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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
1 ?1 h' M4 _! V& _ - : m) q# Q$ [. ^8 J8 f0 l
- # 队伍最大人数3 o$ g/ }/ K7 s' ~% j
- MaxPartySize = 8
$ E: y9 d9 {5 l9 y) z - 5 B( t; |2 `4 f2 p
- # 出战人数7 L& K( P3 M8 {1 x/ k e8 R
- MaxBattlerSize = 14 \% m' N d/ A) z
- 4 s) b( m2 j2 b7 \& e) i2 G
- # 换人语句+ P2 d2 z/ G; p" a2 k6 v; p
- WordChangeBattler = "换人"
+ f4 w- U6 A# _0 m- j# x2 o1 t - 6 R" y4 e9 | f
- # 换人时播放的动画4 R; k0 o, \$ l) s: I+ \ I- u
- AnimationChangeBattler = 268 U" U* _ T8 Q0 N
- : z4 k% Y' e5 J+ [
- end( K6 K* d) [0 g( B! _5 H
- 9 \ @. o' z6 l7 y; T
- class Game_BattleAction
, u$ ~! k# D; n9 w - attr_accessor :change_to_battler
$ r2 r8 ]. Q& }: P' W9 a - # 初始化/ [- \- R- A: D& T
- alias lbp_initialize initialize a4 J, M2 q& N+ F3 x
- def initialize
' h. G6 K9 E0 X T0 @ - lbp_initialize0 n- S. G# Y3 ]/ s/ K6 Z5 W
- @change_to_battler = 0
/ k& | P$ v) Q9 ` - end3 h5 d9 a* r9 ], V; R9 `
- # 欲更换角色编号
! @' M* t: H5 m% m7 E! o: q& w - def set_change_battler
0 ]; B! U l3 ?$ y3 w1 Y - @kind = 3/ E$ B1 Y3 d F( p3 T* ^
- end# H. v8 m+ ]/ V+ U& B8 N9 {% \
- # 判断行动是否为更换角色
- _2 T8 ^/ K; L& C3 S( h* S - def is_change_battler?
. B* W* s2 D3 X1 M$ {+ @ - return (@kind == 3)
. w$ A3 s4 \. v - end' x9 g* q s- h3 Q$ }
- end
/ s7 E( P5 V3 S8 Y/ E1 x - 8 L; K$ D/ T4 o3 u5 V( R1 V
- class Game_Party" k4 Y, t+ N8 l- w" p3 c* P: b$ @7 F
- include LimBattlePlug+ p7 x4 K2 U+ d5 R+ _5 ?
- attr_reader :actors2. w+ V2 _ S F7 z8 }) \7 w
- alias lpb_initialize initialize
2 G3 K- e6 L2 M2 ~, m - def initialize
8 V1 r* P7 c& e- u' B0 Z! Y& ?5 u - lpb_initialize- ]: M$ f L+ P8 k
- @actors2 = []$ X/ v$ S) w9 c% D
- end
$ h6 F1 x+ H5 d5 {( [ - # 角色加入4 b4 X; N0 o+ h, Z
- def add_actor(actor_id)
2 L! Y% G; G- d! E" g# I0 Z" D - actor = $game_actors[actor_id]1 ^7 `: q) u( T! U
- if @actors.size < MaxPartySize and not @actors.include?(actor)6 V3 ^( {( k g( D$ x
- @actors.push(actor)) ?/ y! }, x/ c- H5 G
- $game_player.refresh
3 G/ D4 X: |. d0 q# P. @9 x' @ - end% q O0 X1 C( _* L2 |& L+ D
- end
/ I& L/ x, b; ]2 k w - # 设置战斗的角色
: }+ u8 T# M, O. m. P - def set_actor_to_battle; r% \9 J. K8 m( t8 M0 T
- @actors2 = []
( u4 M7 P7 n* g q% y* U8 y6 a - @actors.each do |actor|0 b7 h5 o' \: T. c, {6 X7 [3 [' s' X
- @actors2.push(actor); A! V/ m& S2 R* W
- end
- H6 m" |1 [. J _( {8 F! i, G - @actors = []
* ]3 W" m# `2 X% f: |% @/ Q - @actors2.each do |actor|
c4 g" P n; [/ M - @actors.push(actor)0 |$ V" e9 m1 x$ B b9 g
- break if @actors.size == MaxBattlerSize
! V: O+ ~/ |6 O - end9 B; x. F# X( k6 x: J: Q* B1 [
- end
+ i' Z5 K" ?; ?6 c# R1 ~5 T - # 还原战斗的角色/ ]" E3 K& \- i) x# T; `
- def set_actor_to_normal& T: J1 @! k0 [* j2 W5 b# v
- @actors = []
) A* ] q9 T" x2 d9 A - @actors2.each do |actor|* G/ m" F, {* r }
- @actors.push(actor)9 K4 I! ]/ ^. {9 ~" X
- end" o. i1 F! I8 P9 R# M% `
- end1 ~5 L6 e/ R2 ~" s" R7 g
- # 获取角色id数组4 m+ T& k/ U2 v& ?
