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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/ z2 B; A6 b5 ^) D& U
8 z5 L+ n( \2 E5 u! o* u& K- # 队伍最大人数6 l4 Q* P0 z# M+ i4 H. E
- MaxPartySize = 8
6 _2 Q8 H: P, n: f; J) f( p - : I2 e! l6 v- k% I) X* r
- # 出战人数
/ z, h5 |3 ~0 ?7 j1 p% ]4 a& @ - MaxBattlerSize = 1
6 b, z& ^" {; f% R8 l9 P q
1 S( e) ]+ I9 Y3 w3 D- # 换人语句: z {9 [) g$ i# C, K- I
- WordChangeBattler = "换人"
- R0 X9 d0 G' x2 y - * ^8 a: r! z3 A9 ]. l! S" t
- # 换人时播放的动画
' z; u8 F6 z- Q# Y4 I - AnimationChangeBattler = 26
$ k5 D) E, c/ { - 5 g3 C. q- `2 i& X3 I6 p
- end
. d2 L/ A" y+ B2 h+ E$ u0 ] - . k; H Q- ]: [: ~6 h1 K& J; q# w/ F2 f
- class Game_BattleAction
- m6 [, Q+ i- x1 Q - attr_accessor :change_to_battler7 j- i! C6 }1 s
- # 初始化
4 c/ w4 Z. X0 q- O3 \5 X. G. i - alias lbp_initialize initialize
8 b3 w4 q' v/ D! k8 p2 p6 C" M - def initialize
4 u8 T% m7 S: L c- c3 v& i+ A7 e - lbp_initialize
& {; R' d: r0 l& q) d - @change_to_battler = 07 X! t. g0 Y( E5 O F, m% p0 G
- end
1 ]0 z( }* k$ R/ s1 J8 S; n - # 欲更换角色编号% A$ v! b5 I2 h5 B8 e' U
- def set_change_battler* e. c5 |0 ?" v% M& z
- @kind = 3
" I) F& N, z3 O3 a - end
: L/ d6 w5 Q+ a: F" I% p( \9 n - # 判断行动是否为更换角色
. C$ v# w+ L1 w! v8 @- l+ e - def is_change_battler?& D! Y4 P% L- K" D* B0 g& u
- return (@kind == 3)
: q4 l e9 r' b. m - end3 y& Q" Z3 E6 _+ G9 W
- end
8 v3 c5 D" O o: w* \5 K - % M+ C8 u; l, y# }* E& c A! c
- class Game_Party
, X3 ?/ O2 a4 f# Y% M* V, x - include LimBattlePlug5 U- n8 ?* L% v4 j, L+ E$ P
- attr_reader :actors25 o" f, b% \. b$ E% F* c- n
- alias lpb_initialize initialize8 H! ^/ |6 \4 i% C" u% h
- def initialize2 j5 J. w# d( X! y( F/ I
- lpb_initialize
! @$ u9 K6 h8 }# t4 ]4 h( w% Z: C - @actors2 = []
$ r$ y# R2 z* d2 \3 N) g - end
7 t5 U0 o5 J1 m6 p4 B - # 角色加入
' j# x" [# M8 C# B2 o - def add_actor(actor_id)1 x0 Z6 y/ J( y1 ^+ X. I
- actor = $game_actors[actor_id]- {* Z% {. f3 T6 o
- if @actors.size < MaxPartySize and not @actors.include?(actor)+ E% e+ R2 o5 n) a8 m5 V
- @actors.push(actor)+ ^( f/ B$ U& l
- $game_player.refresh" e4 Z+ k7 D! v$ N( Y! g: A* G
- end; i- K& p# `; k# }& ]
- end- ^7 s; ~9 T7 U; z
- # 设置战斗的角色
2 E0 G* O! A9 T/ a3 [ - def set_actor_to_battle+ s. F$ C% N& s5 W; l: r2 Y0 z
- @actors2 = []
6 r c" ~/ Y2 ] q; C2 J$ V6 N8 H" {6 ] - @actors.each do |actor|6 B, k2 A0 G* P
- @actors2.push(actor), S# |& e6 u2 i; s
- end
9 B# J) P8 r5 n/ H1 T8 L* { - @actors = []4 ]% j5 R8 @# ?7 W% n8 |! l9 r! [
- @actors2.each do |actor|+ d. V% L4 G4 `5 M8 a6 B) b$ _
- @actors.push(actor)
7 I& W, V! y9 o) h; k3 c+ | - break if @actors.size == MaxBattlerSize$ f3 z) m) n- A9 v( J: w7 e+ w6 Q
- end
" I, u3 e& b& o6 { h - end
2 D& {) _ V9 @ - # 还原战斗的角色
4 l7 V, u2 V6 [* N8 N( X9 ^ - def set_actor_to_normal: O$ W, {* {4 K, t. u0 c
- @actors = []' V8 |6 p S# }: B* w- r9 v& w$ s
- @actors2.each do |actor|
Q- A* K: G. W" g - @actors.push(actor)! t' c( \" O5 x, I
- end9 e! Q3 @0 z9 M0 X+ j6 {& E
- end
* B; ~7 A+ f5 l" q9 l - # 获取角色id数组2 r( n7 s4 w. j _$ N
- def get_actors_id8 f. z6 a% K" W u3 x0 X/ m' F
- id = []
# i) R7 [0 w1 s9 N - @actors.each{|actor|id.push(actor.id)}( w$ i4 `* }- b b8 d
- return id
- x i6 J; _9 I; L0 H T, s. W - end. c, p6 Q) `' X7 z( R% N$ Z8 g: m3 A
- # 获取角色id数组) }+ I! S9 _7 y Y# D6 U
- def get_actors2_id; } g2 W- A, N V, A+ Y( I6 y( ]
- id = []
5 q" W6 \# Q0 u+ @8 Z! j - @actors2.each{|actor|id.push(actor.id)}
! e4 f, o$ C) C$ ` - return id7 i l3 L. Z& B9 ^; J6 u9 N
- end
6 X' o } P# B0 i! M/ `2 y5 v - # 兑换角色, e% K8 J! A: `! H/ }* ]: K
- def change_actor(index,id)' d0 ~ y7 f7 v) E9 y& t4 }
- @actors[index] = $game_actors[id]" z& o6 n; \8 J
- end, [; q, o: }/ f- L( l- }: M$ B5 |
- # 全灭判定
0 ?2 h; s0 |; K, ~ - def all_dead?
