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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
; p7 o2 H: B' Q3 I - % B' W& _) p2 K. Q9 o* n7 w
- # 队伍最大人数
- A: n' E: n! S% u - MaxPartySize = 86 ?, _: j% X# a7 }
- ( u, n7 a2 o ?+ @. v
- # 出战人数
1 h4 y u5 [, k - MaxBattlerSize = 1+ l- Y. i6 X5 |9 U& ?
- 3 D, t9 I4 I" _& i4 [
- # 换人语句* `- l6 b: K z( z0 T) O8 [
- WordChangeBattler = "换人"2 Q& u% B, t P* N7 b
- % \8 e+ v+ e0 J
- # 换人时播放的动画
! ^# i5 h p" N+ V - AnimationChangeBattler = 26
5 \8 |7 _( }; w' O! e' y& [% V
- ~0 }* J6 t, Q- s- end
" @! c+ [# F8 m. Y' q5 v* V - : J7 S/ ~1 d* T8 i3 Y
- class Game_BattleAction1 N4 z0 T- q% h( C3 K1 g: S
- attr_accessor :change_to_battler
5 u4 O- u* x5 i6 l; P - # 初始化
4 o+ A ^, E5 j. G; ~ - alias lbp_initialize initialize6 P. k0 o8 r! u1 Y0 ~3 ~& a+ E
- def initialize; m0 y4 ~$ X$ H- F$ u! n3 S
- lbp_initialize# z6 x! J; n8 l. |
- @change_to_battler = 0
( o# d4 l# \( [0 Y. D - end H9 ^. r% L2 i9 p' C w" x* ~
- # 欲更换角色编号5 ]+ a2 J3 y8 f$ A" N9 D5 I
- def set_change_battler: U4 o# @' g8 m8 ~, n, x& S
- @kind = 3& _/ D1 L. v/ f4 w0 ^- {0 w$ G2 C
- end
/ a! I9 R. s. u - # 判断行动是否为更换角色* d7 w6 f ~. Z; X+ P! ]
- def is_change_battler?
: a9 {: E( v8 R, g1 G - return (@kind == 3)4 {0 k1 Q$ j8 b& q8 X
- end4 t' M9 { K: c; n+ e; F: k
- end
9 H- n4 v' ^# H
2 a" x3 J8 r+ ~+ y- class Game_Party. ^1 A% V C x
- include LimBattlePlug5 K4 o1 h) h" q" l
- attr_reader :actors2
+ O! f- b; r* w7 y* I$ ^ - alias lpb_initialize initialize _- o1 e. M2 n3 p- \6 m( w
- def initialize
3 u, b% l9 {$ c" C3 K) x' a( C - lpb_initialize% r8 o u: V& S6 U1 C0 H
- @actors2 = []
2 M1 @: Y! ] g% @! \ - end+ ]# @4 U- q% J' c! \1 i0 ~) F
- # 角色加入
! p0 W9 N/ O; @1 T, o) J - def add_actor(actor_id): S& F' k1 A8 k! [
- actor = $game_actors[actor_id]
+ J" |( v5 {0 \; c0 C" Q - if @actors.size < MaxPartySize and not @actors.include?(actor): x# \5 U- i* K4 [9 b4 C+ g
- @actors.push(actor)* f' j$ u0 f' m# y; F
- $game_player.refresh1 `" \, @8 B8 \
- end
7 ?2 S- ^! o/ E6 q) O0 P - end
. L6 k c$ Q9 S) N, ?) j* a* y - # 设置战斗的角色
8 \- q% m& i s% H6 K - def set_actor_to_battle! h9 _) `: _& S, N# k
- @actors2 = []
# b# W5 C5 a1 P! e- ]! ^# A - @actors.each do |actor|4 r) O3 z @$ J z
- @actors2.push(actor)% h( E: m& @! K' I8 e) W
- end
4 ]6 K/ \7 N2 b0 n8 G2 S2 C; Q" O - @actors = []* y/ i9 C2 a: P2 C
- @actors2.each do |actor|0 U( k! z9 S9 H! u: K
- @actors.push(actor)
8 p3 U' ]. Y/ [- t- e - break if @actors.size == MaxBattlerSize
' F4 E# l. c/ ^* d: k1 P - end& d' u5 q( a! \0 A) A0 L
- end
* W9 A5 ^) s$ G6 [" H: x - # 还原战斗的角色, d+ c1 d% F5 o7 k0 o
- def set_actor_to_normal
( U! W9 |* L1 i, J0 ?+ J7 p4 k0 V - @actors = []
( l% ?+ |+ Y: H! N% k - @actors2.each do |actor|% [- d- k+ O; X2 Z
- @actors.push(actor)5 V+ V E" ?0 a3 b
- end# V/ G# d9 U' I; R- R4 @
- end; r/ ^ }0 f& f! l! Q0 [
- # 获取角色id数组9 s, l x2 a0 F S* h
- def get_actors_id
% v; E) P$ X$ u - id = []; {. A* v: W% w# G2 G6 ?
