#=============================================================================
# 队伍系统 Ver 2.1
#-----------------------------------------------------------------------------
# 类似于 Aveyond 的队伍系统(根据阿月系列的游戏产生的灵感)
# By :RyanBern
#-----------------------------------------------------------------------------
# 功能特色:
#-----------------------------------------------------------------------------
# 1.更改队伍中成员的最大数量,有四名出战队员,但是替补队员可以有很多个。
# 2.对 Game_Party 的队员设置和 Scene_Battle 的部分方法有较大改动,可能造成脚本
# 冲突。
# 3.为队伍增加“领队”角色,作为“领队”的成员在地图上显示他的图形。
# 4.在战斗命令中增添“换人”命令,可以将替补队员换上场。
# 5.如果队伍的出战队员全部阵亡,则直接判定玩家全灭,不管有无替补队员。但是如果
# 在地图上,则是所有队员阵亡才会被判定全灭。
# 6.事件编译器中,对全体同伴的处理均包括对替补队员的处理。
# 7.(Ver 2.1)战斗中可以设置自动替换阵亡队员,自动替换的时机为所有该行动的成员
# 行动完毕之后。注意,如果某个队员的行动本来就是“换人”,不过他在回合开始后
# 才阵亡,那么他本轮的替换指令将作废。
#-----------------------------------------------------------------------------
# 使用方法:
#-----------------------------------------------------------------------------
# 1.粘贴到默认脚本后面,Main组前面即可。
# 2.在菜单中,左侧窗口被激活时,按 A 键可以改变领队(leader)的设置,按 S 键
# 可以改变出战的队员。
# 3.为队员设置“无法出战”的状态,即该队员不能被设置为出战队员。具体方法是
# 使用事件脚本,例如,让 1 号角色无法出战:
# $game_actors[1].battle_disabled = true
# 让 1 号角色恢复可以出战的状态:
# $game_actors[1].battle_disabled = false
# ###
# 4.可在下方设置替补队员在战斗胜利之后是否获得 EXP 奖励。
#-----------------------------------------------------------------------------
# 更新记录:
# 2015.04.22 : 重构脚本,增加战斗换人功能。
# 2015.10.09 : 增加阵亡队员自动替换替补队员的功能。
#=============================================================================
module RB
end
module RB::Party
# “换人”命令的术语
Words_Swap = "换人"
# 替补队员是否能在战斗胜利后获得 EXP 奖励,设置为 true 时可以获得奖励,设置
# 为 false 时则不能。
Get_Exp_Reserve = false
# 角色阵亡时,是否自动切换替补队员,设置为 true 则开启此功能。
Auto_Swap = false
end
class Game_Temp
attr_accessor :gain_exp_flag
end
class Game_Party
attr_reader :battle_actors
alias old_ini initialize
def initialize
@leader_id = 0
@battle_actors = []
old_ini
end
def leader
return @leader_id == 0 ? nil : $game_actors[@leader_id]
end
def set_leader(actor_id)
@leader_id = actor_id
$game_player.refresh
$game_map.need_refresh = true
end
def actors
all_flag = !$game_temp.in_battle || (RB::Party::Get_Exp_Reserve && $game_temp.gain_exp_flag)
return all_flag ? @actors : @battle_actors
end
def all_actors
return @actors
end
def reserved_actors
return @actors - @battle_actors
end
#--------------------------------------------------------------------------
# ● 加入同伴
# actor_id : 角色 ID
#--------------------------------------------------------------------------
def add_actor(actor_id)
# 获取角色
actor = $game_actors[actor_id]
# 同伴人数未满 4 人、本角色不在队伍中的情况下
unless @actors.include?(actor)
# 添加角色
@actors.push(actor)
@battle_actors.push(actor) if @battle_actors.size < 4
self.set_leader(actor.id) if self.leader.nil?