, i1 y$ r- J7 b - # 同伴人数为 0 的情况下
8 Y3 s0 V, u. ]$ N5 M3 n% D/ G( w - if $game_party.actors.size == 0
" {( K5 H- |6 Y9 {3 }9 v - return false
+ Q5 Z7 B$ s d0 }- i. h - end/ |: n/ { \7 P" }* t1 W. {( e- E2 A
- # 同伴中无人 HP 在 0 以上
- O- i, F) O% i+ G& c" [ - for actor in @actors2+ ?6 p& f9 x( j& b- a( Q6 z! c* Y& V
- if actor.hp > 0& N) D6 C: q# t
- return false1 B7 q( _, w: J/ i; S) W
- end! k. h* ]1 c+ \
- end/ @/ ]& b9 w8 t3 z% l- l9 C
- for actor in @actors. k4 Y ?6 i( O8 d# @, }
- if actor.hp > 0
; | y& ]7 B# M - return false! U- q& D, ?6 k7 A( J. g& o, a6 l
- end
, P6 l0 }5 Q( A8 B; z8 f5 c0 x - end6 T6 ?7 z# J7 Z' l
- # 全灭
1 L( L2 e, i# [2 x - return true% B4 T" A+ \/ G4 x. t
- end3 f7 p% c8 X! _( K
- # 其他角色7 e: _! A1 V! u! o9 T
- def other_actors
* Q5 V/ @, f+ @/ N; H! [ - actors = []- ^3 j% @* J5 B9 n% I5 J
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
2 O! b% G0 N+ p - return actors
: N: w; m$ @) U - end
/ ^% Z' L$ @( X- I. s* \; H' g* r - # 角色位置互换8 q3 S+ ^7 e# U) ]! m: S# G* g
- def change_actor_pos(id1,id2), L: u* K. S+ n5 j' d
- actor_id = []
2 A2 p8 T/ a) }$ g$ n/ m+ B& J( A - @actors.each do |actor|% P: ]$ y' p/ p& D1 ?4 p8 a
- actor_id.push(actor.id). t5 L2 T8 e# J7 h. F8 z5 F, ]
- end
2 N" x0 z% ]! J( J& i - return if !actor_id.include?(id1) and !actor_id.include?(id2)3 Z3 P4 g6 j2 Q0 N" M4 H" l
- id1_index = id2_index = -1; W& b1 K* o! |" p0 X5 o% e
- (0...actor_id.size).each do |i|
/ m/ G* W& v1 I( a1 i0 A" s1 ^8 x* f - if actor_id[i] == id1
# n7 A) m$ W z& [- O W* t3 e - id1_index = i
) N i( U0 T5 ~6 i% v i- ~( t - elsif actor_id[i] == id2
; w) \' U& \; @: G - id2_index = i8 J: z9 ~ B/ u6 [* {+ }3 `8 t
- end
7 k% K4 t( J- I" k - end
3 h* M$ q! A( Y5 ^6 J2 E - temp_actor = @actors[id1_index]2 [6 K$ w# |. m5 S4 ~; l
- @actors[id1_index] = @actors[id2_index]
, R3 u. k1 M! v$ S7 p y - @actors[id2_index] = temp_actor
3 |) U3 {, p( D) V2 z+ \6 d - end/ R) u Q6 k% S! |# F* J4 b
- end# T0 D* ?1 P B& R9 \
- 1 M- ^- d0 l/ ?: J1 S1 a7 T
- class Window_Actor < Window_Selectable, S4 o' g4 k y3 s+ W" \
- # 初始化
8 ]* y# R6 F& Z; \$ R! o; y/ z - def initialize
3 d1 o$ J# N7 ~6 F' G7 M# B- v - super(0,64,640,256)
3 u& _1 \! S# `" M: x - self.back_opacity = 160* \# S( D" a0 c/ U3 P
- refresh
6 m) e$ S p$ C- ~2 R - self.index = -16 t# n6 W( d( i+ z2 T6 N& Z9 x
- self.active = false+ x1 l, E4 A) k) c0 @" n% @9 D6 @, H
- end