- def get_actors_id# T6 W) O" W" z, A" H7 d" N- V# R
- id = []; ]4 i# O2 w& T- l; B
- @actors.each{|actor|id.push(actor.id)}8 g; E9 X& G& X7 P3 O# f* M2 u
- return id
8 h# d3 S/ `! \# F2 l { - end
4 V9 Q, V0 `/ U n. d# k) U4 p# Z - # 获取角色id数组
. O6 T( S% h v1 k/ r! T - def get_actors2_id
9 `& z4 _7 _# O) t% Y2 b. Z - id = []7 X) b: O, S, @# u& q
- @actors2.each{|actor|id.push(actor.id)}
! V# i4 Q. X9 z7 M9 n2 E, N4 f6 I - return id
; f, Q% w3 z) a' ? - end" Y2 L- ]' M* C& m$ B: b
- # 兑换角色% F {; P; ?" U' t' @" [7 a+ M4 l! B
- def change_actor(index,id)5 _* r0 X2 w8 K7 S/ P* j9 s; r
- @actors[index] = $game_actors[id]
$ `) _0 M) m2 L6 X/ l - end0 O' A( i( ?$ ?/ w3 L0 |
- # 全灭判定& b: K* v! a4 o8 A) j
- def all_dead?4 G8 N% e& j! m& S
- # 同伴人数为 0 的情况下+ @# ^3 L+ ~' i! O4 m. ~: j. S
- if $game_party.actors.size == 0
8 g7 e9 r1 Q( O3 u0 w3 S - return false
5 }3 x% E# d5 w# J, T# E; L( x - end
, X$ p5 O: j( O* i7 l$ }) l! ` - # 同伴中无人 HP 在 0 以上
0 i! D: S% p! w* _: z! L6 p - for actor in @actors2
; K; v& }: a& m4 {3 F4 d4 ^5 }4 n - if actor.hp > 09 T+ V) |2 h: B1 ]0 m3 j) _
- return false7 F7 O7 a! l8 r9 k' q- M
- end
] |3 X8 j$ p J' b5 [" W - end
/ @1 O8 P6 q; a5 y$ b! m - for actor in @actors) w4 V! h- Y! ]5 \& {8 j. `" j
- if actor.hp > 0
8 W- t, w- g; E, `6 R - return false, P7 `" v6 S9 m6 I" c
- end$ d7 D; E: `! M8 k% L
- end4 Y1 n7 V0 d7 W7 Z& |, d( M
- # 全灭
6 P* L C: Q- b - return true) G4 Q7 s- o7 e2 G7 H( ~
- end
* q, K* P4 z3 s7 M7 r - # 其他角色
% C2 C7 u9 P- }" l - def other_actors
/ O9 b1 r- E W3 s V$ e - actors = []; o! [0 ?/ Q! x
- @actors2.each{|actor|actors.push(actor) if !@actors.include?(actor)}
/ Y" {; ?& ]0 h# L; J - return actors
' j5 M+ x6 H% G - end7 p& x4 ]! R/ R- B/ Z
- # 角色位置互换7 h) D% i8 |3 q2 E
- def change_actor_pos(id1,id2)
. ]( ]+ }/ l# I# A- n7 f. I - actor_id = []
; B. W& h8 o( V6 V* n$ l% \% ^ - @actors.each do |actor|) k! G; c9 H4 J5 Q" r% G* x7 N
- actor_id.push(actor.id)
! j' w4 x+ m Z c: W! H% b" Q' } - end& | P1 o$ W& d/ c3 q6 m
- return if !actor_id.include?(id1) and !actor_id.include?(id2)
) e% Q( s- Y. h Q' y - id1_index = id2_index = -1% w5 H+ a$ ~8 ], P }
- (0...actor_id.size).each do |i|( {8 s6 E3 F) O# k [ e
- if actor_id[i] == id1$ {4 H7 e i' K2 [# p8 j
- id1_index = i
% X2 K& b, ^$ \' E - elsif actor_id[i] == id2' B4 V2 V& g4 q, X: e
- id2_index = i
. L' I2 \- o8 a3 |( T3 j X - end
7 d7 `& m7 {# @8 r* L - end
# |: ^/ _9 ~7 t& q( j! O - temp_actor = @actors[id1_index]
+ D% U! z% @% j$ L - @actors[id1_index] = @actors[id2_index]! G0 I$ \: i% z$ k$ ]9 j
- @actors[id2_index] = temp_actor
# Z3 r2 d1 t+ r6 Z- m - end2 h/ O9 m2 E' j& e( e5 P$ b3 W
- end
! V( n# O; ]& R& b! ?; o4 v
" B: l- B" ~" x" G- class Window_Actor < Window_Selectable' {2 m4 K' q+ k+ S( m& ?
- # 初始化, b- X; v, ]5 U, M+ D7 Y
- def initialize" M" }. H8 s! j$ `
- super(0,64,640,256)
$ i4 I1 T! I' ~6 p9 i - self.back_opacity = 160% s1 O+ y) j& w
- refresh
3 q) Q" J7 y2 L - self.index = -1
* O0 S1 N$ B/ d3 w v' H - self.active = false
+ u- Z$ ]. U( H, M' R7 w+ Q8 B f - end+ C& E& o, }! ]# s: T: O4 ?
