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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
6 Z9 D- o' n( u
/ e' B; u5 x, y" ?; _% P- # 队伍最大人数
. L! K' v, ]& s8 u* Q - MaxPartySize = 8
" }9 l; K6 o) Z, @ - ) Q f% y; @) n) i# N+ t8 Y8 i" `
- # 出战人数
4 @' q4 u# z0 ?7 L2 A& W - MaxBattlerSize = 1, R/ U& H6 c, l8 e+ Z: w5 d
9 u9 K: e* ?& v' u1 b( M# _/ @# b- # 换人语句; N0 _, ^" \5 x, i! T# Z: Q
- WordChangeBattler = "换人"7 E5 T! o3 O" X8 S- D$ p
- ( \2 B) g4 a) b% G7 |
- # 换人时播放的动画* i# r. ^# n- ]# g% x1 w
- AnimationChangeBattler = 26; f1 U/ m2 _3 U/ W# X J) V* Y2 V, T/ l# C
/ J/ L1 Q% V. `5 L* ^- end/ }' r! c* x, P( l" E6 o) G
- 8 z) w+ }) _/ c
- class Game_BattleAction* F% j! e4 y" c7 @7 w3 c$ K
- attr_accessor :change_to_battler7 @7 l% X+ f# x" T3 d" c+ e
- # 初始化
; X9 ~6 A3 h. i" H$ a$ b - alias lbp_initialize initialize1 t2 a3 @7 q9 |% U3 N! k0 I
- def initialize: q" f) U& l1 g" N% Q r: w9 }& r
- lbp_initialize
. f* p# Y4 w3 O/ e% O4 Z* D - @change_to_battler = 0
; j$ H, l) `) k' R; @2 I - end
+ N t4 V) t7 T' H - # 欲更换角色编号
; t- ?6 ^* |! A+ l+ [) V+ k - def set_change_battler
' J( k. ?6 W% O: m - @kind = 3: r e; r$ T2 a* T4 T6 h. U
- end
; C+ j* V8 A% \3 v - # 判断行动是否为更换角色7 }" \8 U' i& i e" O e) h3 C9 B7 P
- def is_change_battler?
/ f; d7 }# ?0 w$ `, |' B2 m, l9 V" r - return (@kind == 3)0 k8 C1 h2 ^5 O0 l; U1 s
- end0 ~& C1 t x% q" o" A6 w
- end3 w+ n( m0 A; G8 U* y" t% G
7 f6 d V) C3 H6 e" C6 L& F) ?* b- class Game_Party6 b5 I! o/ d z+ p6 j' {" ?
- include LimBattlePlug6 J5 o* P) x* {+ x2 {
- attr_reader :actors29 W* `9 R2 D8 K) y
- alias lpb_initialize initialize
' _ c4 ^- ~ M: _ - def initialize
' F- \: D% _9 y: M3 ~; I" ~ - lpb_initialize
. |/ f8 c. t, A3 w1 e* } - @actors2 = []
1 v( S3 y/ R# e" n6 B! a4 K - end' J4 j8 |) O7 ^3 G& B/ X2 G
- # 角色加入2 H+ Y! l# i* T* \3 T
- def add_actor(actor_id)
' A R9 y. o* C4 F - actor = $game_actors[actor_id]
9 D. M7 e: M, a$ F' A2 C - if @actors.size < MaxPartySize and not @actors.include?(actor)+ G: ^0 J- W$ E
- @actors.push(actor)* U# B& h/ t% c( h0 c0 Q: y
- $game_player.refresh
, f" b0 @+ e# Z) V - end, }0 F' \. K$ ]* V8 @9 r2 i8 ~
- end
. T7 C- `, W, \" G3 M- n$ B3 X2 Z1 ` - # 设置战斗的角色
8 Y8 G* t9 v4 \% ]' I$ M% k2 l& h - def set_actor_to_battle
. ^; x3 O( q. |$ g# E$ ?, ~ - @actors2 = []( @9 K# l) g* Y& h5 G5 v! `% n3 r
- @actors.each do |actor|3 Z( B* }! d5 e# |% ^
- @actors2.push(actor)2 M B. m! o1 S7 s' Y3 T/ p
- end+ i/ M3 t) w$ S, l
- @actors = []- I7 z& I0 k) l' S( k- m3 J
- @actors2.each do |actor|