# D) s- f1 V0 v8 w7 ] ^& { - # 刷新% N" x7 w! W) R( y J
- def refresh/ \' Y. g1 S2 M$ J) t7 F2 P
- @item_max = $game_party.actors2.size2 J1 B- [+ ?$ ~
- @data = []' r* g( Z; k: w: J- H9 k& O
- $game_party.actors.each do |actor|& t# I. H, l' m0 z' v9 A
- @data.push(actor)
, a, j0 r( J5 u% _7 T* w/ O - end
: J8 i2 N4 g0 I" `. h6 v3 T" o9 A- i - $game_party.actors2.each do |actor|5 r) D. y& Y* F9 m# ^" m0 d
- @data.push(actor) if [email protected]?(actor)
: e9 r& R+ x1 u6 P( r8 A - end
( L" O$ Q6 ~0 j - if self.contents != nil3 X l( |- H2 R$ ^! W
- self.contents.clear6 `4 o @" k A9 U3 A, W9 L
- self.contents = nil
: l: c7 p6 L7 K, _( O# B8 g { j - end
8 \/ ?" }4 ^0 P- s5 d4 x& O - self.contents = Bitmap.new(608,@data.size*32)
3 R) O4 V+ v( C% K( s - x = 4) m C1 I& r2 W' ~2 E' I2 U
- y = 0$ W5 d; s/ ^, b3 S
- @data.each do |actor|% S- W6 S# C" S# z3 f, j% V
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
( ]) Z! V3 e+ [& g' h6 L$ a; _ - rect = Rect.new(0,0,bitmap.width/4,31)8 m, z: z# f0 j) E6 H
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)( \) n* p8 G3 K g. |
- draw_actor_name(actor,x+36,y), i: T2 d. d# {5 R& P& T
- draw_actor_state(actor,156,y)
# Y# d4 l! o0 D2 e - draw_actor_hp(actor,x+256,y,96)) b' y+ N7 B, m2 G4 k) W
- draw_actor_sp(actor,x+376,y,96)! G2 L% W3 {6 P/ ~8 D8 m \
- if $game_party.actors.include?(actor)
2 q: D# _8 U ]7 T - self.contents.font.color = text_color(6)$ |8 l2 d7 s6 q+ D2 D/ q r7 ^
- cword = "出战"
2 \2 Q: ^( k6 S4 ? - else
0 ~% c" a1 H; K, }' w- ?7 l: u - self.contents.font.color = text_color(0)# H' T- z4 H3 S4 C2 n9 [
- cword = "待战"* k8 o/ u X# I7 A; C" x
- end
; F8 m" ~; Z8 r4 A8 y5 {! I - self.contents.draw_text(x+496,y,60,32,cword)/ B F' q; |) n: m
- y += 32& W. g8 h6 k/ G7 v
- end
9 k. q8 O. n+ \+ @5 y; { - end* s5 c$ N/ U( B7 \& X" s' ?
- # 获取当前角色编号
L8 X' s- @0 G - def actor_id
( g1 B# {' O5 K2 a5 G' F/ C - return @data[self.index].id4 r6 u4 @5 I- U+ u
- end
) W' j$ W7 d4 v4 W1 G- b! v - # 刷新帮助0 @' r- v7 j5 d5 @7 v3 ~4 E% T
- def update_help% h4 J% t, h# h4 D
- @help_window.set_text(@data[self.index] == nil ?\
) o" w" a" ]0 l1 @ - "" : @data[self.index].name)( v5 x" ^# T2 @# Z k3 `
- end4 X7 [; w+ ^3 Z4 g) }3 W
- end9 k2 i' P6 y9 X: D" {% h# M
- * V0 z9 k \8 ^# p
- class Scene_Battle
i; ]7 @- P! L( }* ]+ h - include LimBattlePlug
) b D9 Y& R& V1 T- ^5 Z - # 初始化) G- `2 S6 x* o9 \; U
- def initialize3 J6 ~$ X0 k4 ?