- # 刷新* P: L `- v( ^
- def refresh
& t/ N* R+ X' l) z - @item_max = $game_party.actors2.size2 |9 D) l7 f! U* I
- @data = []0 a4 i- k7 t* r$ F% l9 c7 Y
- $game_party.actors.each do |actor|9 `& P' V; |3 X1 d" j7 U
- @data.push(actor)
+ `5 ?$ d* p% W1 Y G* d - end
' l$ z, C0 N0 X( C7 n - $game_party.actors2.each do |actor|: ^& `! D3 c8 l0 E$ H2 a
- @data.push(actor) if !@data.include?(actor)- U7 a4 T$ W, X6 \% U- G
- end& V. B& Y8 t( E7 M6 J
- if self.contents != nil& ~0 T$ o2 w( ~, d* X/ V
- self.contents.clear
) c7 m8 y! {0 Y& f; e4 Z - self.contents = nil
' b9 _4 I$ ], e4 V) C# y( Z - end( L" f3 R' e W0 d: M2 e3 ^, c$ J
- self.contents = Bitmap.new(608,@data.size*32)
4 k- ~6 M ~/ I/ O( b. H - x = 4
6 |5 P& y# H9 i' U - y = 0
f# h+ ~5 g9 C. Y4 Z' i5 c - @data.each do |actor|) ?7 L* j1 l/ Z+ b7 Y
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
; L. n& }2 T2 A* Q - rect = Rect.new(0,0,bitmap.width/4,31)
2 ?5 p0 n: ]; [1 s0 I - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
' b$ Z8 y4 P" A' B4 s) L8 P - draw_actor_name(actor,x+36,y)
4 i' K. r6 c# J) F! F - draw_actor_state(actor,156,y)
2 o$ w8 i6 y# H5 x5 i$ Z( N - draw_actor_hp(actor,x+256,y,96)3 d" a3 d# w' `* ^4 K. B- i
- draw_actor_sp(actor,x+376,y,96)
, e0 K0 ]0 g; h( O5 |, ~7 \7 L - if $game_party.actors.include?(actor)
' U1 W( G7 l- b- ~+ A9 H: Z - self.contents.font.color = text_color(6)$ w( U- m0 J6 c0 T$ h( `6 M
- cword = "出战"
6 Z5 _. U* e' B/ A+ P, R - else
* }) @" M8 F1 g4 f - self.contents.font.color = text_color(0)& M( w, _ M6 S& x2 ~
- cword = "待战"0 E4 S9 ^/ a/ N
- end
. c7 H5 N8 N, B1 ~: L. W - self.contents.draw_text(x+496,y,60,32,cword)
# ~" @0 E+ O5 w8 l# w2 \ - y += 32 P, o# r; C2 r& E5 h5 {1 ]' I
- end, m/ ?* j; O1 c& q) w& b2 Q% k+ [
- end
) k8 _4 G5 |+ |1 a: g6 [0 u" i9 v - # 获取当前角色编号
! e7 y+ I$ y' W2 ^/ t - def actor_id- t* p0 b" @3 e5 v/ a/ {; B
- return @data[self.index].id8 r# |: |6 q& D! @; U
- end& v" v$ P; J, P
- # 刷新帮助$ C7 V+ G& U: J- x q
- def update_help
% j, \7 E& o/ B+ J5 _ - @help_window.set_text(@data[self.index] == nil ?\+ u7 s/ k6 S0 z! @
- "" : @data[self.index].name)
/ U: e" t' @* H - end8 F7 U5 Q9 a# r
- end
5 ^0 P) p2 Q# r7 Z9 |+ ^
% s- Y9 Z: n8 r7 n- class Scene_Battle
" H- R# T8 e* i1 A. X7 g* ^$ r% Q# V - include LimBattlePlug
6 L) B9 c) L/ T- B9 J* Y& j7 ? - # 初始化
5 X: F& G, u, r& W; u) { - def initialize
0 l7 W4 V/ q. U! t) U$ ^! D - $game_party.set_actor_to_battle/ p8 d! _' i' a, ~+ r
- end' U5 V3 w! X: {' Q. E" D6 j
- # 主处理
3 h: W0 M J( T4 j, r' x/ a) ?/ K - def main6 S! ~2 h% h5 C) D( Q3 y
- # 初始化战斗用的各种暂时数据
( t3 o9 L# t9 I7 t - $game_temp.in_battle = true
, J" j0 D+ i8 i2 `/ Q9 \* Z, \# k - $game_temp.battle_turn = 00 H# j: y5 }+ _. k' M
- $game_temp.battle_event_flags.clear
8 c; F' C; [7 @6 B! v+ _ - $game_temp.battle_abort = false
& f g7 a! P: u- v& I6 e" a - $game_temp.battle_main_phase = false
& y0 \. \/ g# L3 v7 U2 P - $game_temp.battleback_name = $game_map.battleback_name
& s f% B( k3 l0 g/ A - $game_temp.forcing_battler = nil1 d2 S. ]/ C3 [. n* Z: s7 m
- # 初始化战斗用事件解释器