- @actors.each{|actor|id.push(actor.id)}
* E7 ^1 `) L6 F - return id) g4 i8 r3 F# f" v9 t, B
- end
/ B, b% `5 u# v# K0 G1 n% v - # 获取角色id数组
: g& P( l. a' {1 X- t - def get_actors2_id) Z3 a, r1 E8 m5 V) _% N
- id = []
* Z2 u, x( `8 I" t# N* l - @actors2.each{|actor|id.push(actor.id)}
$ P5 Z X/ E2 z - return id
% p+ k* Y3 ^% G' M( k$ E) Y - end
0 c8 N8 M( I+ L% E; P) K1 k - # 兑换角色7 w: r7 i0 ]- i6 m
- def change_actor(index,id)
2 C# P1 k7 Z6 S/ x" g" Z1 T2 D5 h - @actors[index] = $game_actors[id]! m9 Z$ F+ A" {- A
- end" Z; k$ |: o3 [; s a- U) r
- # 全灭判定
2 A: T9 s- E1 [( T - def all_dead? @2 ^) I/ M/ E+ U6 _$ g
- # 同伴人数为 0 的情况下
/ A6 I4 |) N7 g2 a- i - if $game_party.actors.size == 0
" t" B- I$ I0 c: f. B& a$ N - return false; |+ }5 Z, q- m. c6 S5 Z, v% u5 W
- end/ T2 M, A5 i! J" @
- # 同伴中无人 HP 在 0 以上
, c* d3 v1 ?+ Y- }1 U - for actor in @actors2
: B8 L# |9 I7 ~3 Q& c - if actor.hp > 0
2 i' X8 g% K" Q; h8 L2 V. C8 E8 r - return false
f. w# O, o5 W @" |: t, a3 D2 D - end
7 ~% [2 T9 \" N* d+ i2 ]3 U - end
( P/ K7 j4 X4 V' @6 [4 k2 J - for actor in @actors
$ k7 Z8 T) q9 X& e$ e% P - if actor.hp > 0
h4 L* P, C3 v% i" K. o - return false% i \- d7 R( E0 ?- g3 V
- end
+ w6 G- Q- C& v6 y6 P. F - end/ S8 U2 J, @( ]3 l" b8 J$ I
- # 全灭
/ r- E% i2 s5 z; h - return true
8 ]/ j# C/ `" e: Y. r" x! r. [ - end+ p8 h# }/ J2 p: \
- # 其他角色
0 F) G5 N' D2 L& S+ x0 K - def other_actors
- G6 R7 P' O9 B! ?4 B - actors = []5 Y) i) G/ O, }* X
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}' D( J6 z. `) K1 I' z
- return actors# q k8 h/ J. A/ t) }) v1 k
- end* f' s7 j ?+ z$ ?& j4 h7 {
- # 角色位置互换
9 D. g3 X" W0 Q6 ?/ T# X - def change_actor_pos(id1,id2)9 T: _. N6 I& x- m
- actor_id = [], E2 N7 d" }$ |5 f3 r6 r6 F
- @actors.each do |actor|) E) Y5 D% K( m7 {1 V
- actor_id.push(actor.id)$ r" D! J! g0 C! J8 C
- end: K; j4 C- H2 y q$ P, L9 D
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
/ u. k: U$ u k5 V p8 f: G1 P - id1_index = id2_index = -1, m% N) N! r0 F+ o6 z s
- (0...actor_id.size).each do |i|
/ ^, [2 { _7 ~0 \2 X3 R - if actor_id[i] == id1
; X% i# l6 S) ]) {( W" T! }$ f - id1_index = i, `& h& H# R% B! ^; d5 d9 y/ M
- elsif actor_id[i] == id29 d0 Q( H- I+ i% h% K4 V W0 U
- id2_index = i( k9 _1 J& |4 V( ?( e2 L+ I
- end
% o% A0 V v4 O% Q$ q$ Z% _ - end( J: D( g' S' o" g; T
- temp_actor = @actors[id1_index]
0 z$ b) n# N- | - @actors[id1_index] = @actors[id2_index]0 {0 P J0 E" f
- @actors[id2_index] = temp_actor
3 m+ P x: w1 [4 X5 f - end( I- b" W/ G8 a0 y9 n& Q. n' ^
- end
9 o7 R3 B2 i9 Z - 4 C1 w/ M- _7 F' l) L* }0 C8 Q% _
- class Window_Actor < Window_Selectable
, I# k3 g7 R( G1 L+ i, x3 _ - # 初始化7 |) g, m5 E6 l) Y! z, u E& I
- def initialize7 m5 p3 g+ |5 a% t( m
- super(0,64,640,256)- p$ X+ L* | X
- self.back_opacity = 160 S: I! `9 ~1 a' ^( `* U
- refresh# z) p+ @; H8 Y9 n( S5 d' X3 v
- self.index = -1
' w" v. G8 r) g! s - self.active = false) V% H7 p7 Y3 C8 u2 P4 B# X$ |
- end X) x+ T i6 x2 \5 N+ \" ^; E
- # 刷新
S/ s, B5 t8 P3 P* A9 l$ B - def refresh
3 `. b8 t% Y3 u$ D! r - @item_max = $game_party.actors2.size
& U0 T: d9 r& I z9 F$ u - @data = []