- $game_party.set_actor_to_battle
* `$ ]) r( O: n/ O - end8 N' Z/ J- k! G1 Z: [" ~# ?: q) s
- # 主处理
8 n# n% |' @/ M( K0 s - def main+ J2 U) Q5 A) C! h
- # 初始化战斗用的各种暂时数据
+ Y& W0 Y9 [9 C: w - $game_temp.in_battle = true" o+ x4 f! s0 S
- $game_temp.battle_turn = 0
* b% H; k7 k: h" ` - $game_temp.battle_event_flags.clear% G! z# X& ]5 {) N
- $game_temp.battle_abort = false
- g% e3 y& \/ B- l6 G" G - $game_temp.battle_main_phase = false
4 Q' W0 p4 x9 m) q7 h1 | - $game_temp.battleback_name = $game_map.battleback_name
. i9 u1 _# z/ r - $game_temp.forcing_battler = nil, ?/ b7 Y; S) \$ x, C$ F f1 T
- # 初始化战斗用事件解释器
U9 k( @/ p/ c) [, @ - $game_system.battle_interpreter.setup(nil, 0)
8 b# A9 t6 P- K' m - # 准备队伍
$ g6 L- S3 U" B - @troop_id = $game_temp.battle_troop_id: ?5 a# M# t5 r
- $game_troop.setup(@troop_id)
0 u9 ^$ q3 h1 O - # 生成角色命令窗口" x, Z* o/ N3 G3 W: n' G
- s1 = $data_system.words.attack
: @$ ~% a% A: E c2 [% H - s2 = $data_system.words.skill
( p8 l9 F+ ~; w - s3 = $data_system.words.guard" A8 P/ Y9 ~9 h3 T# g8 g2 \
- s4 = $data_system.words.item
. z/ G& A7 `; b1 I5 R2 ~; c. @, e - s5 = WordChangeBattler
: f0 b& h% s/ [, V9 u1 ^ - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])1 ^, d3 Z) {/ [! o: ^* P
- @actor_command_window.y = 1287 s* ^8 ]9 _" Q/ g% x! [4 u) ~) a
- @actor_command_window.back_opacity = 160
1 r" W0 M0 s0 M1 s - @actor_command_window.active = false
8 q) y3 ~9 s4 _7 h - @actor_command_window.visible = false
6 @8 F0 O: k' H5 \& @ - # 生成其它窗口
) p6 a2 O! x [& F - @party_command_window = Window_PartyCommand.new1 P s3 U1 }7 b! q# \+ r2 ]
- @help_window = Window_Help.new
3 ?; W6 U1 y0 ? - @help_window.back_opacity = 160
& x1 g) _: H7 i3 _ - @help_window.visible = false0 I# f/ i: b" l7 [0 j+ `
- @status_window = Window_BattleStatus.new
) G2 M) w% Z% k3 v; P* q - @message_window = Window_Message.new
7 t" K3 U4 y( v8 F8 g/ \ - # 生成活动块
, m0 F. p7 h5 {& M5 i% U! ~! f' n) C - @spriteset = Spriteset_Battle.new
9 f: n. e- X K- w. U" E# q* s1 j - # 初始化等待计数+ Q" C& G3 S0 e7 \
- @wait_count = 0# Z' E: i* ~: i3 K/ p9 V! h O
- # 执行过渡/ s; Q6 ~$ s2 Q3 f1 U' X6 z
- if $data_system.battle_transition == ""
8 r f }& C/ o" ]0 _ - Graphics.transition(20) K4 ~5 `. Y. T+ l
- else/ B, w6 m/ g0 f# s" J6 x
- Graphics.transition(40, "Graphics/Transitions/" +
0 N9 z4 g0 t( R8 c! o - $data_system.battle_transition)
9 A$ Z) S3 i( s4 L0 E - end2 X9 P1 x. L/ j) y8 y( ]
- # 开始自由战斗回合
; n& |+ J4 ?% f4 J. C% w5 r. @ - start_phase1 _* c8 @# A3 [1 p
- # 主循环
3 ]& ^. j, X5 \; p - loop do+ s, g2 P$ v( U, n0 _- f# y q
- # 刷新游戏画面7 @$ n5 c* E; l/ P" k
- Graphics.update
& k9 Z! L4 u% c. { - # 刷新输入信息, p# h* w# Y% A2 A ?: b6 O4 M" a
- Input.update9 u9 f* r m7 ]+ s7 }
- # 刷新画面
6 F9 G" E z7 Z" _1 J) Y5 } - update' w0 ~, ?4 V' k' b5 H& q& Z
- # 如果画面切换的话就中断循环
; X+ L$ z2 C% U( H2 T, \ - if $scene != self