5 w) _7 F& a( K6 S" y$ [4 ?7 @ - $game_system.battle_interpreter.setup(nil, 0)/ s* T4 n9 B. c! n, i/ C- c, J
- # 准备队伍
+ m$ H0 h- }8 F2 q& C4 V0 ^' o - @troop_id = $game_temp.battle_troop_id( ]) e# y$ X! T4 k' U2 F
- $game_troop.setup(@troop_id)
5 o5 f8 L/ _( }. g1 u - # 生成角色命令窗口
. r, v! J: l$ m6 p* g" I/ R2 N - s1 = $data_system.words.attack+ _" M# {2 F4 P' c
- s2 = $data_system.words.skill
0 U/ N' u# s. W# ] - s3 = $data_system.words.guard3 B+ ?- ~8 l/ y( G. T
- s4 = $data_system.words.item
4 B( S: y+ O( B6 b i1 _8 J2 [' l" a. `- R - s5 = WordChangeBattler
# f6 H, w, T3 l9 ]6 r# g - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])' I7 B& M+ i( ~- c2 f* h5 X
- @actor_command_window.y = 128
) L& W0 H6 y5 A8 ^, D! ?% K - @actor_command_window.back_opacity = 160
5 _9 v3 m* G/ K4 F7 U2 e - @actor_command_window.active = false# G0 R+ V* j% i6 o8 L1 N8 D
- @actor_command_window.visible = false
* ~ G0 |; t/ G& P7 A7 ?3 g. U - # 生成其它窗口
9 }2 f N8 \3 K/ w& u' C+ | - @party_command_window = Window_PartyCommand.new
8 w' K9 A, V/ x$ i0 K - @help_window = Window_Help.new
d+ e0 U+ z5 d5 m Y `( r - @help_window.back_opacity = 160
3 l! B7 w0 p6 o) F: T$ ?- E# F - @help_window.visible = false
0 k1 e- c8 A! R2 M, f ]# \ - @status_window = Window_BattleStatus.new: L$ F: \+ G+ E/ T
- @message_window = Window_Message.new+ Z/ v5 m& v! `+ P) z/ b
- # 生成活动块3 O0 q5 f0 U0 F% z" L
- @spriteset = Spriteset_Battle.new) D0 T4 t$ }$ x- `' r$ ` h0 }
- # 初始化等待计数
9 m5 N$ ]( r& @+ k. c' i" _' [8 V! K - @wait_count = 0' W2 s- C9 G! s3 t/ Z
- # 执行过渡
8 O1 m* V! z% Q2 p( i+ v6 ?) C' _ - if $data_system.battle_transition == ""
3 Y0 g& R' S7 J - Graphics.transition(20)' D- |9 _6 A1 p- X) o. v: s
- else
: k' ~# d w- l6 V - Graphics.transition(40, "Graphics/Transitions/" +/ f! Z9 }& d" K6 m# f
- $data_system.battle_transition)
* {& a9 Z. R' V3 x( I# \1 Z - end
: |' K, S, m" s- p [$ u, R - # 开始自由战斗回合# _! ~' `3 X. H3 h
- start_phase1# L/ F8 @8 j# _" n: H9 T
- # 主循环
) m- i5 D" H5 @8 h/ [3 O# d - loop do
8 N R1 i7 s b* r6 F - # 刷新游戏画面
- z! U$ |9 Z+ ]- ^9 u7 u* ] - Graphics.update ^' v, F8 b. |! q+ ?
- # 刷新输入信息+ C3 A( |0 R8 W
- Input.update! ]& P, H9 L( W( P
- # 刷新画面7 k6 M1 G; O# t" F- E; `
- update
?7 h3 Z0 w7 Q% g - # 如果画面切换的话就中断循环- M- ]9 J: l5 f7 G5 k
- if $scene != self3 n# x! P: @9 d6 `
- break% b" f% q* l6 Y4 e9 U
- end6 q! o4 S& d- N8 _& I4 ]
- end
( x' a) \# a$ M6 j3 l - # 刷新地图
- f4 h8 d& A) s. v: r) s - $game_map.refresh
) ?0 u2 P. F7 Y - # 准备过渡
* o5 d; [* y F8 h' U - Graphics.freeze
" x: I" K9 m2 r - # 释放窗口
4 s+ b5 O; s9 o, y7 k, I - @actor_command_window.dispose; z/ p3 R1 R: Z) R% F- @
- @party_command_window.dispose7 A& O3 d2 ~* b* ~0 P* |0 O
- @help_window.dispose
5 j1 w6 s$ P# K% I7 ]" d1 D4 e - @status_window.dispose
: D! ]/ N% H( C0 K) Y8 X- y - @message_window.dispose) {; B* m- q6 T; b, [ q6 E4 J0 k+ e
- if @skill_window != nil0 G2 R8 ]1 }' S% o5 T5 W0 D" {
- @skill_window.dispose2 z; y" ?9 p: l! ~" `
- end, {/ O9 Z4 o3 O+ `& Y o" O% j
- if @item_window != nil& y8 P) {) T7 K6 D
- @item_window.dispose* H0 T: q m- g) Q$ h8 j7 C4 k6 @
- end
: Y7 M `7 V, D - if @actor_window != nil