* n# Q/ u4 j; X5 {! K - @actors.push(actor)- F1 G, N& I4 D; \
- break if @actors.size == MaxBattlerSize. L( ]7 `6 H9 i; M- K) O( x
- end
" S! g. ~5 m" z6 D - end
/ }5 m# I2 W" v3 M( K8 q - # 还原战斗的角色
3 \6 k! J7 n; a! O& Z - def set_actor_to_normal
" S5 q2 e5 H8 E' E B }- m! f - @actors = []: ^7 r* u. g- T" E9 c
- @actors2.each do |actor|! w, [% z. X$ Z6 B
- @actors.push(actor)
" H: J$ y6 N6 O9 u( N8 I( e" | - end
# n. O( `0 \/ x6 R+ l% C9 a - end
6 r9 Q+ s5 [% K, c8 a% Z - # 获取角色id数组4 O, k0 U' J) n. D, z f9 b
- def get_actors_id, _: }! t* }! k& e- l3 {. |
- id = []
7 }+ u, F# `) l! r - @actors.each{|actor|id.push(actor.id)}
! ]! {9 q# P) @, g" ~7 E: y - return id
; e1 X" w1 C; ]7 \! y8 F4 B - end; K3 Q, |5 b# s, Y2 Q: \* ?/ e
- # 获取角色id数组# r9 v) b+ k2 L4 A4 T6 g
- def get_actors2_id, u3 a$ `+ B; t; i) j8 n
- id = []
$ s3 S0 L' K5 G - @actors2.each{|actor|id.push(actor.id)}
6 M$ R2 G) s$ } - return id4 v8 Q8 x. d$ d1 d% k
- end* a; B$ f9 m7 j
- # 兑换角色9 G( g) ?! S- W& Z6 Q/ O( n& \0 G
- def change_actor(index,id)
* O2 F* J8 E' G0 J6 ~4 t - @actors[index] = $game_actors[id]
; L9 a3 X3 B$ p' M - end" G6 e7 o* J+ ]; i0 Z
- # 全灭判定
! P) I+ X5 Q6 X9 D - def all_dead?; `0 h& |+ @' R4 s; E
- # 同伴人数为 0 的情况下4 f% Q: f: I8 Y, c# l/ E) Q
- if $game_party.actors.size == 0
1 \1 ~* B* i. a& A; L - return false) Z- q7 {- O+ S9 n, i* A! F7 g
- end: x; m e5 A8 u+ r/ o
- # 同伴中无人 HP 在 0 以上. V% C* {8 P9 d8 G- ?% Q6 n
- for actor in @actors2
7 a7 A! Y! z, [6 H4 y - if actor.hp > 0, M: _* ^: a8 G) I
- return false5 X7 B) B: J0 A6 h
- end
' e! y5 Q$ e: M' }1 w - end
8 n0 \% G( p4 F2 O - for actor in @actors
" I( f: A% E( U' \' h3 d - if actor.hp > 0
@/ E9 M; Q" R - return false
: a1 E) m7 n n# Q8 ?" r" G - end
$ x/ s8 @6 f6 D - end
' n- U7 A* u; t: O% Z - # 全灭9 d+ W+ Q N6 I. X1 }1 _# [( _
- return true
; l( ^; N" E+ F# f1 M" m# n - end5 h, g A M" ~) b2 C5 B
- # 其他角色
9 W/ E4 e% U2 c4 n: y) L! w4 {8 E - def other_actors
1 |$ ^9 l c: W$ x9 O' ] - actors = []
$ Z5 v n% t" s9 E# N# X* J - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
2 {$ w/ y$ m! b# v, k - return actors# K. W- v' Q. B& f
- end; U+ J% ?2 q7 Y) G8 p
- # 角色位置互换
. Z2 S% W( F4 ~6 p+ G: [ - def change_actor_pos(id1,id2)
# _6 L! g; w; m! q0 F; ? - actor_id = []
/ Y2 U' ?1 J. {% e3 H; @ - @actors.each do |actor|9 q, s! }/ E8 n( q3 z
- actor_id.push(actor.id)
! l# c, f' z$ D! [( h/ |" B - end
/ d. _( T: e* V1 K - return if !actor_id.include?(id1) and !actor_id.include?(id2)