; c/ `* y, e: K+ I# r - break
/ H7 K9 Y9 O, I. \" M% b - end. n, g( m6 D3 v. n# i- f
- end& ^. Q/ B+ }! N4 s7 Q
- # 刷新地图
. ~ `( M" w3 S1 v - $game_map.refresh+ k, w! z; O H8 N7 x. s0 H
- # 准备过渡
6 u o& r$ b1 K% j; [$ d3 g; t1 w( h - Graphics.freeze
8 t. `6 h- D- n: l* f) R3 D8 a - # 释放窗口# c! c; `, g3 R8 A, z
- @actor_command_window.dispose
4 P+ D7 n9 U) C& @2 |* @8 s - @party_command_window.dispose
* P8 |' z5 _- C/ o - @help_window.dispose' p: c+ z7 [6 L
- @status_window.dispose
8 I! Y1 G& W5 Y5 l9 a `, ~' z - @message_window.dispose7 Z A; x# d* Z. c
- if @skill_window != nil0 \$ B& L, r) W5 h" q
- @skill_window.dispose
4 L& Q0 |: D! ~' i" |' ?# v - end
# r" |* W4 r% c$ Q' ~ - if @item_window != nil$ e# V( S; Q6 [1 }# D0 R
- @item_window.dispose! z- C1 x8 D8 P
- end
. z. g R+ L% \. I4 q$ F - if @actor_window != nil* ?+ q: X# u! q0 n% a
- @actor_window.dispose3 @% S3 j) Y! G5 Q& W7 ^* r
- end
+ E" ^. Q8 p& R: Y - if @result_window != nil
4 M) E U' k0 X' H0 F; d9 Q. Y - @result_window.dispose; q5 q0 v5 ? ^$ |: u( O! M6 f
- end; w# s% c4 ~$ b& v2 h; b* D
- # 释放活动块
$ l8 P3 ?# T4 F1 d - @spriteset.dispose( x8 k. R/ |* j4 t
- # 标题画面切换中的情况
* C6 b3 F, a3 u - if $scene.is_a?(Scene_Title)7 C. S8 D/ x5 A2 x9 ]& V+ @
- # 淡入淡出画面
; i& _) p+ ]4 n" b1 x2 e* g, ~; l6 A - Graphics.transition
+ ]0 C- w, O" h. | - Graphics.freeze
9 N5 @6 U4 E8 W6 _& z3 s, Q/ q - end
+ Q1 ^( Q2 g$ C9 e5 y7 `& O - # 战斗测试或者游戏结束以外的画面切换中的情况! i0 u% v3 V, _: B4 l9 L3 F
- if $BTEST and not $scene.is_a?(Scene_Gameover)& i- m2 {2 m h+ Z
- $scene = nil+ V0 Q! q' F! f
- end$ r7 `# u- @0 R" s
- end: p5 {* _- \" f% y2 Q; G- ?+ _8 o/ I
- # 战斗结束% Q# _' A: U W# W0 y1 C
- alias lpb_battle_end battle_end
1 ~* \( ]+ [% ?. g - def battle_end(n)
# B2 s( `+ g6 ` - lpb_battle_end(n)7 A+ n. L5 ?/ H# k7 T7 v
- $game_party.set_actor_to_normal \3 {- `# e, s, R! m+ p
- end4 f" A% W0 i' F; l7 y' b8 E
- # 开始回合3
+ w8 D) }7 ^6 Y1 n: w$ }7 G+ F - alias lbp_start_phase3 start_phase39 h* n. t" ~6 o
- def start_phase3
# h$ f q& Y& r7 d7 |0 O8 p - @changed_battler_id = []3 k2 W5 {4 |2 C) |
- lbp_start_phase3
2 h2 m) Y! i! S - end
* @) Y/ n5 r9 l( y8 X) a - # 刷新角色命令回合画面
# \' U ^, K1 [/ u - def update_phase37 _# H2 B6 d: e! _' b4 m
- # 敌人光标有效的情况下+ Z8 J! I8 P0 m
- if @enemy_arrow != nil
: ~" n3 a' `- @% `: D" h1 D - update_phase3_enemy_select
7 L8 E- N) G& Z - # 角色光标有效的情况下7 W% s% |" e( m' ]% z1 Z/ @
- elsif @actor_arrow != nil: m" R0 W$ `( y1 @0 m" ]4 s
- update_phase3_actor_select
# L! h/ ^4 ]* _3 v& O$ j* h - # 特技窗口有效的情况下% K, z0 O! z& b' E M* S4 d+ I
- elsif @skill_window != nil8 b7 d7 c) v% h) j4 s4 b
- update_phase3_skill_select; q1 T# P. N3 D+ S9 e3 E0 ~
- # 物品窗口有效的情况下* e; H. E, q: \" l$ X* H
- elsif @item_window != nil
8 Q9 N" ?8 p( `9 k - update_phase3_item_select
. I/ ~6 B7 E/ T, G2 v8 w2 [ - elsif @actor_window != nil- a4 L3 T/ l0 B o. G