* q% @, M; W' r# r# ^9 F T* [: Z - $game_party.actors.each do |actor|( ^2 A1 n& Z) m5 ?6 a. `& c! |
- @data.push(actor)
" E9 Q( b4 D# f7 ^. `+ V" N - end! D2 x3 o! ]( B' J( D
- $game_party.actors2.each do |actor|
/ J" Q: k- x- V1 V$ t# X - @data.push(actor) if [email protected]?(actor)5 o1 p# N R; V/ ~8 ?2 R1 q: P
- end
4 I6 `4 g# r2 t) W" A& T - if self.contents != nil
! g# C( l3 c9 Q. |4 Q - self.contents.clear
! \2 n, w# ?& p/ D" P - self.contents = nil% P: ^. W Z4 X' c; a
- end
8 r, K1 t: Q8 o6 L N- U- Z& C" S - self.contents = Bitmap.new(608,@data.size*32) ] n. N' y/ {" X' N1 N3 V; J
- x = 42 J* L0 W8 x! Q: F1 k3 v; J
- y = 0: ~' l$ ^9 k; ~: a. j( N
- @data.each do |actor|
5 Z. l# u6 ?. d* p - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
0 i( A* q0 z% U- k* Y - rect = Rect.new(0,0,bitmap.width/4,31)' C7 @3 b9 t; _% v" Q
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
+ x: e" W9 `% l0 ^# R# q6 U - draw_actor_name(actor,x+36,y) f3 Y8 G/ L5 _6 u: ^8 [# w. C4 i. r
- draw_actor_state(actor,156,y)
5 [, d* _* K) l( D7 `+ \; z6 h - draw_actor_hp(actor,x+256,y,96)
! q; E4 I' N6 l% r: n - draw_actor_sp(actor,x+376,y,96)6 D( n4 F; q D- g7 |; b
- if $game_party.actors.include?(actor)- D) f2 j& |. I$ W9 d5 B) c7 l0 A' _' Q
- self.contents.font.color = text_color(6)
% @# ]" P& d! l - cword = "出战"
) Q. I }) _) T7 v5 H+ x$ t' l - else
1 K) [! A. M4 o7 n9 b - self.contents.font.color = text_color(0)
, l! ?; r' t: z - cword = "待战"
$ H u* ?% }& k5 {8 g - end
( p# Y- @! x$ i2 C9 W - self.contents.draw_text(x+496,y,60,32,cword)" v; d: k9 Z: C9 i) Q
- y += 32( z0 o Q+ r( e+ ~9 r! B
- end9 k! G- ]2 B6 Q; \" S
- end
2 M& P6 y2 U) u& r I8 c - # 获取当前角色编号- w2 M0 D( l& ?4 |2 ^# C3 g/ I
- def actor_id
3 F+ G- f: Y. ~ K - return @data[self.index].id9 k6 y- A; o& d0 h# y5 p. x
- end
$ C, F8 k& }* o' f9 E4 j - # 刷新帮助; L; o {2 o$ |+ Z. Q1 r; F2 m
- def update_help- b( `# L/ b; C- G& F6 R0 H. p
- @help_window.set_text(@data[self.index] == nil ?\
( t5 T% Z* n2 ]9 d( \& S# n - "" : @data[self.index].name)- x4 ]8 \0 x% `9 G4 v) \
- end' p0 R. A% _: x1 q3 ~
- end9 k% r+ D0 y/ O, K6 E) v; D
- 0 Y+ }( y! I6 |1 r
- class Scene_Battle
& W, M5 k8 o; x% l4 W; X - include LimBattlePlug
4 v$ }# h/ b! s) z0 @5 Q - # 初始化2 s" M- z; f& Z$ ^6 N4 h* k
- def initialize
5 p/ l$ L9 q& v, u: p# k - $game_party.set_actor_to_battle
R. _/ L3 f* j, Y" q6 G) w - end) Y; G% {8 h2 w" v8 V
- # 主处理
; m9 V; j1 } G a8 v: O - def main% t- O0 \( M5 i' ^$ V. x, `2 b% `
- # 初始化战斗用的各种暂时数据7 \4 V4 ^# S( R, V. t
- $game_temp.in_battle = true
* Q2 x& l' r j8 f0 p- C - $game_temp.battle_turn = 0
0 Y, ~3 m' a l/ A( R+ P - $game_temp.battle_event_flags.clear, w# [+ ~& k. z: L
- $game_temp.battle_abort = false
' N6 Z" f3 c' P: `; A - $game_temp.battle_main_phase = false
) S7 ]: V! H9 h; s - $game_temp.battleback_name = $game_map.battleback_name, d/ O% p; ^/ Z8 \ A0 l5 [/ }
- $game_temp.forcing_battler = nil$ j4 B4 n/ G2 H, s6 ?# I8 i
- # 初始化战斗用事件解释器
3 z& o3 I5 B7 W5 e; V - $game_system.battle_interpreter.setup(nil, 0)
7 A ^6 B( z! [4 r, r - # 准备队伍- M* a7 p- U8 s' d4 h. L