* R8 }) u4 _- k - @actor_window.dispose
: w! y. x* I: W: U+ q - end
. G4 d( \: \. I F - if @result_window != nil
$ Q- c9 }9 v- ^ - @result_window.dispose
; i1 [- N# D( k- m; g - end
9 K* Y! N" A* E* P- V. b - # 释放活动块9 Z! e' i1 y) g, _; A
- @spriteset.dispose
/ D5 F% R6 w9 Q S8 z - # 标题画面切换中的情况2 C4 J" A9 `" b$ c% u
- if $scene.is_a?(Scene_Title)4 y6 \) T$ D9 w2 g g. h
- # 淡入淡出画面
3 |1 x$ R: y/ O4 i - Graphics.transition& V) ]: {' A" i) z# w1 F
- Graphics.freeze$ X+ `% K& H* f+ ?* u4 }
- end
" i: C& r9 `6 U - # 战斗测试或者游戏结束以外的画面切换中的情况( E5 W) A! l2 U B: d* X
- if $BTEST and not $scene.is_a?(Scene_Gameover)
: W: b' i! t$ L - $scene = nil) V1 _' `0 k; ]) @ ^9 U$ `2 C; v
- end3 B+ g% e/ {4 B; `
- end
8 Q" N2 N% m. Y( |) T - # 战斗结束
+ f) ^/ |: A% K$ T0 q5 ?; y, L( g - alias lpb_battle_end battle_end) l+ g# Y3 q/ i$ ^$ y- E
- def battle_end(n)6 k8 [7 a( m( \3 d; L$ O
- lpb_battle_end(n)
; V6 ~6 x1 h& A( L. ` - $game_party.set_actor_to_normal
. b' ?7 K! Z( b3 h6 M) x; | - end
/ A9 @4 V! L5 E* g2 d8 R1 _ - # 开始回合3
2 ?. S! y6 ]/ s. Q [% h/ E- v! D9 n - alias lbp_start_phase3 start_phase3; ^, a# j7 p2 y+ ]1 @* o+ p3 R& P1 O
- def start_phase31 z* t) O9 B' E) N9 i
- @changed_battler_id = []
- U& g# F0 l7 X2 `" y - lbp_start_phase3" e0 {: o/ T; m0 d
- end( Q1 k0 o! o" ~/ y# l+ a
- # 刷新角色命令回合画面2 H$ a! r" _* I- ~
- def update_phase3. {4 b5 e4 x) T8 k5 ?
- # 敌人光标有效的情况下
: T* f1 c. M& x: q- N8 Q. J/ S1 N - if @enemy_arrow != nil
. q8 R% ]& L5 y - update_phase3_enemy_select1 l r! s! `8 s2 I+ ~
- # 角色光标有效的情况下
8 @: C/ R9 }, m% k/ i1 f - elsif @actor_arrow != nil
5 E7 Z( y6 _" {# ?- p2 { - update_phase3_actor_select7 t6 g4 S) s& L# b+ z
- # 特技窗口有效的情况下
0 ], e2 K- s+ f; N1 Q - elsif @skill_window != nil
, m% ?" \5 a9 [. @ - update_phase3_skill_select; R; U9 W4 r6 \ T$ ^( x! R
- # 物品窗口有效的情况下, b2 I- J; `9 [
- elsif @item_window != nil
0 O0 L2 }* R$ k2 N& O - update_phase3_item_select
4 y: X# N8 _# `# J( R. R5 O _ - elsif @actor_window != nil
. K+ `3 u2 k. S( Q. r/ q$ x1 v% k - update_phase3_battler_select" v9 ~7 S. p. R6 Y
- # 角色指令窗口有效的情况下
* e6 B- ?6 K2 y6 B - elsif @actor_command_window.active& Y$ P. u( s6 F0 C' C8 e$ G
- update_phase3_basic_command
; ~+ q% H' ]) N2 Z4 ]: S - end
j, \- h/ f) M8 e - end
, f* T# I9 ?3 ^' j0 I- w0 W5 B - # 角色基本命令' x! H/ S K$ p" H* p1 y
- def update_phase3_basic_command$ b5 u& x+ v% j5 w: {
- # 按下 B 键的情况下
5 _$ J2 A5 K% |) j& r- A; r: }$ e - if Input.trigger?(Input::B)
' o3 R3 m! b( B- a5 n - # 演奏取消 SE; L+ ]- d+ a( H6 |
- $game_system.se_play($data_system.cancel_se)
6 S9 g0 a" m% ]3 [* K - # 转向前一个角色的指令输入
# K$ n5 X; W2 F" F, L, Z# e- t - phase3_prior_actor g1 ?/ h6 e4 s0 v; D: W5 d; ]
- return
! {; z* r/ w6 o - end' }( I! p/ D, h6 G7 n: ?) u
- # 按下 C 键的情况下
# }& }7 L4 X/ a z: e8 D$ L - if Input.trigger?(Input::C), V- Z- j% F; T% t& {
- # 角色指令窗口光标位置分之! F9 U6 Q, [$ ^1 G) l( Z
- case @actor_command_window.index% d. K+ o8 t0 L) c w$ z' O
- when 0 # 攻击- ~1 G7 v3 Q% W, z; Q$ N& }2 k) A! }
- # 演奏确定 SE6 O: ]4 S0 ?6 |; E1 D
- $game_system.se_play($data_system.decision_se)# q, {7 |% O4 l3 A& G
- # 设置行动# S3 Q* y' ~# r% a" \$ ?