- update_phase3_battler_select
; X( l" k0 h" G \8 O$ n; O3 b - # 角色指令窗口有效的情况下
/ ~" `% d! O1 I) S o: C& q: V - elsif @actor_command_window.active" p \8 s9 J0 B4 b1 _& ]: [. P8 L
- update_phase3_basic_command" J6 r/ c; d3 o: h& C
- end
5 U8 O% o0 N0 q. L" J- q6 [ - end
" d4 \0 V2 U4 i# ~3 k5 m* x/ D - # 角色基本命令
, m- G. y5 F4 @ - def update_phase3_basic_command
/ F" l5 t- y* e7 L - # 按下 B 键的情况下
7 @6 ]9 E& z- W: c2 N7 q7 q - if Input.trigger?(Input::B)& S& N! T' y1 ~; {0 G( [1 U
- # 演奏取消 SE
# C3 P. `, T& Q+ D - $game_system.se_play($data_system.cancel_se)
- u( S8 d1 `4 v% [8 v; L - # 转向前一个角色的指令输入/ }1 C, |0 C | e2 j" ]8 k. J
- phase3_prior_actor9 C1 M6 ]- q& f& d* x
- return
( }- K( u' O) ^9 m) F - end) s- R: Y: N+ i2 c: J' K
- # 按下 C 键的情况下# C! A# \0 f$ R3 Y2 Z8 f- X
- if Input.trigger?(Input::C)
$ ~8 U( o1 s5 s' k5 E0 E* F9 m - # 角色指令窗口光标位置分之
: a8 w) L- |: U" Q! }( r/ @ - case @actor_command_window.index
/ n, ~) ^& Q" K - when 0 # 攻击& O+ Y- u7 w1 t, X
- # 演奏确定 SE4 P2 p/ b2 K9 d1 s, j
- $game_system.se_play($data_system.decision_se)8 C9 M& x8 o! t
- # 设置行动9 F! L# {$ e, w* H$ \
- @active_battler.current_action.kind = 0
& b b0 u5 M+ i* ?3 C) o: } - @active_battler.current_action.basic = 0+ ~# t8 N' s% R p# [/ K4 X. A
- # 开始选择敌人& U7 S* J8 y- \0 S, G- i. a0 Q5 D6 }
- start_enemy_select' z* I: P$ t5 z n6 ^
- when 1 # 特技
/ i7 {7 ]! v) ] - # 演奏确定 SE5 f. [6 F6 c! _& p
- $game_system.se_play($data_system.decision_se)
9 g/ Q( l( y2 d3 k - # 设置行动. b( g6 C4 \# e4 b$ [2 R) T# t
- @active_battler.current_action.kind = 1 a* c! _0 k% s/ {6 r
- # 开始选择特技9 C3 r" `; c' r- |2 `; r4 ^, E
- start_skill_select
8 W/ e/ D5 e; @ - when 2 # 防御
2 L6 h% I' i$ c! e9 l& v7 _ - # 演奏确定 SE1 r9 Y. f8 w4 |( S) H7 E9 T2 r
- $game_system.se_play($data_system.decision_se)* U% ?9 G# D' G+ c0 `' g
- # 设置行动
/ c R0 S- D' @' \ - @active_battler.current_action.kind = 0
r7 r, B" W5 m - @active_battler.current_action.basic = 1 O* r/ A0 C: q( D
- # 转向下一位角色的指令输入
1 H+ c6 L5 _$ K/ Y( Y& b - phase3_next_actor* ^5 w; O+ E5 A* y3 @5 A; [
- when 3 # 物品
2 b6 Y; G+ z5 z# C; ~# {$ t- c( { - # 演奏确定 SE
% s0 o' s- j( N( p h5 f# |" y - $game_system.se_play($data_system.decision_se)
8 I/ s, P- W- q8 ]- A/ M - # 设置行动6 k& v3 K2 S$ v) r$ {6 t4 C
- @active_battler.current_action.kind = 2# T3 A/ H! W$ O1 e& w! \
- # 开始选择物品& o" |. n6 ^2 y8 P# t$ o( s
- start_item_select
/ I. Z8 t4 _8 S5 Z: c, X - when 4 # 换人* D6 H% f2 ^: s$ P1 S3 Y. U9 p
- $game_system.se_play($data_system.decision_se)8 U! m2 T# k* |$ ^
- @active_battler.current_action.set_change_battler; r% r3 Z: g" g3 a7 K! u
- start_battler_select
$ F' y7 A# L8 i6 k6 ` - end
0 r0 c: X, Q* [1 ~, E7 E - return( V$ I* W6 d. F5 ~. ]
- end" M& b h. L" R+ `0 g
- end9 S2 q% D4 U" ^7 X1 w
- # 开始角色选择5 V( T6 I/ M; N% G$ H& A; y
- def start_battler_select& E) z" y0 ^! a6 p, L ?