# 还原主角
$game_player.refresh
end
end
#--------------------------------------------------------------------------
# ● 角色离开
# actor_id : 角色 ID
#--------------------------------------------------------------------------
def remove_actor(actor_id)
actor = $game_actors[actor_id]
# 删除角色
@actors.delete(actor)
@battle_actors.delete(actor)
self.set_leader(self.actors[0].id) if self.leader == actor
# 还原主角
$game_player.refresh
end
#--------------------------------------------------------------------------
# ● 设置初期同伴
#--------------------------------------------------------------------------
def setup_starting_members
@actors = []
@battle_actors = []
for i in $data_system.party_members
@actors.push($game_actors[i])
@battle_actors.push($game_actors[i]) if @battle_actors.size < 4
end
self.set_leader(@actors[0].id) unless @actors.empty?
end
#--------------------------------------------------------------------------
# ● 设置战斗测试用同伴
#--------------------------------------------------------------------------
def setup_battle_test_members
@actors = []
@battle_actors = []
for battler in $data_system.test_battlers
actor = $game_actors[battler.actor_id]
actor.level = battler.level
gain_weapon(battler.weapon_id, 1)
gain_armor(battler.armor1_id, 1)
gain_armor(battler.armor2_id, 1)
gain_armor(battler.armor3_id, 1)
gain_armor(battler.armor4_id, 1)
actor.equip(0, battler.weapon_id)
actor.equip(1, battler.armor1_id)
actor.equip(2, battler.armor2_id)
actor.equip(3, battler.armor3_id)
actor.equip(4, battler.armor4_id)
actor.recover_all
@actors.push(actor)
@battle_actors.push(actor)
end
@items = {}
for i in 1...$data_items.size
if $data_items[i].name != ""
occasion = $data_items[i].occasion
if occasion == 0 or occasion == 1
@items[i] = 99
end
end
end
end
#--------------------------------------------------------------------------
# ● 同伴成员的还原
#--------------------------------------------------------------------------
def refresh
# 游戏数据载入后角色对像直接从 $game_actors
# 分离。
# 回避由于载入造成的角色再设置的问题。
new_actors = []
new_battle_actors = []
@actors.each do |actor|
if $data_actors[actor.id] != nil
new_actors.push($game_actors[actor.id])
end
end
@battle_actors.each do |actor|
if $data_actors[actor.id] != nil
new_battle_actors.push($game_actors[actor.id])
end
end
@actors = new_actors
@battle_actors = new_battle_actors
end
#--------------------------------------------------------------------------
# ● 全灭判定
#--------------------------------------------------------------------------
def all_dead?
# 同伴人数为 0 的情况下
if self.actors.size == 0
return false
end
# 同伴中无人 HP 在 0 以上
for actor in self.actors
if actor.hp > 0
return false
end
end
# 全灭
return true
end
#--------------------------------------------------------------------------
# ● 对像角色的随机确定
# hp0 : 限制为 HP 0 的角色
#--------------------------------------------------------------------------
def random_target_actor(hp0 = false)
# 初始化轮流
roulette = []
# 循环
for actor in @battle_actors
# 符合条件的场合
if (not hp0 and actor.exist?) or (hp0 and actor.hp0?)
# 获取角色职业的位置 [位置]
position = $data_classes[actor.class_id].position
# 前卫的话 n = 4、中卫的话 n = 3、后卫的话 n = 2
n = 4 - position
# 添加角色的轮流 n 回
n.times do
roulette.push(actor)
end
end
end
# 轮流大小为 0 的情况
if roulette.size == 0
return nil
end
# 转轮盘赌,决定角色
return roulette[rand(roulette.size)]
end
#--------------------------------------------------------------------------
# ● 对像角色的顺序确定
# actor_index : 角色索引
#--------------------------------------------------------------------------
def smooth_target_actor(actor_index)
# 取得对像
actor = @battle_actors[actor_index]
# 对像存在的情况下
if actor != nil and actor.exist?