- @active_battler.current_action.kind = 0
0 r1 p( W2 F4 {; N2 K- c+ v; K - @active_battler.current_action.basic = 0+ p0 t9 L3 e" L% X) U) W
- # 开始选择敌人
8 O% v v( Q# W, a" k* h1 H3 L - start_enemy_select
$ `+ A$ o" Z1 g1 p) c* I - when 1 # 特技
Z0 ?) f* i0 d) _1 t4 B9 T - # 演奏确定 SE n+ i4 y0 @. c* h2 Q0 X2 D
- $game_system.se_play($data_system.decision_se)' J( `/ x8 d q i
- # 设置行动
" J/ w- h# }5 o9 M# k2 j. Z - @active_battler.current_action.kind = 1
% C! J2 h# [3 @8 b) s - # 开始选择特技
& d: Z- D U/ x9 z - start_skill_select1 x3 d6 S' Z8 ]6 R0 |& {
- when 2 # 防御, \; |: `2 [2 a0 b
- # 演奏确定 SE
+ g1 u8 W# z! l) W- o, @& k - $game_system.se_play($data_system.decision_se)
3 E ?8 k9 \, W' b/ C - # 设置行动
* u0 \1 K' x# t( w. r - @active_battler.current_action.kind = 0# L4 h: p- c/ u; J. Q) e& X2 g9 _
- @active_battler.current_action.basic = 1
, I% R- M' w0 H `" L8 n - # 转向下一位角色的指令输入, \+ Y1 G7 p2 {; S9 m/ w* a
- phase3_next_actor+ F {: B0 M7 H# S) r4 i% L! [
- when 3 # 物品! C, z. W! E6 F/ ^2 w2 _& v
- # 演奏确定 SE- k9 l3 g, {! {" A F
- $game_system.se_play($data_system.decision_se)! v( O9 w9 ~( M* P5 X' a. D1 b3 m
- # 设置行动
+ `' m* W# k, }+ X - @active_battler.current_action.kind = 23 q1 m% P4 V" l5 y. G
- # 开始选择物品2 c9 O3 a1 R5 n
- start_item_select
- A4 k. D4 w: Z$ ` - when 4 # 换人# ?% T. o1 D+ m/ o O: D0 M# y
- $game_system.se_play($data_system.decision_se)# ]0 g( T5 h+ u! Q9 Z& t w7 Y9 c
- @active_battler.current_action.set_change_battler+ N; i3 I' W, Y' t c& `$ C1 o; W4 A
- start_battler_select
5 I8 j% q: r, C7 j7 k( Y$ u - end# a: E |( {8 ^; [
- return( Y0 S; [' U# q( P( y* G! g
- end( R: f- v$ L4 {0 `" t
- end
$ d% J/ u8 |3 T4 c5 M - # 开始角色选择
; K1 l0 Q6 [/ @; K3 ?. x - def start_battler_select
9 U$ |% T. P5 \: Z2 R" ] - @actor_window = Window_Actor.new" f0 a# Q8 S6 u: {* P0 [+ U) V0 I
- @actor_window.active = true4 t. h, J- x: x) O. p+ e5 C
- @actor_window.index = 0
3 {# Y' ~8 g% s/ n* p8 X - @actor_window.help_window = @help_window% d- k2 o1 t; ]- [0 F" V$ D
- @actor_command_window.active = false
7 d9 x* X& J& |7 { l/ C5 B - @actor_command_window.visible = false
7 e& B7 {9 p) s$ m - end
$ p7 |: g# [- @6 [' J - # 结束角色选择
3 x" h2 Y' y( Z. U, @2 a - def end_battler_select
$ I5 O2 k# G+ h4 Q, Z# S- J5 m - @actor_window.dispose
5 h" M+ e5 H( ]3 i# |7 h+ @ r- _) A9 o& b - @actor_window = nil5 O: f( Z. R, {
- @help_window.visible = false$ V5 q8 a% Z5 `3 W& O( I
- @actor_command_window.active = true& n- G4 U2 ]# |9 Q, ]- k& m
- @actor_command_window.visible = true
+ ?3 t# C8 y6 E6 R. u2 w, Y" U - end
; B0 W: \. ]3 t6 k# `! x - # 刷新角色选择
3 n2 f- H! ?8 [3 ? - def update_phase3_battler_select U: S/ U) S0 Q$ w( Y
- @actor_window.visible = true4 m2 I* A6 r4 O! H6 |; [
- @actor_window.update' ^5 ]9 w" \2 ?