- @actor_window = Window_Actor.new# r" j; n, @( v+ J: J+ w3 C
- @actor_window.active = true
! h, {# V! x- G - @actor_window.index = 0
0 [# z8 i1 ? X - @actor_window.help_window = @help_window: F" T, a: g5 D9 x
- @actor_command_window.active = false
n+ P+ {% j9 X6 i. E - @actor_command_window.visible = false
8 d% _, X9 s1 O' u7 L0 y, h6 a% Z - end
' c: V2 E& u' A6 E8 c - # 结束角色选择
4 Y" a0 K; j0 }! @/ S; p - def end_battler_select
8 ]+ v* ^5 }, j% s9 l - @actor_window.dispose
% Q0 m d& S- H6 w: }* ? - @actor_window = nil# o" h: f! }! C5 f; d* I" J
- @help_window.visible = false
; e. u& Q4 {# _, l - @actor_command_window.active = true
9 [- E! y+ x) a7 F( r K5 j- N" N - @actor_command_window.visible = true
" W5 s( K5 \$ l" d7 Z* j - end2 s0 b7 R! ?& q* S3 W1 Y
- # 刷新角色选择
- o' ~. ]$ H/ D/ j/ U# y - def update_phase3_battler_select$ N: h9 C' ^8 k9 J0 d5 V! y
- @actor_window.visible = true
. g7 H$ ]$ P) } - @actor_window.update
1 ?0 P) C7 C! Y) n% ^ - if Input.trigger?(Input::B)1 {+ D( f" n4 o/ E$ O+ k3 X2 j
- $game_system.se_play($data_system.cancel_se)
7 O8 }0 n9 H+ ?# w) _+ J - end_battler_select
$ e* i0 x2 M4 O - return1 d6 K' T1 Q6 J, v
- end
]* c- e( u* }6 A* _ - if Input.trigger?(Input::C). N1 u. D9 s- ~! b
- actor_id = @actor_window.actor_id
$ k0 {0 w. \1 x( u4 z( u! V( i - if $game_party.get_actors_id.include?(actor_id) or6 g; S* W; w' A0 N/ N1 R; q5 z; i
- $game_actors[actor_id].dead? or
7 _% { Q' F# T! t - @changed_battler_id.include?(actor_id)
1 [5 y# ^' c* u - $game_system.se_play($data_system.buzzer_se)
4 A4 k4 D& ^, S' o - return
1 r x E- [3 P4 [% y& C* X7 t _/ u2 W - end2 p; R7 B& c# J* \+ Q
- $game_system.se_play($data_system.decision_se)
0 R' h' G" T+ \3 j5 L/ ~) Q2 v- A - @active_battler.current_action.change_to_battler = actor_id$ C# T& m; D. M. a
- @changed_battler_id.push(actor_id)5 _% }0 k" N+ O1 }9 \, M" ^
- end_battler_select
% M# \# a% \4 y ]: n7 f/ V% o* G - phase3_next_actor
8 m% o. \( E- d- F8 ~$ K( T - return: K( k9 G1 R& X+ b; x
- end
$ C: O, d& `- J - end0 ^; h( r- O+ L- }# o/ B+ R
- # 行动方动画9 V/ m# U0 Q" L# A, V
- def update_phase4_step32 N- b3 p \$ e
- if @active_battler.current_action.is_change_battler?/ i3 m }8 E2 V$ z
- @animation1_id = AnimationChangeBattler
4 V4 W9 G2 a' g1 V1 _" c - @target_battlers = []
! y. ^5 E" _) o, C5 D: X, \% g7 V - end
+ ~4 v* z5 \* A3 V. U: M b - # 行动方动画 (ID 为 0 的情况下是白色闪烁)5 R9 E" C; p4 |. o' ]' p$ }
- if @animation1_id == 0; j, {, I* N0 M6 a) Q& n# x
- @active_battler.white_flash = true
$ A9 p$ ]9 f+ v9 r g - else" E7 g/ m# ] O
- @active_battler.animation_id = @animation1_id
* H8 d" r; P2 w1 p1 Q - @active_battler.animation_hit = true
, _9 X4 P8 r/ R - end* r+ a2 r! [9 F- ]& ^' n
- # 移至步骤 49 ]& i9 A! \* X9 k" d
- @phase4_step = 4! S8 }3 O8 x7 y: g* H% d# s' B5 S2 ]
- end2 c- I6 V" f8 S
- # 对象方动画
* d. V" f2 k$ N6 R* D& s+ R8 i - def update_phase4_step4
# @1 V- J$ c& ?0 H+ z - if @active_battler.current_action.is_change_battler?9 a4 `, F2 Y. y/ H% u
- actor1_id = @active_battler.current_action.change_to_battler
& K7 { G4 }/ F' r - actor2_id = @active_battler.id0 H- w0 @# A* ?* j- ]4 U3 }) e
- (0...$game_party.actors.size).each do |i|
; q) W# y! j& ?7 r: ~ - if $game_party.actors[i].id == actor2_id
% d/ w, @! l Y - $game_party.change_actor(i,actor1_id)
$ z9 o8 y' T1 P! z; m( T - @active_battler = $game_actors[actor1_id]5 A4 F* e( z% Q+ \
- @status_window.refresh
( C! x3 \- c- @+ ] - end8 X3 x$ [6 g* Q
- end
, @! {2 s) y! E- a8 H7 u - end) x/ q! u1 S' _: M& E8 b s
- # 对像方动画* o I- V( y, A
- for target in @target_battlers: R% f" @' d( }
- target.animation_id = @animation2_id
4 h5 j: v# c1 P" `- u - target.animation_hit = (target.damage != "Miss")" @. y1 w# W# U) w y1 L ^ F1 p7 g
- end
7 z6 v. B) X7 K7 a4 C$ ~: K. Q0 C/ Q - # 限制动画长度、最低 8 帧
2 `3 `0 c' [& u0 H- L - @wait_count = 8
. t( F9 j0 l8 h1 a - # 移至步骤 56 w/ s: i" ~; \$ O! t1 |
- @phase4_step = 5' y9 X' u6 t' u
- end x8 l; [4 d' L+ m+ {
- # 公共事件
* N+ ?4 q: O' \' q% T& y - def update_phase4_step6! L6 o) k( ]" e% M! q0 r
- @target_battlers.each do |target|
, B' X2 }5 f3 n [9 I - if target.is_a?(Game_Actor) and target.dead? and \9 `, P; v' W. o% [& A7 D
- !$game_party.other_actors.all?{|actor|actor.dead?}
% R; Z7 a$ ?6 N" b- h# i - @actor_window = Window_Actor.new T0 I l7 {8 Z7 N, O% U5 p: j5 X
- @actor_window.index = 05 w2 V- h h1 H7 Y, v5 v
- @actor_window.active = true3 X/ D+ l! w$ ?" g, S
- @actor_window.help_window = @help_window& b% T$ [9 z. z5 t* o' b- ?