1 L' r. H) O% A0 l/ O# \ - id1_index = id2_index = -1
, n0 M' }" |0 _5 |7 p$ `3 J# H - (0...actor_id.size).each do |i|
3 j% L9 Q0 S1 x4 I5 H: I - if actor_id[i] == id1% e+ G C5 M$ d) R% Z2 K
- id1_index = i
& E/ l0 J1 b3 I5 N3 H - elsif actor_id[i] == id2
6 {# S: G% z) @! {0 z5 L. N/ `7 G2 [ - id2_index = i
0 @: A2 {( [6 k7 @3 M2 g - end! P$ y8 A; |$ h9 B1 J
- end
6 a5 f) V9 {, U' I5 b+ ~ - temp_actor = @actors[id1_index]
8 c* ]+ c: L$ S+ z - @actors[id1_index] = @actors[id2_index]
* r& U, c9 Q) t& Q - @actors[id2_index] = temp_actor3 P: a8 |: `, H' ?5 ~1 r2 a% V
- end1 O+ B" V, S! v" @: X9 O5 V7 y
- end# |" e; \2 w F+ q& Z8 C
- + U5 t7 w4 z: ?. t
- class Window_Actor < Window_Selectable
& W! c( H3 Y4 t \& v - # 初始化
U: @+ v( }' t1 [# r4 R - def initialize" O! M# P) j( M: H/ U
- super(0,64,640,256)- L9 C7 g. Q7 o1 ^( q* h+ R/ w! N, M
- self.back_opacity = 1600 @0 k; M7 ]" L/ C9 ^( s7 y: |
- refresh
) Y4 _6 g, l0 G' O$ Y8 V - self.index = -1
2 }+ d1 Z4 m$ ~) T- ]* S Z+ P - self.active = false; F$ _; a3 [0 @0 ?
- end
/ k/ q$ T: L9 Q/ u. q# m - # 刷新
- N+ t* w5 x" n+ _$ J - def refresh
, a$ X6 w6 f, [% V: N - @item_max = $game_party.actors2.size$ o8 N) [) \ M3 N- X& [
- @data = []& N/ r$ Y. O& b
- $game_party.actors.each do |actor|: k! }1 ^. Y' l$ P3 Y! c; O
- @data.push(actor)
1 q0 [: }" H- z" S2 C - end
" m9 ^! U& G8 Y6 H8 V: M - $game_party.actors2.each do |actor|
! [' m5 J( F' ^ - @data.push(actor) if [email protected]?(actor)
, y" Z9 J+ Y" b( V - end* D7 U! X2 C! T3 q% ]+ a% ]
- if self.contents != nil
5 g% H4 Z5 R6 z& ~+ V) { - self.contents.clear5 k3 W& ?- k8 U2 V9 C Z& ]
- self.contents = nil1 [5 [# z2 O Q, o3 I: H
- end
m1 n6 ]& [. F6 s) I - self.contents = Bitmap.new(608,@data.size*32)7 D+ a! t- A! Y0 [$ [
- x = 4
. d+ f* v2 P7 q* S - y = 02 m6 n$ N; M I! y
- @data.each do |actor|
$ Y- ^& ?, {+ Y' ^$ s - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)3 M% b+ h( w) c, n* a, k
- rect = Rect.new(0,0,bitmap.width/4,31)6 l6 o$ Q" ]# I' L; ]4 l; Z
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)( M/ K3 r! J8 g5 Z
- draw_actor_name(actor,x+36,y)
- g+ x) d: j3 z# B1 P - draw_actor_state(actor,156,y)
2 h$ b# t1 H9 v1 C - draw_actor_hp(actor,x+256,y,96), E5 k/ n, W3 s& v& J+ z7 P
- draw_actor_sp(actor,x+376,y,96)
0 W2 P% f+ a- V: d+ Y - if $game_party.actors.include?(actor)
! Q$ L. i" @9 L9 }1 @6 V. U) E - self.contents.font.color = text_color(6)3 M* M# K' n% g6 Z) q
- cword = "出战"
5 ~' U/ T% w: D( A; N - else1 }. I2 U5 d3 E- j8 y' c3 j* x
- self.contents.font.color = text_color(0)