return actor
end
# 循环
for actor in @actors
# 对像存在的情况下
if actor.exist?
return actor
end
end
end
end
class Game_Actor
attr_reader :battle_disabled
def leader?
return self == $game_party.leader
end
def active
return $game_party.battle_actors.include?(self)
end
def battle_disabled=(bool)
@battle_disabled = bool
$game_party.battle_actors.delete(self) if bool
end
end
class Game_Player
#--------------------------------------------------------------------------
# ● 刷新
#--------------------------------------------------------------------------
def refresh
# 同伴人数为 0 的情况下
if $game_party.actors.size == 0 or $game_party.leader == nil
# 清除角色的文件名及对像
@character_name = ""
@character_hue = 0
# 分支结束
return
end
# 获取带头的角色
if $game_party.leader != nil
actor = $game_party.leader
# 设置角色的文件名及对像
@character_name = actor.character_name
@character_hue = actor.character_hue
# 初始化不透明度和合成方式子
@opacity = 255
@blend_type = 0
end
end
end
class Game_BattleAction
attr_accessor :reserved_actor_id
unless method_defined? :rb_clear_20150422
alias rb_clear_20150422 clear
def clear
rb_clear_20150422
@reserved_actor_id = 0
end
end
end
class Window_Base < Window
def draw_actor_battle_position(actor, x, y)
if actor.leader?
if actor.active
text = "领队|出战"
else
text = "领队"
end
color = knockout_color
else
color = disabled_color
if actor.battle_disabled
text = "无法出战"
elsif actor.active
text = "出战"
color = normal_color
else
text = "待机"
end
end
self.contents.font.color = color
self.contents.draw_text(x, y, 120, 32, text)
end
end
#==============================================================================
# ■ Window_Selectable
#------------------------------------------------------------------------------
# 拥有光标的移动以及滚动功能的窗口类。
#==============================================================================
class Window_Selectable < Window_Base
#--------------------------------------------------------------------------
# ● 定义实例变量
#--------------------------------------------------------------------------
attr_accessor :row_height # 行高
#--------------------------------------------------------------------------
# ● 初始画对像
# x : 窗口的 X 坐标
# y : 窗口的 Y 坐标
# width : 窗口的宽
# height : 窗口的高
# row_height : 行高 默认是32
#--------------------------------------------------------------------------
alias rb_initialize_20150421 initialize
def initialize(x, y, width, height, row_height = 32)
@row_height = row_height
rb_initialize_20150421(x, y, width, height)
end
#--------------------------------------------------------------------------
# ● 获取开头行
#--------------------------------------------------------------------------
def top_row
# 将窗口内容的传送源 Y 坐标、1 行的高 @row_height 等分
return self.oy / @row_height
end
#--------------------------------------------------------------------------
# ● 设置开头行
# row : 显示开头的行
#--------------------------------------------------------------------------
def top_row=(row)
# row 未满 0 的场合更正为 0
if row < 0
row = 0
end
# row 超过 row_max - 1 的情况下更正为 row_max - 1
if row > row_max - 1
row = row_max - 1
end
# row 1 行高的 @row_height 倍、窗口内容的传送源 Y 坐标
self.oy = row * @row_height
end
#--------------------------------------------------------------------------
# ● 获取 1 页可以显示的行数
#--------------------------------------------------------------------------
def page_row_max
# 窗口的高度,设置画面的高度减去 32 ,除以 1 行的高度 @row_height
return (self.height - 32) / @row_height
end
#--------------------------------------------------------------------------
# ● 更新光标举行
#--------------------------------------------------------------------------
def update_cursor_rect
# 光标位置不满 0 的情况下
if @index < 0
self.cursor_rect.empty
return
end
# 获取当前的行
row = @index / @column_max
# 当前行被显示开头行前面的情况下
if row < self.top_row
# 从当前行向开头行滚动
self.top_row = row
end
# 当前行被显示末尾行之后的情况下
if row > self.top_row + (self.page_row_max - 1)
# 从当前行向末尾滚动
self.top_row = row - (self.page_row_max - 1)
