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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! n. r; o7 K9 r2 n% G
1 v0 w! y& A7 M4 D2 A! ?4 I- # 队伍最大人数
8 g O' P# h8 V7 W7 I - MaxPartySize = 8
$ U8 b+ A: t6 P) i+ n7 r; Y - " A8 m7 l. f" Y% B5 R2 m7 T9 ^
- # 出战人数2 |4 ^! v/ m/ x8 A5 D$ D6 I
- MaxBattlerSize = 1
7 ^, g% ~2 I: n; t - 7 J% l5 I4 U9 f+ z8 D- V
- # 换人语句
5 z, G% C4 m' X% i9 T( |4 A - WordChangeBattler = "换人"
3 i4 d$ H5 }6 [# X0 r& f - + F. c; r/ B B7 F$ Q; i* P
- # 换人时播放的动画
) F. r3 [( y6 V' ?5 Q9 k - AnimationChangeBattler = 264 u/ D8 {) R# q g- \; b8 D- T( h" I
- ' I% r7 q9 h; l3 a% Q4 L
- end2 }0 s2 z) ~) A2 [4 Y2 A
- " Z, z W" R- ~- z
- class Game_BattleAction9 P% `6 C* i: o. f9 I; ]- A$ \
- attr_accessor :change_to_battler
" Z3 K& p( x5 A4 B! m5 X" u0 `9 z- }! e - # 初始化8 N/ E/ ~- [: x _8 N+ a% N9 r
- alias lbp_initialize initialize2 E$ t/ M5 o# l
- def initialize
6 |" Y, S; I/ Q' P& n) v L - lbp_initialize
& {: q3 ~) Y0 @. H; A - @change_to_battler = 0
l- o) h2 a' {7 Y - end
7 D+ v' H% R" _7 l3 j0 q3 { - # 欲更换角色编号
/ U" F' Y) b6 Y8 m) j - def set_change_battler
) T: n& @' b+ Q - @kind = 3
- R& A( S' ]5 j! }6 B - end
, ?6 I p' l# Z! R' ]- t: h - # 判断行动是否为更换角色" R( b$ B5 V- r' K: o, F
- def is_change_battler?
! V- K$ s6 x) |5 S8 L: Q - return (@kind == 3)
2 X3 W- T) o( y - end& \. s; V% O1 O- T! z5 J
- end2 J( _7 i6 l# z% Y" a: l7 D
4 n' K [0 e# w. `) s- class Game_Party
' |, a+ b* I$ \! q/ m - include LimBattlePlug. r2 u" `& W0 F1 y6 q
- attr_reader :actors2
E' u, S3 E: x9 x8 O. K - alias lpb_initialize initialize
! G$ k0 V* `5 q, E6 } x* ] - def initialize# T, J i6 Q3 p& H2 }
- lpb_initialize' V- g; x% u; K ]
- @actors2 = []
) J9 O. k3 ^" M+ T7 r, ~ - end
5 L8 G X& q( W3 B - # 角色加入
( k" u" P$ h1 M' n - def add_actor(actor_id)! r4 [1 L$ a) K& A$ o4 W0 ~! U6 G1 t
- actor = $game_actors[actor_id]/ V9 t. a" ?* u1 Y
- if @actors.size < MaxPartySize and not @actors.include?(actor). q" r0 J1 {% Z% {6 c2 |
- @actors.push(actor)# t7 K# v7 p, w! C4 ?3 f5 v4 Y
- $game_player.refresh
& G& u/ b% c2 J" \ m - end! |7 q: e/ O( K
- end
0 z/ K: u5 }9 i( ?1 \0 ~ - # 设置战斗的角色
7 Q" S5 ?6 N- H' w8 E - def set_actor_to_battle
0 K6 D/ p4 Q; V6 m& ]* |0 m - @actors2 = []4 O$ A1 [$ J4 q* G/ k
- @actors.each do |actor|; A: N6 l9 U: c" y# A
- @actors2.push(actor)
/ ~' T- J, r# B4 M# e6 Q - end
5 j$ ^3 k3 c- M - @actors = []
' J, `2 g% m5 e - @actors2.each do |actor|# ]# O7 g ^( |% t
- @actors.push(actor)8 G" ?% q! R) f- N: Q4 x
- break if @actors.size == MaxBattlerSize, S5 R- }+ u. g: l, t2 F% x
- end
( p4 \& x( q0 |* G# y! M7 z4 J - end
! n7 v. W5 @1 }# p - # 还原战斗的角色/ [! C7 s4 k$ @1 e
- def set_actor_to_normal
' o% Y$ l% N$ U: I8 } - @actors = []0 L" o9 c9 d& c, G9 {8 Q
- @actors2.each do |actor|8 ]2 r! M8 X- W* h5 ?