7 P4 k) Q+ l0 `6 U - cword = "待战"9 y B- H/ X& A$ G
- end
h* S; }( K0 `+ G) @# F) ~ - self.contents.draw_text(x+496,y,60,32,cword)5 F7 [; K) [- C& T3 P
- y += 32
$ p) f3 S+ T- S; Q; w* f - end) w8 q( T- l. ]2 Z/ [" Y1 h& [
- end
7 j* o! L* y6 n t7 C, V5 }1 U# z - # 获取当前角色编号
* h- P! Y# T$ @: q4 H4 @ - def actor_id
4 D: J0 q# ?5 X; R: p [ - return @data[self.index].id3 O3 w, r; m, d- X
- end
$ V4 _3 F" E/ W - # 刷新帮助
6 ~7 r8 Z/ o5 O3 w) o6 `2 f - def update_help
2 U/ B4 h: X9 J, Q* s - @help_window.set_text(@data[self.index] == nil ?\! c% K' g9 M: O3 s- w! c. Q
- "" : @data[self.index].name)% d( H3 s3 i" g2 h8 t& f$ J
- end
5 l, j6 G7 z; T% \* ?! N- N - end
a9 Q$ R/ \ g
6 y. |7 }' d4 f& ?2 u0 A% j- class Scene_Battle
9 n# N2 O" M8 }3 X3 `) O - include LimBattlePlug
b0 S6 u8 L: J: d9 K' ]( L - # 初始化# n: E0 Q7 P# k* T
- def initialize& L& J3 ~0 }) H
- $game_party.set_actor_to_battle3 z7 E+ S, _4 w7 P
- end5 b6 Y4 C& H6 H! y- n# i+ q
- # 主处理
: M) e& t/ F. K4 E6 o - def main
9 A' a! c& `9 c5 l' E+ o - # 初始化战斗用的各种暂时数据' d9 u1 J- |$ Y$ n
- $game_temp.in_battle = true. T; A9 v6 N5 J/ d! X z; |' M
- $game_temp.battle_turn = 0
# j5 j0 z: ^; g; Y% T - $game_temp.battle_event_flags.clear
# b" y7 c3 R- K; {9 h5 {* C - $game_temp.battle_abort = false
/ s4 R4 z T! R1 N8 d/ f! \ - $game_temp.battle_main_phase = false
1 F- g% N9 H3 d9 n( S& ? - $game_temp.battleback_name = $game_map.battleback_name3 V8 k! K' Y# J2 e. u) t
- $game_temp.forcing_battler = nil
x, [: y2 B) i - # 初始化战斗用事件解释器! i& |8 j. m5 m0 z3 G+ v+ K5 i
- $game_system.battle_interpreter.setup(nil, 0)
! o4 Q( M1 ^, H, H3 ]# \$ M) }8 i - # 准备队伍
$ S& ~3 c6 X# s: r) O! [ - @troop_id = $game_temp.battle_troop_id, Y% e& v6 n7 A
- $game_troop.setup(@troop_id); @2 ?# [9 v" J! Z7 Y) l2 g
- # 生成角色命令窗口
c: V& ^1 b7 | - s1 = $data_system.words.attack' f! l* Z* v! d3 w2 W$ E
- s2 = $data_system.words.skill
! g2 ^' T- C2 B7 E& g - s3 = $data_system.words.guard- d2 N, Z) o% ?) ~& z8 B3 Q
- s4 = $data_system.words.item- j q! i/ Y+ y) r% p
- s5 = WordChangeBattler
# l; d* g3 v7 L5 J* j4 r - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])$ w# r* O0 Y+ O& r
- @actor_command_window.y = 1281 z& {# s/ X$ _5 q: ~
- @actor_command_window.back_opacity = 160
, E0 H+ m% }( _6 c - @actor_command_window.active = false6 c% H# a1 w$ j# ~
- @actor_command_window.visible = false
. q" c. q4 K* F8 x+ B - # 生成其它窗口0 b# G/ ]; H7 `! z6 ]/ q5 y
- @party_command_window = Window_PartyCommand.new