- @troop_id = $game_temp.battle_troop_id
- n5 _) q: q$ r- Y& n2 r! g - $game_troop.setup(@troop_id)
! w, F' F+ f) t P7 y - # 生成角色命令窗口
9 R) G U: w3 f B& y9 { - s1 = $data_system.words.attack6 g4 a' h7 t6 S6 i& m6 g
- s2 = $data_system.words.skill a. f. Z6 o, ~$ q. ~, v( ^
- s3 = $data_system.words.guard, L# d4 x8 y0 G& [$ k9 r, V6 q7 i
- s4 = $data_system.words.item
* |" S/ o. A0 w! B( Q$ j - s5 = WordChangeBattler. |) K4 L2 L: K2 {- h
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5]): n- A( r; ?4 R2 ?5 X2 Z
- @actor_command_window.y = 1281 U5 T# B( }8 O: q# W$ i; R
- @actor_command_window.back_opacity = 160
4 @" m# q9 J+ f/ e& u' O1 E - @actor_command_window.active = false7 h w, U& q5 N' I! C1 E
- @actor_command_window.visible = false" [( r8 y/ ~& N5 H% G
- # 生成其它窗口4 {: w) q V2 l3 |& n: ]) P
- @party_command_window = Window_PartyCommand.new
D3 b1 \+ g; {# z - @help_window = Window_Help.new @; c8 P0 ^1 T- F2 W% V6 D" I8 s/ S
- @help_window.back_opacity = 160
; G! U2 J: k8 [! O4 e - @help_window.visible = false
6 T, H6 l5 Q: G( H - @status_window = Window_BattleStatus.new
6 q' j7 i/ E- e. N- u- P p' H - @message_window = Window_Message.new
- i- V7 v! T+ K/ S% o) B* |. ~. O - # 生成活动块- a! Z% o4 {" s' {* j% k& b- B
- @spriteset = Spriteset_Battle.new
, h! Y) f+ Q2 ?$ j( e - # 初始化等待计数; L% v5 }, N& F9 ?7 l. |
- @wait_count = 0- w5 u! t) p7 k% O
- # 执行过渡
! S# c' C. v/ J$ [. _5 S3 Q - if $data_system.battle_transition == ""
- k+ Q/ a7 i! y! T# m( ] - Graphics.transition(20)" c" q1 f) G; Q A$ z6 U% [& p: @
- else) E. m% W9 x" R5 L) s" Z
- Graphics.transition(40, "Graphics/Transitions/" +5 E ^3 C& K+ p
- $data_system.battle_transition)! d$ C* n) _" }, P; H
- end
8 c( {7 V0 \7 P/ [/ a: q: L5 U - # 开始自由战斗回合$ Q# _. z h; N" H% W8 T. y. H
- start_phase18 R. \. j# E, p! o/ l' q# {- E8 ]! d4 W
- # 主循环
+ b+ X/ l4 S3 q& R; b/ T* E. N$ [ - loop do
* f, Y& _6 ^0 t: g; M - # 刷新游戏画面, _+ q) y, u$ z. J7 V2 V3 {
- Graphics.update+ ~! w# C% q5 d9 T, e
- # 刷新输入信息
7 A! j0 v5 F6 g3 W1 y - Input.update
' s% L7 } i5 j5 A* l( { - # 刷新画面
- z" f* T! y+ Z" C; N - update* j+ r2 n O2 _+ i
- # 如果画面切换的话就中断循环
2 q7 y) }; r; ]4 r& g$ G - if $scene != self
: Q$ Y5 C- @% b( @" c" M9 b - break
/ y" Y+ X ]9 B/ l8 k - end
& b" u7 q" L7 J: z8 A7 ? - end% D- Y5 L- }) W+ H
- # 刷新地图
8 q* s2 b8 q! y) r4 p4 T& j - $game_map.refresh
% Y* E" E @ E$ H; @( Z - # 准备过渡4 x3 ? f7 G/ |5 S
- Graphics.freeze
9 _0 O4 e- H' q; } - # 释放窗口% |9 s5 q8 _, p: W8 y& c
- @actor_command_window.dispose! h- ^& E( ?; t1 M4 |
- @party_command_window.dispose
1 Z( x. Z& Z7 X - @help_window.dispose9 ~( N1 r! H2 \+ u
- @status_window.dispose
2 r1 D# D2 L: }5 S& ^. B, j% Y - @message_window.dispose
}( ]8 J' n- }7 D& l; X6 i - if @skill_window != nil% b' C3 z2 b+ K5 q: ?2 S
- @skill_window.dispose
% {4 N; T( z9 l X# v6 o - end
4 _' {6 w2 Z$ h! } - if @item_window != nil
% H# l" V% q, m J' p! l - @item_window.dispose8 L) [) w E5 N; H+ I
- end* q' O0 ]9 P5 s6 h, j e4 u
- if @actor_window != nil/ x2 R/ x+ D- r' d
- @actor_window.dispose
6 H7 `+ y7 Y9 C6 a, q - end z4 `! n K; p5 L2 S& l
- if @result_window != nil