- @actors.push(actor)
" k* ]% s9 P; U- V* p* H - end
% N; v2 B4 C. ]" H - end
5 p2 f! T* j" L. B3 T- f( v: C - # 获取角色id数组9 H; U% {% U3 `% L3 g9 F
- def get_actors_id1 L9 A4 C( ^) Z( i" n k3 |
- id = []
$ \! G# E- K! v( s6 m8 J9 W7 ~ - @actors.each{|actor|id.push(actor.id)}$ M- C/ R; L) f$ e- z1 r8 W
- return id3 S; f9 _& q$ l# U- z& g: p# T' o
- end
; W, B7 S" R) }& M6 @7 L V$ n - # 获取角色id数组( p1 A# J+ o& _7 R
- def get_actors2_id
' @' T# ]' I- m! E: y - id = []8 u& ?- O, E O2 H/ ^) [
- @actors2.each{|actor|id.push(actor.id)}4 H. p( O' f' i0 D: y( t
- return id
" w. A0 N! J, p/ W: e# k: s9 x% T k - end6 ~6 @3 j: P' N6 Y {
- # 兑换角色
: b* W; v" b9 G - def change_actor(index,id)
( P3 I% V5 S* s4 ?9 i% L, T, e( g - @actors[index] = $game_actors[id]
( n) x7 G# z' A' E9 V - end
7 e9 v7 _4 S& X/ i; S! D7 J - # 全灭判定
% l( z: T2 [1 v1 H - def all_dead?
- K% e) H1 g1 o2 ], z - # 同伴人数为 0 的情况下- a8 ?1 q% J8 S* @0 B8 Z
- if $game_party.actors.size == 0
" p" j" J- _9 h" s9 @% @- N - return false7 w" O. D0 Y! b7 z9 s$ M
- end
* z* M: v$ b# K% z" K - # 同伴中无人 HP 在 0 以上
9 K$ m) \1 [" N5 j* P - for actor in @actors2* h% b9 C; ~2 g# m3 ]" ]- a# Q
- if actor.hp > 07 v$ m o' P2 j$ X* d
- return false b# c( K5 O9 V) }5 C3 Y
- end6 E+ A% J, i- x) V- T" R
- end
3 v9 u3 t9 C) y- t: h$ {7 B3 } - for actor in @actors
9 u3 h$ ?5 d: K - if actor.hp > 02 t0 f$ L, v1 ~3 S# b
- return false
& u9 T6 `! z- X7 S$ v( ? - end
) I% N( h- h$ t' a) t: s - end
' r8 A# ^+ Z. A& v - # 全灭' s$ z* r- i& S, s0 y
- return true9 w# O( g6 b" U$ B( o
- end
. R- x9 d" ^. b3 R - # 其他角色
6 Z4 f: q( P7 Y& P( ~ - def other_actors: k( O8 d7 ^" e, g
- actors = []
& F; n7 j8 L2 P - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
* x9 i" j3 j9 i: M - return actors; m Z) K% o+ U! S& N
- end6 W6 J9 x5 C0 P3 P/ x
- # 角色位置互换
& v1 N8 ~8 u6 I - def change_actor_pos(id1,id2)
" ]# R/ A5 O- I+ V4 y - actor_id = []
% s; I! w. e8 _' p* N4 J - @actors.each do |actor|
. o, a! F. W$ |5 h, n9 A) W - actor_id.push(actor.id)
' |3 j. b9 `* o& l3 {0 b - end
+ K; s, I' s' S( W' A! k - return if !actor_id.include?(id1) and !actor_id.include?(id2)7 P$ G# L* |/ f+ F- P' i
- id1_index = id2_index = -18 s3 P* X) T0 P8 p. a/ Y: S, J2 Q
- (0...actor_id.size).each do |i|
4 M$ c6 E6 Y$ u) o4 u- z" _ - if actor_id[i] == id14 s$ \' m! L# G- @
- id1_index = i
; K) A9 x' ^$ F* q& Y8 u% G- w& T - elsif actor_id[i] == id2
6 b: a6 d# w0 P. p& f - id2_index = i k1 \, J: J! M( Y& g3 G' M' a
- end: v5 b* ~3 O1 @" l# {) @
- end
/ h$ o0 |: ? z - temp_actor = @actors[id1_index]- K2 S& G8 t2 D* |1 H
- @actors[id1_index] = @actors[id2_index]
7 H2 h* O- Z' K, t7 G% |: x - @actors[id2_index] = temp_actor& L' K+ A" n' o& I
- end" K8 S F0 B" w: D; K8 L
- end; z5 D, p8 m- i& I6 A, e# d
+ U" a G Q4 x+ q- y; n- class Window_Actor < Window_Selectable* Z% k' \$ ^& {* N# l: o! S
- # 初始化! w; n H6 O' O$ Y
- def initialize
; v, ]1 @9 C6 t+ o# x8 q8 K - super(0,64,640,256)
( N% [; F' R( t* S+ r4 \) K q1 n - self.back_opacity = 160( H/ _' @* p* c1 a& u2 o3 W
- refresh
0 a# u, d$ h9 \2 G - self.index = -1, u0 g/ E/ O0 s) ]- P2 G' I
- self.active = false
3 n2 L& r" @1 Q1 { - end
) H+ X. C3 v C, _7 S: J - # 刷新