) B, {5 P5 L& y( q) V6 B - @help_window = Window_Help.new
- f- |! t9 e& r( E0 I0 X - @help_window.back_opacity = 160
' Y7 Q( j8 ^; C6 s% Y - @help_window.visible = false
8 u4 t6 M4 D" l - @status_window = Window_BattleStatus.new7 ~0 @9 I4 I' R! u! b+ Y* m* J
- @message_window = Window_Message.new
! q1 n5 t/ ~2 J/ y9 k1 a - # 生成活动块! @$ v& N# R1 A+ j! c3 Q
- @spriteset = Spriteset_Battle.new4 _) b _* [ }; V; d
- # 初始化等待计数7 }# X+ w9 C' l0 {* ?8 O0 }2 q+ ?) M
- @wait_count = 0
- t- _. {5 c4 K7 n: [0 R - # 执行过渡
I$ o; a& T4 F0 b - if $data_system.battle_transition == ""
5 |1 s- [' ~" i - Graphics.transition(20)/ j0 _& U' S2 M! I. S
- else
7 \: O" m" X( C F( m7 o Y+ E - Graphics.transition(40, "Graphics/Transitions/" +
$ p5 f% ^3 [' W6 m( d( u. A# B - $data_system.battle_transition)
! \' {+ i9 Y) ~ - end
9 m9 M; E& B# Y# ] - # 开始自由战斗回合, c1 j6 M/ _% W5 u. p
- start_phase1
5 ^+ ?/ h j' H" M - # 主循环2 R/ _) g( w, h5 D. D8 H6 j# W. J
- loop do) R. \: R4 s+ y' n
- # 刷新游戏画面/ X" v9 q9 n2 G3 m
- Graphics.update
3 l6 d" W) @, L0 d1 m# z, q; k - # 刷新输入信息
/ R0 t$ ]% {6 h+ O - Input.update7 }+ C5 q @) g6 C1 n
- # 刷新画面( @2 J( C+ w# V* q; T$ S
- update
' s2 N; t! T. V' p' u3 X+ M - # 如果画面切换的话就中断循环! M& y9 k# u0 W+ _3 M, x( D
- if $scene != self+ s' F0 @2 Y7 ?5 ?: X
- break7 u. @' N+ ~: z; g- m
- end
; K; u* ~$ ^, J" F b - end/ B- H( j V& A5 l: g0 \& c- @
- # 刷新地图 g) }- J( [% H5 N% ^; X" {5 E* o( N
- $game_map.refresh3 B- t; u8 a4 p) R
- # 准备过渡% K. j [- k; ^6 f3 e ]/ o
- Graphics.freeze& ~: Y/ E; X0 x, M) H
- # 释放窗口0 s R" R B* l7 M% D
- @actor_command_window.dispose
5 C9 b# M6 H7 s - @party_command_window.dispose3 u/ b1 N+ c. [
- @help_window.dispose
0 h: l6 w1 t5 q1 M& b - @status_window.dispose7 |6 F/ N5 d' v% @* q- G5 L
- @message_window.dispose
& g! z# @* O2 E$ ^( V3 x - if @skill_window != nil4 Y+ `* d! ^3 g7 v' l0 m& D, S
- @skill_window.dispose( t' s" ?* T4 x7 C8 F- d( J
- end
! ?4 p7 C. E, d1 E+ [ - if @item_window != nil! q, s6 S: D: {/ z8 ^, J
- @item_window.dispose: z" p O6 ~7 f6 l
- end; _7 B5 }% I4 g9 ~( O5 A) k3 s. \
- if @actor_window != nil% ^3 T! N8 ^! V7 B
- @actor_window.dispose
( l+ ]$ c. {2 g3 n0 k - end
1 r, \- P# ^9 v) b }+ j+ }7 N - if @result_window != nil0 R) U; z9 B& N* \2 }
- @result_window.dispose
2 ]* z; Q" x9 E, j9 X" T - end+ ~8 q' Y V: ]. c3 Z
- # 释放活动块
2 N) c. [' n% D" {: @. p - @spriteset.dispose
) `: M1 R% J, ?( R- a/ I7 T- w - # 标题画面切换中的情况
9 j" u( A. U/ I1 c% J; O. [ - if $scene.is_a?(Scene_Title)
: z) E6 ?; B0 {3 R) f) [ - # 淡入淡出画面2 @8 G# K' l( M4 {3 ?
