 ]8 Z: Z - # 移至步骤 1
& G3 B0 S! Y$ D" R: q - @phase4_step = 18 p- O$ |+ V' V k# D
- end
7 o2 d- V5 Z0 Y( Y) Y& g( L - end% a& A H6 T& C: F. t" m
6 r5 k1 ~- ^, H- class Window_MenuStatus2 y* {0 L* n, T; y9 D
- def refresh+ i' A/ O4 i9 d6 N
- self.contents.clear$ q2 [5 |" n, h& f5 C& ?. s7 u
- @item_max = $game_party.actors.size! z# \) k9 F" U1 N8 I* z
- for i in 0...$game_party.actors.size% g2 y7 c2 C: l6 A$ K
- x = 4( m8 Y# D6 `* o( _( S" f2 v
- y = i * 32; ^5 c) e9 C) q, [; `
- actor = $game_party.actors[i]
2 ]! P) [; M) u" Y, R. d - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
3 N; A8 d$ b/ q* s& g- b4 D6 b - rect = Rect.new(0,0,bitmap.width/4,31)& i0 j; I! m4 q2 l: ?. R
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
/ i. `. W$ F6 G+ n9 a* o - draw_actor_name(actor, x+36, y)+ E1 K" W0 m& w" @9 v
- draw_actor_state(actor, x + 136,y)4 {9 v$ m4 F8 S' A6 ?+ L6 S
- draw_actor_hp(actor, x + 236, y,96)
) |! R. k" X0 x5 B! R5 m# b - draw_actor_sp(actor, x + 336, y,96)
# g6 t4 m. s$ o$ y5 F! G9 B - end
. Y% B( r& L& Z - end, K* k- t* I$ u# {
- def update_cursor_rect. U5 Q2 s8 X. h
- super# e% u0 H+ k N% M% z5 U5 h( [4 I
- end8 H' F w [8 Y8 p. F, [1 E, l
- 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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