end
# 计算光标的宽
cursor_width = self.width / @column_max - 32
# 计算光标坐标
x = @index % @column_max * (cursor_width + 32)
y = @index / @column_max * @row_height - self.oy
# 更新国标矩形
self.cursor_rect.set(x, y, cursor_width, @row_height)
end
end
class Window_MenuStatus
def initialize
super(0, 0, 480, 480, 112)
refresh
self.active = false
self.index = -1
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@item_max = $game_party.actors.size
self.contents = Bitmap.new(width - 32, @item_max == 0 ? 32 : @item_max * 112)
for i in 0...$game_party.actors.size
x = 64
y = i * 112
actor = $game_party.actors[i]
draw_actor_graphic(actor, x - 40, y + 80)
draw_actor_name(actor, x, y)
draw_actor_class(actor, x + 144, y)
draw_actor_level(actor, x, y + 32)
draw_actor_state(actor, x + 90, y + 32)
draw_actor_exp(actor, x, y + 64)
draw_actor_hp(actor, x + 236, y + 32)
draw_actor_sp(actor, x + 236, y + 64)
draw_actor_battle_position(actor, x + 236, y)
end
end
def update_cursor_rect
super
end
end
class Window_Target
def initialize
super(0, 0, 336, 480, 112)
self.z += 10
@item_max = $game_party.actors.size
self.contents = Bitmap.new(width - 32, @item_max == 0 ? 32 : @item_max * 112)
refresh
end
def update_cursor_rect
super
end
end
class Window_ReservedActors < Window_Selectable
def initialize
super(0, 64, 640, 256, 112)
self.opacity = 160
self.index = 0
self.active = true
@column_max = 2
refresh
end
def actor
return @data[self.index]
end
def refresh
if self.contents != nil
self.contents.dispose
self.contents = nil
end
@data = []
$game_party.all_actors.each do |actor|
@data << actor unless actor.active || actor.battle_disabled
end
@item_max = @data.size
if @item_max > 0
self.contents = Bitmap.new (width - 32, (@item_max + 1) / 2 * 128)
@data.each_with_index do |actor, index|
x = 4 + index % 2 * (288 + 32)
y = index / 2 * 112
draw_actor_graphic(actor, x + 16, y + 80)
draw_actor_hp(actor, x + 48, y + 20)
draw_actor_sp(actor, x + 48, y + 52)
end
end
end
def update_help
# 帮助窗口显示角色的状态
self.actor == nil ? @help_window.set_text("") : @help_window.set_actor(self.actor)
end
end
class Scene_Menu
unless method_defined? :rb_update_command_20150421
alias rb_update_command_20150421 update_command
def update_command
if Input.trigger?(Input::X)
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
@leader_adjust = true
return
end
if Input.trigger?(Input::Y)
$game_system.se_play($data_system.decision_se)
@command_window.active = false
@status_window.active = true
@status_window.index = 0
@battler_adjust = true
return
end
rb_update_command_20150421
end
end
unless method_defined? :rb_update_status_20150421
alias rb_update_status_20150421 update_status
def update_status
if @leader_adjust
update_leader
return
end
if @battler_adjust
update_battler
return
end
rb_update_status_20150421
end
end
def update_leader
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@leader_adjust = false
@status_window.active = false
@status_window.index = -1
@command_window.active = true
return
end
if Input.trigger?(Input::C)
if $game_party.actors.size == 0
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.decision_se)
$game_party.set_leader($game_party.actors[@status_window.index].id)
@status_window.refresh
end
end
end
def update_battler
if Input.trigger?(Input::B)
$game_system.se_play($data_system.cancel_se)
@battler_adjust = false
@status_window.active = false
@status_window.index = -1
@command_window.active = true
return
end
if Input.trigger?(Input::C)
actor = $game_party.actors[@status_window.index]
if actor == nil || actor.battle_disabled ||
(actor.active && $game_party.battle_actors.size == 1) ||
(!actor.active && $game_party.battle_actors.size == 4)
$game_system.se_play($data_system.buzzer_se)
else
$game_system.se_play($data_system.decision_se)
actor.active ? $game_party.battle_actors.delete(actor) : $game_party.battle_actors.push(actor)