- Graphics.transition! [9 l9 @* @1 |- D+ k- ~5 Q
- Graphics.freeze
; b: `! _4 U# ^) y7 b - end
6 B/ J- K& [9 t9 H* P - # 战斗测试或者游戏结束以外的画面切换中的情况2 U+ L, R& h! ~# i. F3 \' U
- if $BTEST and not $scene.is_a?(Scene_Gameover)5 z( q! X: k: y1 l( y1 l
- $scene = nil
) L6 |8 S: L) b7 C, ]2 E h8 l+ V3 i - end# Q: Q. S1 U% {9 h
- end: D. c1 m( Y9 | w: i$ G6 z
- # 战斗结束
' t& M$ y$ G3 M6 `& S/ K - alias lpb_battle_end battle_end
1 P E* A# F( U - def battle_end(n)2 Q) E: h, E- b3 t- ^
- lpb_battle_end(n)
3 d4 w2 R2 ?6 U+ T - $game_party.set_actor_to_normal1 f! f. ^0 M! D
- end1 W) C1 } B, k, g7 P+ {
- # 开始回合39 q% k% S9 ]1 h2 M9 ?1 H f J, G8 b
- alias lbp_start_phase3 start_phase3+ W B* q# h$ O( k) S
- def start_phase3
4 H( k* c$ G! Y9 t0 A( F5 \5 X - @changed_battler_id = []
% P. [! g6 u' @7 b, ~+ a - lbp_start_phase3
6 l( v8 T, ?( Z4 y4 g - end8 j2 b/ K" G1 v& f
- # 刷新角色命令回合画面
1 d1 K M* Z2 y5 | - def update_phase3# C3 u$ \3 F3 f/ |- p) J
- # 敌人光标有效的情况下
/ V$ o4 ^1 M7 t" \, C - if @enemy_arrow != nil
: ^8 w8 W& ~% M( \. ` - update_phase3_enemy_select6 y/ W9 u& T9 t7 B; q" ~4 X. V
- # 角色光标有效的情况下 i. i+ f2 W, H3 Y
- elsif @actor_arrow != nil
# J. E! `: _; u1 L v - update_phase3_actor_select( j* c' k. s8 ~' h3 S
- # 特技窗口有效的情况下* ^& r( c& I i$ j
- elsif @skill_window != nil [8 \0 M" X6 f: K
- update_phase3_skill_select
% z3 U8 k( ]' r7 F* D) `: l$ A - # 物品窗口有效的情况下
4 I' j' W3 x# D0 _# x8 Q8 U$ i0 q: o - elsif @item_window != nil! t: U, c% n; i; y$ q1 L7 s/ v2 K
- update_phase3_item_select
8 t# O% W8 A( E& n+ r3 ]( y: @4 n - elsif @actor_window != nil) k; w Y! j9 `
- update_phase3_battler_select7 @8 z0 R) ^4 G. v ?2 T$ Q
- # 角色指令窗口有效的情况下 f- D4 \/ {) K
- elsif @actor_command_window.active, F; w# f5 O" ~# U/ W: |
- update_phase3_basic_command( G% b$ @! C- t# a& ]- o
- end# @4 o+ a5 U" w8 G; q+ r" n! E
- end
! r4 h# g( r& [! g( b( Z5 K" i - # 角色基本命令2 Z7 N/ B$ T5 l1 e; S$ ?