- if Input.trigger?(Input::B), w( }; ~# y9 H1 R2 D, ?) T, h
- $game_system.se_play($data_system.cancel_se)
0 R3 H" `# M2 v% a8 j+ P# x - end_battler_select* S3 k% @ c' |( g
- return: u+ [; W+ a, q- L' F: ~
- end
6 u, y. l1 [% Z3 H7 e - if Input.trigger?(Input::C)
t! c! A6 t+ c W! v - actor_id = @actor_window.actor_id' U3 J# R6 ^; z0 _
- if $game_party.get_actors_id.include?(actor_id) or
) e' c8 m7 H! o, I/ z7 K; E - $game_actors[actor_id].dead? or
/ a9 U+ ?1 C/ k& H/ h - @changed_battler_id.include?(actor_id)8 K! }) C }' `+ ]
- $game_system.se_play($data_system.buzzer_se)
- V! a1 u& E& X) f' w - return+ P/ f( {1 z4 k
- end: ?* k2 @* R) I2 y$ D; }' {
- $game_system.se_play($data_system.decision_se)! k: c7 e" h5 ?& ^
- @active_battler.current_action.change_to_battler = actor_id
: [' Y6 p2 S4 _/ d: j2 \1 {1 l - @changed_battler_id.push(actor_id)
+ O$ W4 d4 {5 n" | - end_battler_select
, R7 N* k' s8 V/ `# l9 u, J* g* B q - phase3_next_actor
* e( H( I- @# v: | - return
1 s) ~1 b6 s+ j# y; J+ M# Y! b - end
) _1 W, z( L2 h$ t( c5 ?2 U v - end# m" f7 D) `0 U+ d1 C/ x
- # 行动方动画/ T C6 O1 _; Q; \( x+ J) i7 L
- def update_phase4_step3) _' Z( m+ g- X3 `# j$ \8 z- a
- if @active_battler.current_action.is_change_battler?6 G6 v# z* k, J. `
- @animation1_id = AnimationChangeBattler
$ }4 \0 V' Y0 Q. d3 @ - @target_battlers = []
/ o7 I7 _6 _. x* D( K8 g- _ - end
6 |, i I; z# h# V6 U; Z2 c) V - # 行动方动画 (ID 为 0 的情况下是白色闪烁)( Y* ~: ], J8 k& U
- if @animation1_id == 0
& x/ f U1 E9 e5 I - @active_battler.white_flash = true3 t/ i- [ A4 l8 e* Q
- else3 G8 Y3 F; E5 |- n2 u& R
- @active_battler.animation_id = @animation1_id. B3 a2 A, x6 v+ ?
- @active_battler.animation_hit = true
& m; Z& h, x. N1 E. C0 i2 G - end: y6 c# r' v+ z3 W& q- A$ _ R
- # 移至步骤 4
9 C6 b9 K6 `5 @8 ? - @phase4_step = 4
% p' K& C9 o6 j8 W - end. ~% ]4 z# ` I8 z0 g
- # 对象方动画( G8 Q4 }2 \% h S! J" c: W
- def update_phase4_step4; ]- z5 Q# Q( s8 H X7 O! @
- if @active_battler.current_action.is_change_battler?
; L" s1 s2 e. p9 U4 y" u - actor1_id = @active_battler.current_action.change_to_battler
# e; p$ |) X) S3 F9 ]5 b - actor2_id = @active_battler.id
, |: B( ^/ {* L e - (0...$game_party.actors.size).each do |i|3 q( K: @3 y) J6 J9 P, K) e
- if $game_party.actors[i].id == actor2_id
9 k- @) t. T4 p/ i( c6 f6 I g - $game_party.change_actor(i,actor1_id)
2 R! ? n0 Z4 ?& G6 x' s# [ - @active_battler = $game_actors[actor1_id]
8 w8 Y! q) o/ l" w, x5 J. {% M. l - @status_window.refresh9 }# t. d, Z9 b( @( l
- end- h$ y v6 D8 Z1 u! {6 n3 \* }. E
- end
& i; x9 K3 _5 s# ?" W - end! s9 o4 t' s; Y" n+ `! e( M8 W g4 D
- # 对像方动画
' }! z# L' ^$ Y6 A& R! X - for target in @target_battlers" _" h3 G8 [0 U7 \9 O2 f+ g; G0 t- W
- target.animation_id = @animation2_id6 o5 _2 ]+ x/ w3 a! R+ B
- target.animation_hit = (target.damage != "Miss")
$ k4 r/ g Q& _; O9 Q - end
. |- V3 V; J7 l; X - # 限制动画长度、最低 8 帧7 Z: U) _* [1 T8 C w$ i
- @wait_count = 8
1 V0 S9 d: d! {) W( ?( l! u6 P$ r - # 移至步骤 51 N& l2 o5 E; t
- @phase4_step = 5/ L: g5 W2 o! e. T1 \/ d
- end
2 B, {& s4 {, f8 G2 y5 p# Q9 g - # 公共事件
& e6 \2 N' \) e/ t( |9 N2 V - def update_phase4_step6
7 |* l! b' z. Y+ t. r - @target_battlers.each do |target|
; ?' u0 v- L5 y0 Q# U; H - if target.is_a?(Game_Actor) and target.dead? and
0 T, U3 G5 M* v! z' q - !$game_party.other_actors.all?{|actor|actor.dead?}