9 i. p: S3 h5 h4 z+ j! M g; n - @result_window.dispose
8 f0 h- u( L0 o! A/ T( v - end' ~; U( h$ s7 _4 \, V
- # 释放活动块7 G' W/ X( d2 P; `/ v
- @spriteset.dispose
: v5 K4 f6 T* U5 P% R, W( w5 P - # 标题画面切换中的情况
8 o9 p% L& p1 w4 G# } - if $scene.is_a?(Scene_Title)8 o" v/ J0 z9 i8 b8 v
- # 淡入淡出画面5 n8 @# x e( \* \7 ~
- Graphics.transition
4 @ _) g% ?- _- b3 B - Graphics.freeze
* n, ^ a* X# N7 Y& U* \ - end
" Y' a4 [ Y6 n4 ^! ~- _6 ` - # 战斗测试或者游戏结束以外的画面切换中的情况4 y' _ T! \- w- B& O$ g) O
- if $BTEST and not $scene.is_a?(Scene_Gameover)1 H4 {2 s6 \. F1 k
- $scene = nil
, l; n$ b- ~" f - end/ @8 A0 O* f8 w ^' o8 b( x1 K+ `% m
- end
% c9 h* C! s M% J6 O9 X; i - # 战斗结束
' |3 h( O& @. M/ y. K, |( a2 g - alias lpb_battle_end battle_end# h% U# V9 E; Z0 S! M
- def battle_end(n)7 p4 |3 f: w% O
- lpb_battle_end(n)4 N4 X( z9 C1 \' z9 t4 s4 d ?0 X
- $game_party.set_actor_to_normal* s- D! X2 G6 }% Y) g
- end
+ j# k* N' Y w/ z j7 ] - # 开始回合3
9 S2 v G9 I8 i& F1 K - alias lbp_start_phase3 start_phase3
) L n5 P/ k3 ~8 y/ U - def start_phase3
! ]+ S* M2 Q! p& G - @changed_battler_id = []
- A0 ]2 D+ C0 v7 U* I - lbp_start_phase3( b: I; H% R: h4 L6 |3 [' m
- end' H: U0 z1 l6 H4 C
- # 刷新角色命令回合画面
9 @5 y# M! }( R; T" q: s- w0 ` - def update_phase3: E! ?% }- |; N% Z5 y# ]! I5 F( ]4 F! y
- # 敌人光标有效的情况下7 P6 `) Z4 E- _9 r# O
- if @enemy_arrow != nil. }9 z! s+ h2 L8 c3 ?- R3 a
- update_phase3_enemy_select( [: t$ ~: _5 l6 l# }! f
- # 角色光标有效的情况下
8 q& Z' K' [% U9 Y. c h - elsif @actor_arrow != nil
4 o0 Y l* i: A5 p0 m/ Y - update_phase3_actor_select
2 @( s# i7 d+ G& e - # 特技窗口有效的情况下
$ D' G" I3 g \& r" R% ?0 m2 S - elsif @skill_window != nil% M9 i+ X0 Z* U$ f$ D
- update_phase3_skill_select6 \, H% e* p8 N1 C0 Z. E6 C
- # 物品窗口有效的情况下+ \+ V \- c8 p) _/ [' p
- elsif @item_window != nil; z( |6 S; F# _2 S f8 w/ `# V+ T
- update_phase3_item_select% m9 A' r5 w# h" x8 j1 P' `
- elsif @actor_window != nil
1 Q5 `7 h) `4 w% Y( \2 A! ?. X - update_phase3_battler_select: A% w% a) d7 N$ f1 U6 H
- # 角色指令窗口有效的情况下
" J- p& Q, O9 Y, d - elsif @actor_command_window.active
2 \8 P1 E; ]- S& s& Z" ?- q; R - update_phase3_basic_command5 I$ N5 J+ a- w
- end
" x7 G y3 h2 D- ?2 I - end+ X. n0 c# h* Y2 J* B: \
- # 角色基本命令
0 d# t8 _( @: r" _# S - def update_phase3_basic_command# [; k, X6 e2 y6 J1 b) `; C) }
- # 按下 B 键的情况下
7 D1 P7 ^7 U$ h4 \' t9 a - if Input.trigger?(Input::B)
" m8 x, _ q" v* d - # 演奏取消 SE
4 \& l: W# r' f0 H$ M3 T - $game_system.se_play($data_system.cancel_se)4 c' [! Y: W' [( K2 F6 H3 W
- # 转向前一个角色的指令输入
: ^$ j$ H& z5 v" i- D6 J$ A - phase3_prior_actor8 ?5 O, q9 u* @5 v' n
- return% E: g3 z: S# c% _
- end
/ P+ e+ ?/ i9 J- ?, }* T - # 按下 C 键的情况下
) l: R; l4 P) `8 j - if Input.trigger?(Input::C): P& w# F. E( V# J3 l# z; S3 l1 D h
- # 角色指令窗口光标位置分之
. r/ B6 z+ Y; T5 U - case @actor_command_window.index
9 P. ^& i7 g$ A: Y: K - when 0 # 攻击4 d/ @! t% E9 C' [
- # 演奏确定 SE
3 W2 {6 O5 O$ s D! t! k# v, ^5 d* u' d - $game_system.se_play($data_system.decision_se)- Z' G( j6 T# \* n
- # 设置行动
3 |/ ?( w8 m% f! u3 z; d, e( ? - @active_battler.current_action.kind = 0
: c: G% e4 ?" z - @active_battler.current_action.basic = 0