@status_window.refresh
end
end
end
end
class Scene_Battle
def generate_modified_command_window
if @actor_command_window != nil
@actor_command_window.dispose
@actor_command_window = nil
end
s1 = $data_system.words.attack
s2 = $data_system.words.skill
s3 = $data_system.words.guard
s4 = $data_system.words.item
s5 = RB::Party::Words_Swap
@actor_command_window = Window_Command.new(160, [s1, s2, s3, s4, s5])
@actor_command_window.y = 128
@actor_command_window.back_opacity = 160
@actor_command_window.active = false
@actor_command_window.visible = false
@modified_generated = true
end
unless method_defined? :rb_phase3_setup_command_window_20150422
alias rb_phase3_setup_command_window_20150422 phase3_setup_command_window
def phase3_setup_command_window
generate_modified_command_window unless @modified_generated
rb_phase3_setup_command_window_20150422
end
end
def make_auto_swap_actors
return unless RB::Party::Auto_Swap
available_actors = $game_party.reserved_actors.reject{|actor| actor.dead?}
dead_actors = $game_party.battle_actors.select{|actor| actor.dead?}
return if available_actors.empty? || dead_actors.empty?
n = [available_actors.size, dead_actors.size].min
dead_actors.each_with_index do |actor, i|
break if i >= n
actor.current_action.kind = 3
actor.current_action.reserved_actor_id = available_actors[i].id
@action_battlers << actor
end
end
def update_phase3_basic_command
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 转向前一个角色的指令输入
phase3_prior_actor
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 角色指令窗口光标位置分之
case @actor_command_window.index
when 0 # 攻击
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
# 开始选择敌人
start_enemy_select
when 1 # 特技
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_battler.current_action.kind = 1
# 开始选择特技
start_skill_select
when 2 # 防御
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 1
# 转向下一位角色的指令输入
phase3_next_actor
when 3 # 物品
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_battler.current_action.kind = 2
# 开始选择物品
start_item_select
when 4 # 换人
$game_system.se_play($data_system.decision_se)
@active_battler.current_action.kind = 3
start_reserved_actor_select
end
return
end
end
unless method_defined? :rb_update_phase3_20150422
alias rb_update_phase3_20150422 update_phase3
def update_phase3
if @actor_window != nil
update_phase3_reserved_actor_select
return
end
rb_update_phase3_20150422
end
end
def start_reserved_actor_select
# 生成特技窗口
@actor_window = Window_ReservedActors.new
# 关联帮助窗口
@actor_window.help_window = @help_window
@help_window.visible = true
# 无效化角色指令窗口
@actor_command_window.active = false
@actor_command_window.visible = false
end
def end_reserved_actor_select
# 释放特技窗口
@actor_window.dispose
@actor_window = nil
# 隐藏帮助窗口
@help_window.visible = false
# 有效化角色指令窗口
@actor_command_window.active = true
@actor_command_window.visible = true
end
def update_phase3_reserved_actor_select
@actor_window.visible = true
# 刷新特技窗口
@actor_window.update
# 按下 B 键的情况下
if Input.trigger?(Input::B)
# 演奏取消 SE
$game_system.se_play($data_system.cancel_se)
# 结束特技选择
end_reserved_actor_select
return
end
# 按下 C 键的情况下
if Input.trigger?(Input::C)
# 获取特技选择窗口现在选择的特技的数据
@reserved_actor = @actor_window.actor
# 无法使用的情况下
if @reserved_actor == nil
# 演奏冻结 SE
$game_system.se_play($data_system.buzzer_se)
return
end
# 演奏确定 SE
$game_system.se_play($data_system.decision_se)
# 设置行动
@active_battler.current_action.reserved_actor_id = @reserved_actor.id
# 设置特技窗口为不可见状态
@actor_window.visible = false
end_reserved_actor_select
phase3_next_actor
return
end
end
def update_phase4_step1
# 隐藏帮助窗口
@help_window.visible = false
# 判定胜败
if judge
# 胜利或者失败的情况下 : 过程结束
return
end
# 强制行动的战斗者不存在的情况下
if $game_temp.forcing_battler == nil
# 设置战斗事件
setup_battle_event
# 执行战斗事件中的情况下
if $game_system.battle_interpreter.running?