* U7 g/ x! v& t( ^ - def refresh
; Z. m. ^2 A7 a" o8 k& S - @item_max = $game_party.actors2.size, t3 e6 @4 [9 M7 S! T+ K+ P
- @data = []/ m0 ~* Y# f5 C1 E9 O# m+ u+ z% l
- $game_party.actors.each do |actor|0 i, q* n1 t; X' |
- @data.push(actor)+ A2 u. V3 C% ~' M' A: I
- end8 ?; L* D3 z. @
- $game_party.actors2.each do |actor|, j+ W- u7 M4 a( F; }& k k$ I; z
- @data.push(actor) if [email protected]?(actor)
" t0 D: x4 {: C( _% M& U - end) C6 }. |+ x" ] F( U
- if self.contents != nil
" M4 @- O U' u - self.contents.clear4 Y- ^- B0 `2 d/ V1 z! v$ a$ X
- self.contents = nil3 |; g( R& T# }, _4 I* N
- end
: d9 c2 ?6 _; D6 ]& j - self.contents = Bitmap.new(608,@data.size*32)
2 g% o! Y7 p0 s" U( R - x = 4. S( S; P# W' U. u
- y = 0
- S0 B U5 V1 Y7 Z- R - @data.each do |actor|% U$ t+ R8 f1 I- |4 J/ c
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
$ k' [, o$ {; y, }1 s! S& P - rect = Rect.new(0,0,bitmap.width/4,31)% ^! V6 X e! {5 z O
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)( j' ^& b1 z. c) l" M8 `- Z
- draw_actor_name(actor,x+36,y)
1 v: G$ M" S+ P( F( k* U - draw_actor_state(actor,156,y)% F) l: `! k5 B2 \
- draw_actor_hp(actor,x+256,y,96)
, v7 z B* @5 ^/ V - draw_actor_sp(actor,x+376,y,96)
0 V, _1 `' X, Q) G - if $game_party.actors.include?(actor)
- ^- U' I& A$ \7 F" x - self.contents.font.color = text_color(6)3 q& v" U G1 Y8 [6 e
- cword = "出战"
8 G$ N" l+ f. a/ J - else+ {6 o& b0 Y$ _3 d$ l4 i( e1 ^
- self.contents.font.color = text_color(0)
7 E5 c/ B$ U# }. Z r y - cword = "待战"
! f; q5 ], O- L! g! }6 D) Z - end% y, s! V$ R$ ~5 j
- self.contents.draw_text(x+496,y,60,32,cword)
9 l1 X5 V" s# \: H' R4 O - y += 320 V0 T4 F' g9 Z
- end
' m4 l+ d) B+ y) e - end# g" ]4 Z4 G8 B( a5 R
- # 获取当前角色编号0 z4 g% t3 d2 H' n7 X- D
- def actor_id% t% m. m# I# W0 w
- return @data[self.index].id% N' g0 e/ U! z
- end
/ P" X3 y# J! H# P2 X - # 刷新帮助
; G" K- P' Z1 w8 N: e( s( a" X) | - def update_help
) l# T& d6 V6 A - @help_window.set_text(@data[self.index] == nil ?\4 t. M! \9 U' W' @# b5 {
- "" : @data[self.index].name)
* E F `: o# i) ?3 @/ j6 S7 V - end
7 L" w4 S/ \* D2 e* X - end
7 l2 ^( l( j/ N
n+ p$ ] z) ^: O$ y. |2 ^: |; b- class Scene_Battle
, e5 h" C) L4 c% B/ f: X - include LimBattlePlug
' X$ O G! n# F3 Q - # 初始化7 j' Y% k& ?+ N; z4 w) \* E" R
- def initialize/ ?! S w- {4 z4 t
- $game_party.set_actor_to_battle
) R n- n3 t9 L8 f& V6 Q - end3 ]! V# o) X: [+ r3 e
- # 主处理
/ [% }$ P" c$ _7 p% T; }1 ? - def main1 f- H9 x, d5 I! m! e+ |
- # 初始化战斗用的各种暂时数据$ q, N7 i: _: v' B" P) p' Q- V% ?
- $game_temp.in_battle = true
7 b* m8 ]0 b) ^! P/ i# z - $game_temp.battle_turn = 01 O$ W& v) [7 T' p4 H, d: C1 D- |6 Z
- $game_temp.battle_event_flags.clear& q$ p T4 G' {6 C+ C
- $game_temp.battle_abort = false5 O) T( H' ?" I. \* w8 [( q
- $game_temp.battle_main_phase = false+ ~, P8 @- q+ d
- $game_temp.battleback_name = $game_map.battleback_name; C: ]7 E! Q; Q' ?' f% m
- $game_temp.forcing_battler = nil1 W" `4 H T0 S2 `0 C) P0 n
- # 初始化战斗用事件解释器
* I2 O! {9 q% ?% C1 b. n# w - $game_system.battle_interpreter.setup(nil, 0)
+ p8 k6 M; O. y$ J0 n8 s- V - # 准备队伍% m" v9 W" E8 X
- @troop_id = $game_temp.battle_troop_id, E5 w) D7 ~& C( M2 X$ g. ?