$ T( P. Z4 m6 d* p" U) v" E" E8 ~ - # 开始选择敌人
?0 H/ Q z2 x$ l - start_enemy_select1 @% [* a: Q8 O6 O
- when 1 # 特技: y: z: ^: g& E. m
- # 演奏确定 SE
0 m, w6 L$ v0 d# n9 ^0 ]3 @ - $game_system.se_play($data_system.decision_se)
" S7 ^5 a+ S( I1 ^1 s; m - # 设置行动
* Z! v0 l# Z/ T: n! } - @active_battler.current_action.kind = 1
/ ^+ Z. L$ Q* g2 w& L" g8 c - # 开始选择特技
+ k; G8 {& k' Z @ - start_skill_select; ?' Z# B4 f: T' U
- when 2 # 防御
. r) ]& g# A1 F) h7 S4 L - # 演奏确定 SE
4 k- ]% r: B) I% j2 T - $game_system.se_play($data_system.decision_se)
' j1 ]& Q. Z: C9 O M - # 设置行动% t5 o9 q$ X w5 l9 |
- @active_battler.current_action.kind = 0
, d$ {: [: r6 x0 }; w - @active_battler.current_action.basic = 1; U8 G! [5 J0 s( _6 @
- # 转向下一位角色的指令输入' d0 v, J+ Y! {
- phase3_next_actor( I7 u2 @( c( F u! f( Z
- when 3 # 物品
) n' T6 e& E5 J, ]( [0 S8 ] l - # 演奏确定 SE
6 U2 o9 X, X' {; h- u - $game_system.se_play($data_system.decision_se)
' O S( h! Z R" T1 t9 H; a - # 设置行动4 b- D+ G1 ^6 l7 h& y& F0 |
- @active_battler.current_action.kind = 2
5 v8 X/ C: [* s- K - # 开始选择物品: ~. E" L/ k( E4 g
- start_item_select( p7 `+ s! E* ?, {3 A& s
- when 4 # 换人
. H6 _7 ]" b3 F0 s4 v - $game_system.se_play($data_system.decision_se)7 }. ^: d6 G4 ]/ a. ]
- @active_battler.current_action.set_change_battler
U2 N9 w9 \$ B/ w. V$ m1 O3 H- I - start_battler_select
: N: m3 C9 H, o- ? - end
8 q' o$ G' E% t6 v* |5 ^2 {' P - return/ \4 [/ D4 J6 i$ B7 _* z5 g
- end8 t F4 U. u `, z5 e3 v4 C! [
- end D+ D) G: r$ w; ^$ Y
- # 开始角色选择6 L. x x! A1 Y1 U9 |
- def start_battler_select( \5 z, K& N# N8 J ~4 S7 H
- @actor_window = Window_Actor.new2 c2 g% ? Z& p7 ^/ t0 E
- @actor_window.active = true
$ Z, S1 I X3 [' \/ F2 Z4 U& } - @actor_window.index = 0
5 S" e! o+ r* J) b' c4 O N - @actor_window.help_window = @help_window" v* n5 f; P: i3 v' E
- @actor_command_window.active = false
# G5 V& G+ w/ M$ P; P - @actor_command_window.visible = false
( s. h' Z5 w7 F0 l, R - end
1 w4 W5 j$ g2 Y7 E; ~$ d - # 结束角色选择8 r9 [8 m$ R v( `# G+ {
- def end_battler_select7 ~& m2 d& z3 s0 J/ r
- @actor_window.dispose( u0 H2 V8 |& R) C% j# V
- @actor_window = nil! b, v% V0 v; a% K
- @help_window.visible = false
4 r; A& m# N/ z2 j1 _! |8 S j& e - @actor_command_window.active = true
# b1 u+ q6 E1 l& I. l0 ` V - @actor_command_window.visible = true
. w; ~* o" }9 ]7 k - end
! O, o" e( W# W2 M6 L - # 刷新角色选择- F9 ]: _6 }5 w
- def update_phase3_battler_select
( ^: f9 n3 Q% Z' A5 ~ - @actor_window.visible = true; w7 G8 D7 y( y2 b
- @actor_window.update8 i+ e* W, n! h: E
- if Input.trigger?(Input::B)
. h* f7 F( k8 v6 n* i k5 [& E - $game_system.se_play($data_system.cancel_se)
) E. k2 ^; V; S5 m/ w - end_battler_select" z9 O1 K+ P- U0 q$ B) T7 S
- return
# C; m! }1 @. z6 S7 z& G+ f* N* J - end2 N& _/ q- t1 A' I& @
- if Input.trigger?(Input::C)
3 y- R3 _; C) Z+ A0 } - actor_id = @actor_window.actor_id. `2 }! W4 z; y
- if $game_party.get_actors_id.include?(actor_id) or: D' t1 f; X+ i; Q" y( R+ b; s- x
- $game_actors[actor_id].dead? or
^. ?+ q ^1 G3 _ r h% `5 g2 v - @changed_battler_id.include?(actor_id)2 U6 Y: @* X. j% w( @) B8 Q