- actor_id = -1
' d" Z4 R! Z/ ]9 ^ - loop do! q- v! s1 N- M! c9 o
- Graphics.update3 O9 A) ^& X/ m5 Z; ^; ?2 y
- Input.update. f; q% h/ K: c9 W, p
- @actor_window.update
1 ^, R0 _6 {$ E _ - if Input.trigger?(Input::C)
* W/ @( j# m( O8 [8 Z$ } - actor = $game_actors[@actor_window.actor_id]
1 ~( D6 j3 x- i9 A - if actor.dead? or
0 ] ~/ o; j" g2 K/ }! }/ V - (@changed_battler_id.include?(actor.id) and
* Y" o1 E! m- k5 ?5 H8 v - target.current_action.change_to_battler != actor.id) or
3 ?% @6 A% j. n - $game_party.actors.include?(actor)6 F" W- U9 A( i4 L/ D
- $game_system.se_play($data_system.buzzer_se)" L/ J) g* P( A' i+ w6 @
- else* I8 H0 i' r' i$ J
- actor_id = actor.id
, ?( {, I5 y1 j( y$ w - end$ G% m: u! k" |' o
- end# f2 M3 {* y% s h4 H: ]% V
- break if actor_id >= 0
% e m& r, G$ e+ T9 { - end
+ p2 x J! x+ x - @actor_window.visible = false
( t5 z: ~2 s e* X0 V' C - @actor_window.dispose4 K, f5 u+ O3 u, _+ S
- @actor_window = nil
% }( |3 |) L" }6 [8 l) v; A - @help_window.visible = false
6 f6 [) ]; {8 V - (0...$game_party.actors.size).each do |i|* r& w/ c- K1 X3 l
- if $game_party.actors[i].id == target.id w( g0 C0 t5 d! R* `
- $game_party.change_actor(i,actor_id)
) h1 H- D$ a: Z' f6 ^" q - @status_window.refresh
$ h: a7 M( A/ \8 M Y0 `7 F9 B - end- W" W% s* U* x0 k
- end* t7 `! X) Z0 e0 k$ `3 x
- end
2 n T. Q' d! q( H# C" U0 f4 ^, `+ t$ v - end: |( d: z* Q+ V: C
- # 清除强制行动对像的战斗者3 k; [; [3 g( V. N
- $game_temp.forcing_battler = nil
+ w# [/ s# V2 F# I - # 公共事件 ID 有效的情况下
" b8 n8 z7 o9 N( [* G) |) S% K/ ] - if @common_event_id > 0
$ D, h' ~# C: M+ r2 C- W7 M% \ - # 设置事件' K ~2 W% k3 [7 c& E& m
- common_event = $data_common_events[@common_event_id]$ B' V1 \8 `' L# ^
- $game_system.battle_interpreter.setup(common_event.list, 0)
8 n9 u# K, t' n - end3 _* n/ e8 P! Y- E& ?" C j% U ~
- # 移至步骤 1
& [4 O' Z& A( }% | H - @phase4_step = 1
2 m! ]5 ]1 l7 k - end$ z% w, h$ z% _
- end/ r' u( ^2 d1 v; l9 S6 o
- - Z& }/ ?/ ]0 t3 k0 V
- class Window_MenuStatus
! Y; J! j* l: U* B1 b - def refresh, W$ y) |, J# n: e# ]
- self.contents.clear& L: |) \: ~% T" I, J
- @item_max = $game_party.actors.size* ]. w/ o/ v! j8 c
- for i in 0...$game_party.actors.size3 i3 R6 g& j8 a) t; ~3 h
- x = 4. T) J4 u2 r/ s6 M2 m% N* n" a
- y = i * 32
* n% l" V; k* A& @0 V/ `; d+ ]& x - actor = $game_party.actors[i]! u- y4 ]1 I, P2 s: c. x
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
+ I2 k! l3 b: Y9 K6 [) C - rect = Rect.new(0,0,bitmap.width/4,31)8 z. A1 S, @$ M+ a
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)) m6 O# v5 U* n# J% ^# {2 J7 ?, e
- draw_actor_name(actor, x+36, y); ?, E6 l. g( H) L* e, v3 }0 \ b
- draw_actor_state(actor, x + 136,y)
7 f/ i" ] O" G5 v7 B! k, H& m1 | - draw_actor_hp(actor, x + 236, y,96)
: \6 K% l; Q V; U, l - draw_actor_sp(actor, x + 336, y,96)
6 H o- G! C# X: C - end
: {' a9 X2 ]6 R - end3 O2 N' y) m" h3 I
- def update_cursor_rect
$ O4 X8 d/ G9 t2 D4 `. y5 C - super9 k# c8 x q& o
- end
" ~8 T# U; N& `5 \ - 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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