- $game_troop.setup(@troop_id)
4 [2 `2 z: K7 t( \' L - # 生成角色命令窗口
, A& f8 M) Q$ t1 F L7 s - s1 = $data_system.words.attack- y7 V ~4 ^5 g& u/ [3 X
- s2 = $data_system.words.skill; _% R: Q+ w: H" x. w* R3 O
- s3 = $data_system.words.guard
9 A2 A& F" Z3 Y P# s# T" i2 ? - s4 = $data_system.words.item) X8 H' ]- q& k5 |
- s5 = WordChangeBattler
' p M. k7 `1 X# H* C - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
% n' p$ O* Z" s+ O7 D, B - @actor_command_window.y = 1281 W' Q( o& ]1 P6 M7 Z/ K' n/ K* S
- @actor_command_window.back_opacity = 160+ I+ \3 _& {7 C
- @actor_command_window.active = false
% P4 q* C) N5 l! w; Q - @actor_command_window.visible = false
0 @- X% }: B Z2 f; \ - # 生成其它窗口
1 ^) _, x7 F# z9 } j+ C. G6 J c - @party_command_window = Window_PartyCommand.new
! r3 a* V/ r5 L* |. {, E- r - @help_window = Window_Help.new t* M& d3 M; i3 T b
- @help_window.back_opacity = 1601 s2 ^% ~" V, ?1 {. h
- @help_window.visible = false
2 o/ J; ?+ ?- D$ o - @status_window = Window_BattleStatus.new
: F- N# U0 U1 [; S- H2 C; {# H- \ - @message_window = Window_Message.new5 s( n# t+ F6 J- f
- # 生成活动块5 f& _# a2 b. N* U1 m
- @spriteset = Spriteset_Battle.new0 ^8 n) R& Z* a; p$ A
- # 初始化等待计数6 Q9 E3 H, j3 ~
- @wait_count = 0
1 W, v8 e. M: P$ v5 b" Q) g - # 执行过渡
: s. c: z9 g. i2 }3 z3 @9 ], T - if $data_system.battle_transition == ""1 [7 S# Y( T. B/ Y$ o
- Graphics.transition(20)
) d% I7 I3 f8 S ^6 E) Q4 V' z - else
9 V0 ]) c! ]' g6 c, p8 }" r$ m8 Y - Graphics.transition(40, "Graphics/Transitions/" +! m% r- x6 \ T) Z
- $data_system.battle_transition)) E4 q* `$ F4 K- t) n+ P7 @4 p
- end
# {( @, C, W- v& k/ u4 l+ M - # 开始自由战斗回合
1 _1 @/ V) V/ @ S - start_phase1
, l2 n2 f$ E) | - # 主循环( G1 A+ h3 E! ^+ N* J
- loop do
2 e9 l: A5 P' R! e3 t# K& S6 } - # 刷新游戏画面
/ l4 U5 Y8 G5 T- u - Graphics.update
' P8 A" d1 t, Z7 y - # 刷新输入信息* o( o, g& a5 K! u( g2 q t
- Input.update9 h8 q* {1 }7 V& O [8 Z$ L, U: n
- # 刷新画面
* _7 B4 `0 ~1 \- c" h8 r - update, O& r! y: }9 r" \
- # 如果画面切换的话就中断循环5 p" l- Y3 y+ K( B- m t# u
- if $scene != self/ m+ x" l7 R/ O4 D9 ]
- break
& G7 N1 F0 e3 @& M4 q/ I; H D- S - end
- o# x7 H. ]" `0 a3 n6 b - end
2 p9 O: {1 D# V9 e - # 刷新地图% \% b% V) j5 Z
- $game_map.refresh! C2 G& E+ [& j- m8 L2 X& x% ^! ^
- # 准备过渡) p8 q. k7 o& ~- k) k- A' Q* u* t
- Graphics.freeze
2 I* A) F9 o- C - # 释放窗口0 Z" J. {5 G: U" ?0 ^* {
- @actor_command_window.dispose
) f/ P* I, t$ n - @party_command_window.dispose) F' E' b# A0 L- a/ d. h
- @help_window.dispose+ V n: \$ B- Q2 t3 p/ K
- @status_window.dispose
9 l2 L a9 q' L: W$ j5 | - @message_window.dispose% w! |& X3 o, e- s+ g2 i; W9 q6 ]
- if @skill_window != nil
6 l1 g% b' [6 ?+ e- A, Z - @skill_window.dispose
2 h) v; Y( f, d- V - end
8 q; L7 x6 w3 } d: I - if @item_window != nil, O' z: H6 E, N9 T: j: R* e& _
- @item_window.dispose2 k. a( c+ t4 r
- end0 p# X, K4 d! t% O; U6 H! W( c8 e
- if @actor_window != nil$ f1 Q/ e+ t2 b* i$ {/ G5 }
- @actor_window.dispose
- h6 J) P N \$ B9 F - end) F9 R) H; T) e, B
- if @result_window != nil c. N7 u5 x$ a3 g0 q2 _
- @result_window.dispose% g9 g- e: C+ M4 R* t l