- $game_system.se_play($data_system.buzzer_se)% g. b j6 W. `4 `# b* B
- return; Z" C# p, M" o! g
- end
0 x5 r" a% I2 [5 [7 N - $game_system.se_play($data_system.decision_se). ]7 R3 B) C5 {) P$ q0 [% _
- @active_battler.current_action.change_to_battler = actor_id
" l4 l! [: G& R$ v/ r - @changed_battler_id.push(actor_id)# o6 v3 ^; P! N6 Y
- end_battler_select
5 k8 b- W7 p- }5 _' N - phase3_next_actor
$ B* F' W' ? m& U - return' q$ o% Z, u+ A* r/ I: x+ u
- end
5 |; W. {5 W7 K2 [- K [' z - end
: w+ G8 ^# s4 t q/ _' \. W5 J- W - # 行动方动画
& `$ F( L; K5 P ]% k4 X& R1 D - def update_phase4_step3: A9 n& h2 H/ X# R" [2 q
- if @active_battler.current_action.is_change_battler?
& p2 J2 P3 R/ _" e: w/ r( R. ~ - @animation1_id = AnimationChangeBattler1 ~+ v f: F5 p" N% Y; u3 s
- @target_battlers = []% g1 R' ~9 _4 h: b q! |3 d
- end7 h# B# I$ g; A- k: b( {( S- y
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
& b* j/ o; Z; h+ u: z6 T, Q8 o4 L5 X | - if @animation1_id == 0; b; B: e. o3 Z# y
- @active_battler.white_flash = true
7 y: L; ~5 \" T2 e - else
& T, K1 E0 p+ o$ P+ M6 L6 Z& F2 M( j - @active_battler.animation_id = @animation1_id4 Q8 d/ O$ F1 R. {+ P0 a: d" e
- @active_battler.animation_hit = true! o. ?* F& p( r a2 s* u7 A
- end
$ y' c7 g9 q* d. f! U5 X - # 移至步骤 4
7 e5 T" {3 L. o* u+ t. K& M. b9 h j - @phase4_step = 44 W) q! U1 p+ q, b f1 y! w
- end/ g4 O$ w6 y! `, e2 W
- # 对象方动画
; A" W7 S! i" y7 }& e( U - def update_phase4_step4
5 w2 |) B. Q3 w0 H7 |) z - if @active_battler.current_action.is_change_battler?+ j; l' ^1 U: K
- actor1_id = @active_battler.current_action.change_to_battler
; b& x/ [5 [, [' A - actor2_id = @active_battler.id
$ }- s/ L- M9 d8 S3 ~ - (0...$game_party.actors.size).each do |i|1 j T1 i& i$ H$ _) f. D
- if $game_party.actors[i].id == actor2_id
. g5 w+ |6 I' @4 q' V" f - $game_party.change_actor(i,actor1_id)
% m9 ]( q, V" j/ U" n - @active_battler = $game_actors[actor1_id]3 _) A: L# \- K& K
- @status_window.refresh* v f" o- ?6 b+ @' N0 G2 m
- end
8 m7 P$ l) ]$ S$ V n - end
# f/ N6 H/ q/ _/ c - end3 K9 I& l: ^ }. g0 g
- # 对像方动画
1 ?0 P& P6 R* h4 z9 C9 N - for target in @target_battlers
& d) m4 P8 d$ i3 ]) E6 A! I- ^1 d - target.animation_id = @animation2_id3 [! U8 o4 u0 t
- target.animation_hit = (target.damage != "Miss")
, |- O0 r5 Z" {/ e0 |6 g8 h; p - end
; R6 {: x Z3 r* S& k- ? - # 限制动画长度、最低 8 帧* Z7 D' e9 m; t0 X
- @wait_count = 84 i O( u# P6 V+ P
- # 移至步骤 5" m0 N7 l8 F! _: F' M! l
- @phase4_step = 5
; u# ?* q( G, C: _- f - end
8 T. P# m& D3 R3 B) | - # 公共事件
6 H. `: G! M' h, I" a. R - def update_phase4_step68 L+ R& @# h8 @0 ~, W8 [
- @target_battlers.each do |target|5 {: M" | k: B a* M, C
- if target.is_a?(Game_Actor) and target.dead? and
: c0 G- n7 y" t' Z: e - !$game_party.other_actors.all?{|actor|actor.dead?} p. y# B! N. |, G
- @actor_window = Window_Actor.new7 r J2 l9 f5 J& K- ^8 j9 S5 y: q
- @actor_window.index = 0) D5 R$ p( g% E
- @actor_window.active = true1 h: j5 `! X* i7 C3 [ x
- @actor_window.help_window = @help_window' p9 l( W+ M! K! C. @
- actor_id = -1
4 R" e7 X1 j7 J( @ - loop do0 ~, P+ Y. ]8 W9 w$ d: m# w8 N