return
end
end
# 强制行动的战斗者存在的情况下
if $game_temp.forcing_battler != nil
# 在头部添加后移动
@action_battlers.delete($game_temp.forcing_battler)
@action_battlers.unshift($game_temp.forcing_battler)
end
# 未行动的战斗者不存在的情况下 (全员已经行动)
if @action_battlers.size == 0
make_auto_swap_actors
if @action_battlers.empty?
@auto_swap = false
# 开始同伴命令回合
start_phase2
return
else
@auto_swap = true
end
end
# 初始化动画 ID 和公共事件 ID
@animation1_id = 0
@animation2_id = 0
@common_event_id = 0
# 未行动的战斗者移动到序列的头部
@active_battler = @action_battlers.shift
# 如果已经在战斗之外的情况下
if @active_battler.index == nil
return
end
# 连续伤害
if @active_battler.hp > 0 and @active_battler.slip_damage?
@active_battler.slip_damage_effect
@active_battler.damage_pop = true
end
# 自然解除状态
@active_battler.remove_states_auto
# 刷新状态窗口
@status_window.refresh
# 移至步骤 2
@phase4_step = 2
end
def update_phase4_step2
# 如果不是强制行动
unless @active_battler.current_action.forcing
# 限制为 [敌人为普通攻击] 或 [我方为普通攻击] 的情况下
if @active_battler.restriction == 2 or @active_battler.restriction == 3
# 设置行动为攻击
@active_battler.current_action.kind = 0
@active_battler.current_action.basic = 0
end
# 限制为 [不能行动] 的情况下
if @active_battler.restriction == 4 && !@auto_swap
# 清除行动强制对像的战斗者
$game_temp.forcing_battler = nil
# 移至步骤 1
@phase4_step = 1
return
end
end
# 清除对像战斗者
@target_battlers = []
# 行动种类分支
case @active_battler.current_action.kind
when 0 # 基本
make_basic_action_result
when 1 # 特技
make_skill_action_result
when 2 # 物品
make_item_action_result
when 3 # 换人
make_swap_action_result
end
# 移至步骤 3
if @phase4_step == 2
@phase4_step = 3
end
end
def make_swap_action_result
# 获取角色
@reserved_actor = $game_actors[@active_battler.current_action.reserved_actor_id]
# 无法替换的情况下
if @reserved_actor == nil || @reserved_actor.active
# 移至步骤 1
@phase4_step = 1
return
end
# 在帮助窗口显示文字
text = "与#{@reserved_actor.name}交换"
@help_window.set_text(text, 1)
# 设置动画 ID
@animation1_id = 0
index = $game_party.actors.index(@active_battler)
$game_party.actors[index] = @reserved_actor
end
unless method_defined? :rb_start_phase5_20150422
alias rb_start_phase5_20150422 start_phase5
def start_phase5
$game_temp.gain_exp_flag = true
rb_start_phase5_20150422
$game_temp.gain_exp_flag = false
end
end
end