- end
; M7 L/ |2 W% |0 ? - # 释放活动块2 H+ S$ d$ k, D1 {3 D
- @spriteset.dispose
# Y8 w0 k# K4 y' b; c D - # 标题画面切换中的情况+ B; ]* h) Z& J5 x, G+ W* g
- if $scene.is_a?(Scene_Title): S1 K# p5 Z' _8 B+ g9 r
- # 淡入淡出画面
% v1 q; H# [0 o4 V1 @ - Graphics.transition
! k& _; W/ z) J9 g0 o4 ^3 f - Graphics.freeze$ e( _0 y; Q; O2 J, l S
- end2 i$ B8 L6 }( E- M
- # 战斗测试或者游戏结束以外的画面切换中的情况
7 J" ^! v" I0 F# O9 Y6 { - if $BTEST and not $scene.is_a?(Scene_Gameover)7 X/ s) h0 F7 u" n2 V7 a- [% _. ~/ z
- $scene = nil
7 g$ q$ T6 E4 b& m O$ k5 H - end0 \1 W' b- d6 `7 a! ^+ `" Y6 y
- end
- j5 V# Z. a; t - # 战斗结束
, U( R% n" H0 x, F - alias lpb_battle_end battle_end7 P" D+ ~& G9 u' [+ Q j
- def battle_end(n)
( ~; v1 t' h+ B; @6 t - lpb_battle_end(n)
q$ p" o6 A2 p( _- b - $game_party.set_actor_to_normal
% e0 M+ N1 K$ u6 e/ _ - end* r2 f4 k6 J4 f; U3 x$ U
- # 开始回合3! r! p( J5 v' q* p2 e0 A" C1 ~
- alias lbp_start_phase3 start_phase3- ~3 @* H) F7 p
- def start_phase3
6 }+ ]5 K$ Z$ R/ y+ a6 T - @changed_battler_id = []( Z7 J: d0 S" _- r
- lbp_start_phase3& J& C6 J1 o: L. v5 U* q
- end1 G0 f7 a G4 h2 K9 u8 R# q' U
- # 刷新角色命令回合画面, Z2 O" R! u& O# N
- def update_phase3
$ D- M" z& ^+ H/ e - # 敌人光标有效的情况下 D6 J m8 P8 c! F. Z. p
- if @enemy_arrow != nil6 K A+ t6 J$ @5 N
- update_phase3_enemy_select
$ e& D: a; G0 ^. v2 G - # 角色光标有效的情况下
: ]7 c G$ S4 l - elsif @actor_arrow != nil) m5 E8 G/ o# ]) W- O1 S
- update_phase3_actor_select
6 ]3 t* e* a c; a% |1 }. q, O - # 特技窗口有效的情况下3 N; U; l$ P# T1 ^, g c( q |3 O
- elsif @skill_window != nil5 ?5 T! A) ~/ ?- C
- update_phase3_skill_select) x: X; Y% Q2 x6 ^
- # 物品窗口有效的情况下2 P4 y% Z3 [7 _; J) b/ l
- elsif @item_window != nil$ P/ O, }1 \& w% g
- update_phase3_item_select
. F( @3 n* {) ?* D% } - elsif @actor_window != nil
7 A! X4 z/ P6 p/ D7 H: ?" z* F - update_phase3_battler_select
' ]4 |8 N0 b( L. z; Y6 w! w - # 角色指令窗口有效的情况下
( K; P$ j$ l- n0 W& _' s; U - elsif @actor_command_window.active; I) }0 s. ]8 X. Z l
- update_phase3_basic_command' M: T8 \ f/ g+ E: e/ V. X) H S
- end+ H2 |5 j2 J, v* ^
- end2 P6 l/ ], e: d2 D
- # 角色基本命令1 w+ R" v s* _+ V( v; ?( @ ^
- def update_phase3_basic_command; H& O e9 X, N! }' w" V5 u8 X
- # 按下 B 键的情况下
) L3 A6 d) D/ E5 W: }4 M$ ^ - if Input.trigger?(Input::B)
) x3 g, B0 F7 H! A, A J! j: ^5 { - # 演奏取消 SE
6 h9 N6 A! L( E# Y - $game_system.se_play($data_system.cancel_se)0 e1 m: D* u- y G1 }
- # 转向前一个角色的指令输入7 @7 W! X" |! |! H* L `
- phase3_prior_actor; w, p, m# P) K. c7 h5 s
- return
# J0 \. x' s* O* J - end5 X8 o: `( k% q! k8 o
- # 按下 C 键的情况下6 ?% F/ A7 b/ O
- if Input.trigger?(Input::C)
/ b" Z& U" H+ K+ B# A: }$ T - # 角色指令窗口光标位置分之
- }. `% \) I! Y# x9 A8 d - case @actor_command_window.index! x) ?% s3 ]; {& a6 B+ R" D
- when 0 # 攻击7 u0 `$ P( J& u% g
- # 演奏确定 SE# k9 K6 V% v( l, p# f5 B% ~' E1 U2 T
- $game_system.se_play($data_system.decision_se)# n. a/ L! ?# x1 K$ l4 d5 K
- # 设置行动
/ g2 o( {. ?' p9 Y# {$ `+ @ - @active_battler.current_action.kind = 0
3 h1 _) h7 U, c - @active_battler.current_action.basic = 0# Z, j1 E! K! i/ ^
- # 开始选择敌人, A" c# {9 D4 A( `; L+ ]7 ?