- Graphics.update
3 P, @+ a: ^0 f2 I5 S - Input.update
' O4 _3 @( F2 S1 s9 j4 w - @actor_window.update
; `, P, M. S# Z" {& W" ? - if Input.trigger?(Input::C)
$ p* c- L. H. r) W1 O8 E, n6 B - actor = $game_actors[@actor_window.actor_id]
" `' k9 H* M" \ - if actor.dead? or3 i% i: i, y! U0 N
- (@changed_battler_id.include?(actor.id) and , y8 y6 |7 V) d* h: h0 f
- target.current_action.change_to_battler != actor.id) or
]: D) d5 A" b# @8 @* A - $game_party.actors.include?(actor)& |0 Q( | c' w7 \9 [7 g$ t
- $game_system.se_play($data_system.buzzer_se)# K+ |4 i- U) q; p8 g3 }/ a
- else9 o$ J O( Y R! v5 [& r% c, o: b. b
- actor_id = actor.id8 i% w. U2 V4 _) i
- end1 L& X/ b3 }$ M9 {% C: {
- end. k" A4 A; q! E# }
- break if actor_id >= 0
+ M7 r2 y5 o, g) X' I1 r - end. c% F+ |+ v9 f$ [) m4 H
- @actor_window.visible = false5 S# S. Z# q. l( v1 O
- @actor_window.dispose. O) n2 e4 e S! Z6 H
- @actor_window = nil
1 i$ I+ i8 Y! e: r5 X - @help_window.visible = false1 x8 T+ p7 _0 w# ~9 u) [6 f R1 m
- (0...$game_party.actors.size).each do |i|
; m, Y7 u Z; w0 e' x - if $game_party.actors[i].id == target.id
( G. h6 {& |4 u. C: i4 n - $game_party.change_actor(i,actor_id)) f8 J, g5 G6 f( U( g7 o
- @status_window.refresh
5 }% t' _. i/ x, a - end
0 e2 ]3 s1 y6 P- ?/ ~) h - end
( b9 F& j4 _6 Z1 S: T; k' T - end* r4 r- N' m# v- j# q7 I' l
- end. Q3 A1 O& }. N; P4 X- j# j
- # 清除强制行动对像的战斗者
# c3 |; @9 o/ A& c5 R$ v - $game_temp.forcing_battler = nil
4 r# w" }) a v' l - # 公共事件 ID 有效的情况下8 Q% M/ y* n. ~
- if @common_event_id > 0
' u8 G6 y" C- \3 C2 m - # 设置事件
4 e J8 X6 a+ F - common_event = $data_common_events[@common_event_id]
) W8 J$ S2 f( W" K N - $game_system.battle_interpreter.setup(common_event.list, 0)9 m: O7 G! r9 P# |. J4 Q2 }
- end
: w: m& y! C9 X+ a, I1 O5 s - # 移至步骤 1
0 o5 B' o: y6 G4 M, h6 H" c+ | - @phase4_step = 1
0 r' I- g# k, }; L8 O, Y" k - end
9 T7 @0 H' b4 s) R - end4 \) P8 t) `* ?; y
( }- F) D, D2 u2 ^/ R X- class Window_MenuStatus: q) U( q3 N1 v x' A
- def refresh
/ v5 X6 j# y4 R9 W4 p - self.contents.clear
- W8 m' _8 G9 J9 F2 K; l - @item_max = $game_party.actors.size
5 j/ i* Y6 V* N9 A) }6 w) j - for i in 0...$game_party.actors.size
) k# ]# G: G. {6 A4 a1 \' N9 i - x = 45 O: y5 R. g/ g4 G
- y = i * 32 O c ^$ k# ~$ B0 l. Q
- actor = $game_party.actors[i]4 n$ `. B8 ?3 X9 k0 X: x. R# T
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)# H' P$ o! Q" K! ~4 p: D+ [4 f
- rect = Rect.new(0,0,bitmap.width/4,31)
+ Z& W/ y Z' r1 Z/ I& l& [/ l - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)& q1 q: f* J3 p& b6 z2 u
- draw_actor_name(actor, x+36, y)* z* C# R9 v+ h L6 f8 w% L
- draw_actor_state(actor, x + 136,y)% r+ H8 @+ T& p1 _7 u: D- q8 Q
- draw_actor_hp(actor, x + 236, y,96)
& X4 _8 q- `6 \3 [% W( W/ r. q - draw_actor_sp(actor, x + 336, y,96)
" W$ _) ^$ b6 u - end
; m* h: i" c* R+ E9 o" v# R - end
# P# b/ \ \. y - def update_cursor_rect& U, t! G, Q& F1 K; @( m$ J
- super' x# o0 w+ f7 E. B% K
- end
0 [7 L2 c( h& g3 \. x - 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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