* j7 e0 J( I6 e8 M/ m% P2 V - @actor_window = Window_Actor.new6 M% Q) h9 ]' T9 B$ c
- @actor_window.index = 0
7 E/ ]1 X) J4 l7 T' S; [2 V5 T1 o: _ - @actor_window.active = true
2 }& {0 e1 c' Y% X7 G - @actor_window.help_window = @help_window
/ S6 P" o# P: r+ u5 D - actor_id = -1
+ |( B: A$ j/ G2 N - loop do
& O5 i* q; s8 T. c: f. d: m0 t0 x( X - Graphics.update
o* a5 W" z5 R a6 a' \ - Input.update
. T* c$ z( K9 O: k4 T& H& @ - @actor_window.update
. L9 R2 B$ Z/ H8 G: ~ - if Input.trigger?(Input::C)7 D$ B0 r' i+ J! S
- actor = $game_actors[@actor_window.actor_id]6 I" o9 [8 j0 H5 g
- if actor.dead? or* ?3 w4 E* |9 M$ W
- (@changed_battler_id.include?(actor.id) and 4 x4 J. r" ^5 ~
- target.current_action.change_to_battler != actor.id) or
! S4 v. Z2 K' e& Z# z9 c3 @5 } - $game_party.actors.include?(actor)
9 c8 `( d# A* l - $game_system.se_play($data_system.buzzer_se)+ A9 Q( Q, B1 H# L D- S' [
- else
) O2 M8 p1 d# \0 V( G - actor_id = actor.id
" w* D* p% c( w) R7 ~ p# F0 g - end
, m+ M B" ]1 m5 G; h - end$ ^# k% \( @ _. k( k! {
- break if actor_id >= 0+ _$ F( S5 ]& c0 b0 W6 [; j
- end: Q/ X+ ~6 A/ ?
- @actor_window.visible = false% Q p) z/ ~- c* S
- @actor_window.dispose
/ u0 @& J) s9 v E - @actor_window = nil
% g0 I, g X8 {! d+ C8 G - @help_window.visible = false
# m% Z# J& g- S7 `+ I7 W( x - (0...$game_party.actors.size).each do |i|4 \7 z; |! d9 ~6 F- i$ f% _
- if $game_party.actors[i].id == target.id
$ V* k: v, E4 J9 }0 }7 v& ] - $game_party.change_actor(i,actor_id)" x5 j! n& v. j. \2 c, Y
- @status_window.refresh
) e; }! P- N; }0 S9 g% k - end9 _% o* e+ d$ a, L
- end
4 a6 R% K; V" B - end
4 y3 l( x% y8 g* H# ?- o- a - end1 Y6 P1 H% i" W: T7 W, `
- # 清除强制行动对像的战斗者& A: J+ Y1 j% E5 z( o; b% |, _
- $game_temp.forcing_battler = nil
1 r! A1 [. b3 G2 L - # 公共事件 ID 有效的情况下- W8 \$ v( u" D9 _! L, z" c9 D
- if @common_event_id > 0
% V; A7 Y; y. l7 ^6 e% q - # 设置事件
8 P/ i% k. Y0 O) w* r - common_event = $data_common_events[@common_event_id]- a- @/ ]- l% t
- $game_system.battle_interpreter.setup(common_event.list, 0)* w) E2 K& r3 K. i4 u5 b
- end4 |* U) L( w2 B T8 ^9 P9 \
- # 移至步骤 19 G: Z5 I: ]: X3 R
- @phase4_step = 1
7 Y8 b% |5 u! D4 `7 F' E' U - end
$ @7 B+ ^1 I2 @ - end; @0 M! g+ q5 d* D1 b7 } R
- 5 u7 i, j5 w* E0 W/ O3 N; G0 [
- class Window_MenuStatus; {$ ^5 ~6 x4 B i
- def refresh3 k7 w/ k9 Z6 b& l8 o
- self.contents.clear! z0 c2 E6 |# F' z% @! P" j! ~
- @item_max = $game_party.actors.size* B1 A; T, J* N, {# D0 U
- for i in 0...$game_party.actors.size
' g/ A+ U2 Y4 Y1 V - x = 4
" x2 Z( f4 {5 e0 J. i* L - y = i * 321 o) U; j6 i$ } w4 ~
- actor = $game_party.actors[i]* u- y* ^& D& {. s/ U
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)8 Y) V, y& o! j- k
- rect = Rect.new(0,0,bitmap.width/4,31)
' x9 s4 X) t( g7 D+ B - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
) |: h \- C, O ?% z - draw_actor_name(actor, x+36, y)
- e- Q3 D f$ H - draw_actor_state(actor, x + 136,y)5 i8 L: i k9 p# B7 G5 b2 F9 M) y
- draw_actor_hp(actor, x + 236, y,96)
7 r! f' E7 `) v - draw_actor_sp(actor, x + 336, y,96)
4 K- W/ F, R2 t- G - end6 O; W& \. A( d$ i9 A3 l- i) m9 N
- end
; ?; M3 ~! f. \# J) g2 W5 V- J" p - def update_cursor_rect
5 R9 [ w3 d$ ^1 @" I - super+ C0 k% A( Z% [6 E2 O7 N/ U
- end, i+ q) ~+ ~3 H B o) O
- 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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