- start_enemy_select
# n6 b" S4 l/ H& ]: `) u& o - when 1 # 特技- S; |) \" {. M
- # 演奏确定 SE
; [: y6 J. ^4 `: a8 F1 L - $game_system.se_play($data_system.decision_se)
. Y, h/ ?0 s# m" ~. ] - # 设置行动
$ E* P1 [9 Q" H; u+ T - @active_battler.current_action.kind = 1
; _# f% Y* t, O* Q" j- \ - # 开始选择特技1 b6 D$ \1 n' c1 J
- start_skill_select
$ w3 D8 S# o# ], N' K( u - when 2 # 防御* J9 f0 v7 P; m/ k2 u7 ~3 e1 z# n
- # 演奏确定 SE
. }3 i4 y% Z) }) A: B - $game_system.se_play($data_system.decision_se)2 E# Z! k$ Y& {% r& q
- # 设置行动: L( o: z# h7 o
- @active_battler.current_action.kind = 0
+ U; u5 S, @9 x) ? - @active_battler.current_action.basic = 1+ w* {0 B' }+ F7 s* U
- # 转向下一位角色的指令输入( b9 l, x6 m5 Q- G) H
- phase3_next_actor
( F. x* P- D- U0 M# U+ m! H - when 3 # 物品. Q0 ~& r. W9 ~+ A' t
- # 演奏确定 SE$ K r9 r! {+ w8 p: j
- $game_system.se_play($data_system.decision_se)
! U7 N, X; |" b; M# ^ l - # 设置行动
* s' |" R( a; [* K5 Z! M* k S# H - @active_battler.current_action.kind = 2
! T4 B% ]" B+ K - # 开始选择物品
: [" I' n- A) m! @, d* I) F - start_item_select
0 t: v/ O! L/ o$ P c; _ - when 4 # 换人
8 P' V, K- ]$ V D. Y - $game_system.se_play($data_system.decision_se)
+ a, G& p8 m& ^3 ` - @active_battler.current_action.set_change_battler% J8 X% ?; i1 H1 I* t' X4 b% \
- start_battler_select/ ^( o, Q; r" R$ m E4 ?* N
- end
. J2 \% N' e9 Q; G' v - return* Z& H8 a8 J6 D; f2 [3 \8 o
- end; _" G3 z" C4 q: t0 {- a) A% R
- end
' ?4 X$ |' e# m8 E - # 开始角色选择2 z8 P; p/ f( M' m# V
- def start_battler_select
0 x2 f6 h. e. a) `0 e - @actor_window = Window_Actor.new
/ b- ]7 @4 \5 P$ a8 {* p. J - @actor_window.active = true
4 j% U3 T$ Y w+ F- ~& _1 | - @actor_window.index = 0- Q+ ?$ V/ s# x* x D( O2 k0 p
- @actor_window.help_window = @help_window
4 x! R% O% ^- l$ R - @actor_command_window.active = false$ O4 t' F0 U4 U# m: E5 }* Y
- @actor_command_window.visible = false% I1 r7 Z7 F* n+ C2 Y) R' `
- end
) C w' H2 l3 |$ b9 X# S. [! r - # 结束角色选择
: k! d2 o/ a' z; l: d# E b - def end_battler_select/ o* n5 f2 I; Y3 Y. B
- @actor_window.dispose
* D S4 i6 ]2 x8 R ^! s% z7 ` - @actor_window = nil
( e& |+ {8 M# Q7 A( o: [5 F - @help_window.visible = false
8 j% z' j4 I7 X7 X$ @) ` - @actor_command_window.active = true
6 T( ?, a1 v7 z7 O1 x3 d$ H" m3 W, K - @actor_command_window.visible = true
; J" v }, @( L: c) X - end0 q4 N! [/ m0 x6 C
- # 刷新角色选择
% w, \9 Z! g8 c" t" C" Z) N - def update_phase3_battler_select' N4 t- |/ d2 E* Y9 b5 D! z( r4 a
- @actor_window.visible = true+ A( i j" G3 Z5 ]
- @actor_window.update
6 R: H" @2 E5 W6 h/ @ - if Input.trigger?(Input::B)
. C4 W& z( t8 Q2 q6 e - $game_system.se_play($data_system.cancel_se). H1 y9 N9 E# F) t& S- Z
- end_battler_select _1 ]) |, A. O5 }" G5 r
- return
$ ^5 t# ^. L* l, J& s - end
+ l# E! [' M5 r7 D5 ]* b5 y' d - if Input.trigger?(Input::C)
$ }; R/ m) a' }* t: g, C# w - actor_id = @actor_window.actor_id9 J* d8 l& @! l) L7 G
- if $game_party.get_actors_id.include?(actor_id) or+ g3 ?* F5 g7 K
- $game_actors[actor_id].dead? or
; q- n0 ^2 ]2 L, a/ `4 p - @changed_battler_id.include?(actor_id)
+ c0 l8 h/ A/ F - $game_system.se_play($data_system.buzzer_se)
2 t! z: g4 l0 x$ ~4 T - return
c( V/ o6 [/ ^. q; g" Q - end
" l+ P; @# [ e; q - $game_system.se_play($data_system.decision_se)4 p+ }- ~/ r, z
- @active_battler.current_action.change_to_battler = actor_id* n$ e, } T* s! O
- @changed_battler_id.push(actor_id)4 r8 c) Q3 f: ]. m
- end_battler_select
( @3 @: Z7 o) h. O) G" K- @ - phase3_next_actor" u# {% { ]) P8 d
- return& l7 j. ^6 D2 i- e, d
- end
* s5 S$ t8 ]* J! x - end
) P1 \' @+ s! q0 F( D9 W - # 行动方动画
/ F: G8 u5 Q" j5 u - def update_phase4_step3- O- n; x+ s& c) D: x
- if @active_battler.current_action.is_change_battler?+ }2 n' D. h/ s. L0 Z8 O
- @animation1_id = AnimationChangeBattler; G E& l: v9 v b. v3 H
- @target_battlers = []- V; F9 f: c" r5 x+ I I
- end' ~, O* @, g& j' G* W& a# x
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)7 [4 O$ g* R4 }/ Z
- if @animation1_id == 0
, s( m; o3 Z3 V' @, ^% \8 M+ w - @active_battler.white_flash = true
' A0 S0 G$ d9 M2 }4 H, W - else
! C# I0 @% S( ~+ f5 B. g - @active_battler.animation_id = @animation1_id. E# ]5 d3 f) E) p$ }2 K7 s
- @active_battler.animation_hit = true3 d: L2 o8 d3 r3 I
- end
5 P7 h1 `7 ~+ I/ e) H - # 移至步骤 4
& Q* Y' B. ]. d' s% y. [3 h! v! `. N - @phase4_step = 4: R1 b* s r2 t7 P7 Z
- end
5 w5 k! f+ f' I2 r - # 对象方动画3 \' z2 O) N, [% q
- def update_phase4_step4
- E: f1 X- q ]: ^ C - if @active_battler.current_action.is_change_battler?( t2 O) V$ ^% k
- actor1_id = @active_battler.current_action.change_to_battler" ~+ C, k" t- H* N: d4 ]+ o
- actor2_id = @active_battler.id; S t) X, ? k" _. J* B
- (0...$game_party.actors.size).each do |i|! T2 J+ c5 ?, J# K+ C* Q
- if $game_party.actors[i].id == actor2_id
}: x- ?- D/ z2 F - $game_party.change_actor(i,actor1_id)
! f5 t5 A, Y; a2 E0 C6 M - @active_battler = $game_actors[actor1_id]
1 y! h; Y; I6 L6 {7 H/ r( _" K - @status_window.refresh
0 ` y4 d: ^ C' p, G% e4 X - end
; w+ h1 {% b g, o* g' ?# @ - end
, D3 Z7 J; U. j, c1 ]' w - end
8 H V- r) _1 I( L - # 对像方动画1 u2 q$ t K) m3 j1 S
- for target in @target_battlers! K& ]- B9 C. b3 J
- target.animation_id = @animation2_id8 F' }8 F+ D! j
- target.animation_hit = (target.damage != "Miss")4 } d7 x2 m! c
- end" {' I G5 J- _8 x- C/ o3 Y
- # 限制动画长度、最低 8 帧& ~5 g+ F* X1 ^ h: X; l$ F
- @wait_count = 8/ t" i) {9 }& N# e
- # 移至步骤 5" N; @; t9 J# K* g
- @phase4_step = 5
/ t6 }/ U2 g. Y5 B8 p+ T - end
# f3 J' b5 y" q" t- g3 x1 u* K - # 公共事件
' l( n& A' X5 Q) ~( ]- J; Q - def update_phase4_step6" j1 o4 B% ~& O) Q {
- @target_battlers.each do |target|
1 H: \1 {$ n6 G/ k% M - if target.is_a?(Game_Actor) and target.dead? and3 h/ v" S4 W9 v, {/ s
- !$game_party.other_actors.all?{|actor|actor.dead?}
# b9 o% ~) {" e/ w9 L2 M - @actor_window = Window_Actor.new
& k6 i8 @$ M6 H0 k$ d" Q3 d - @actor_window.index = 0
/ w# ]/ d" N8 K2 I0 B; } - @actor_window.active = true
5 a$ @: m6 W5 i) v7 z# H$ O% S - @actor_window.help_window = @help_window
& k/ o7 t7 A0 S- T, ]5 n - actor_id = -1
3 d: U9 k, B7 C - loop do
1 d$ M. z) f! F$ @ - Graphics.update
t T$ {6 \; y- c+ K$ M7 { - Input.update
9 k/ f/ f& @8 ?/ @- [% _ - @actor_window.update1 Y! w0 p$ R, I+ Y
- if Input.trigger?(Input::C)& j6 W/ }4 N4 H# J6 P& `% e
- actor = $game_actors[@actor_window.actor_id]8 x1 E. y) Y5 S+ _, j( e. c
- if actor.dead? or& ~" n% h. j1 z$ {
- (@changed_battler_id.include?(actor.id) and 6 z# q$ v: G7 Q/ P1 D$ O# [: \: K
- target.current_action.change_to_battler != actor.id) or# x- e. n! r5 V% c3 o2 z
- $game_party.actors.include?(actor)3 B7 E, e6 [ n- K& I& }
- $game_system.se_play($data_system.buzzer_se)
# J9 C6 r1 ]& ` - else
+ [6 h+ q/ b/ k( `* t" I - actor_id = actor.id
; t& _ N' [+ L; d - end6 U/ ^/ p0 k0 u
- end
6 {! L& N" j) c% _& e - break if actor_id >= 0
4 v' R5 |/ |- G% Y& f/ I+ Y - end
) m/ \& w3 |% u( a2 j% b - @actor_window.visible = false
, A2 o/ ~0 C5 r: b! k - @actor_window.dispose
: w' O) T0 k1 S. N0 S" S0 s- V, ~) | - @actor_window = nil+ c% y8 @* H+ G3 a1 r- j
- @help_window.visible = false2 X8 v" o" c0 F; R. ^: X
- (0...$game_party.actors.size).each do |i|
: R$ `" P+ Z( V0 }: R& G" R - if $game_party.actors[i].id == target.id) b# |! L- R: U8 ` J2 B
- $game_party.change_actor(i,actor_id)
) g3 L4 k3 `. K+ T0 J; G4 L - @status_window.refresh
- s0 ~8 ]; P# U* `- G5 C8 l - end& \) X8 F6 t1 x* J: G
- end( U- @6 t. O) a4 b ^' F' e( v
- end4 l h) s7 _/ ]. v. g. t
- end) x7 Z" Q! b1 T& _- _! f* f
- # 清除强制行动对像的战斗者
' |7 v1 |8 @# n - $game_temp.forcing_battler = nil! D( a* s. H9 A- z, Q+ N
- # 公共事件 ID 有效的情况下5 f8 g6 J, Y4 s& m _( V1 X8 w+ V& w
- if @common_event_id > 02 }* o+ E# B- H' ^3 \+ }
- # 设置事件& x) X, y0 ?) g& b' K' G. z
- common_event = $data_common_events[@common_event_id]1 n, z( K& _( f5 x
- $game_system.battle_interpreter.setup(common_event.list, 0)) ~' j. [% O3 X
- end) t3 {9 Q4 B! p7 e1 ]% b; O! Z
- # 移至步骤 14 g8 u5 s/ s! G& a5 I3 a& k: S
- @phase4_step = 1: z" e+ L L `! h0 v9 e
- end
* G4 N2 ~/ X; v+ M: \" h - end
( t% X/ O$ Z0 y4 W
' L- K6 I9 B5 X; Q" z& `- class Window_MenuStatus2 N; l, Z; m$ d% Y8 Q
- def refresh
% J2 W* A( Q; W( N5 w9 D - self.contents.clear
3 L7 r, X$ D3 ^0 s. Y& z2 Y - @item_max = $game_party.actors.size
- f( E9 P3 o, q) S' p# a. |+ _* Q. K - for i in 0...$game_party.actors.size( k# s/ J, }) [/ i
- x = 4* |) r1 a6 t1 g c7 o
- y = i * 320 V- O2 ]+ X- c2 d9 k. M1 W) x
- actor = $game_party.actors[i]- G; `2 W, `' _7 ~: G' j- S
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue); Z7 v3 |7 E/ _% b
- rect = Rect.new(0,0,bitmap.width/4,31)" x& |1 t* M: z/ U z6 W- S8 e
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
" m* I4 F9 ^, h" J - draw_actor_name(actor, x+36, y)
- @4 W) O; F' x. J6 v% Y2 H4 D - draw_actor_state(actor, x + 136,y)
+ ]+ S9 e) {; ~0 J - draw_actor_hp(actor, x + 236, y,96)
4 k/ G$ H# N! _, O - draw_actor_sp(actor, x + 336, y,96)
4 C' o5 B }0 }. B5 \9 m6 j7 V - end2 I+ Z* m7 K# h3 t \" M, |& Q; d
- end- \+ c% J" e G# p: B+ r1 R
- def update_cursor_rect7 k. V8 _6 \. x$ |% |
- super
8 R' ^" v$ R( E+ u - end
0 g/ @. N3 Z4 R1 M - 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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