- def update_phase3_basic_command8 S8 o7 C" m; T! I
- # 按下 B 键的情况下, Q U) C9 \+ }# E8 x: D' _0 N. ~
- if Input.trigger?(Input::B)
! W6 I; i% j1 p% o, I( R - # 演奏取消 SE
. Q1 E8 ?% T5 q N0 _" ? - $game_system.se_play($data_system.cancel_se)
' ~* t$ E6 ~4 E - # 转向前一个角色的指令输入" ?$ b; p1 U! p- H! h
- phase3_prior_actor
* ~+ k( w6 R1 m - return) P( i: j; t& R' c: t% g# `
- end
8 H9 |8 N; K0 P% f! u' [) G: N# p - # 按下 C 键的情况下
3 U" j W; U1 Y% z/ y+ G: I - if Input.trigger?(Input::C)
+ s, U! h- J; o3 V" U - # 角色指令窗口光标位置分之
5 m. Z7 d' E: @$ [2 Q1 q - case @actor_command_window.index
2 Z. b& I* D! t9 W - when 0 # 攻击! i' b! c. c5 ^5 f% c
- # 演奏确定 SE0 i: j; Y" X- t/ e } A
- $game_system.se_play($data_system.decision_se)
3 N. x# m2 {2 M7 g9 ]8 y - # 设置行动
$ D( s# R: {9 C% ^ - @active_battler.current_action.kind = 05 j3 ` W% M# m0 b$ m4 c2 {
- @active_battler.current_action.basic = 0, p @: R" e/ `" x: k/ i
- # 开始选择敌人
0 y h0 d2 ?5 y' _( H4 S - start_enemy_select
9 u; [3 E3 J% \' V - when 1 # 特技3 p7 T! |. v$ W9 {" S
- # 演奏确定 SE, C Y% q1 |# q( R) L( o( d
- $game_system.se_play($data_system.decision_se)7 U6 L8 l/ k6 N; u; E" P2 P
- # 设置行动
1 W/ X4 Q4 [* }+ E+ }5 f - @active_battler.current_action.kind = 1
* J6 U7 M9 @! s: ?3 T# @( U - # 开始选择特技) W. E' w. D8 _5 W# m
- start_skill_select; v P6 l* b& |3 { a
- when 2 # 防御
( a' B, ?4 J5 S! R - # 演奏确定 SE* W9 u" W3 L7 u c! A& G m
- $game_system.se_play($data_system.decision_se) i( Q9 S- K2 k i8 T
- # 设置行动5 T6 l, O8 R+ \+ ^: h9 [% c* o: I
- @active_battler.current_action.kind = 0
6 s0 I6 z ~9 t! x; F - @active_battler.current_action.basic = 1% I$ {1 {2 v/ x' }: h
- # 转向下一位角色的指令输入
1 {, a4 V6 ^; \ - phase3_next_actor
* k8 x6 ~. C$ S. P - when 3 # 物品( z/ P: d3 e1 o0 H1 _: {
- # 演奏确定 SE
& ^2 d1 p' y* m2 P- u) E* } - $game_system.se_play($data_system.decision_se), b6 i& }, ^, e& R6 X& a
- # 设置行动
- P# I: o5 L2 A. E3 D% Q6 x) |! n - @active_battler.current_action.kind = 28 j- L* [# _5 z3 ~2 C9 ]( S; b u
- # 开始选择物品
1 I" C8 C: u+ H& d; @8 w7 _ - start_item_select8 a3 j! p) l2 r3 U0 I
- when 4 # 换人
% V0 Z- z: b1 N' h9 a3 M - $game_system.se_play($data_system.decision_se)
0 l- @1 u8 |& v - @active_battler.current_action.set_change_battler) d* M c4 V: C/ l' G, n/ q
- start_battler_select
~6 e% d/ y) T( Q r - end
! H4 ]- H2 E* K _ - return$ j/ N& j# B& c5 {; q% m
- end
p2 B0 S" j: m0 M% N, |$ b" e) G - end
4 m8 E, }6 K+ ~9 V2 C$ ~ J - # 开始角色选择7 ]5 A& t. K% r8 p. k. h
- def start_battler_select
" U* ~5 D7 g3 Q4 O4 \ - @actor_window = Window_Actor.new
) ~( h3 y$ ~# Q; Y7 s8 q - @actor_window.active = true
% U) \/ u U% G+ I \& t - @actor_window.index = 07 M; X& |) t* K4 I+ x# g5 m
- @actor_window.help_window = @help_window
$ T' x1 W' e- @" o2 B- J - @actor_command_window.active = false
, a+ _/ K8 s$ _; }8 C - @actor_command_window.visible = false& D7 v* f+ \8 B ?- X
- end$ |- N* U( ~# K; [. X7 c5 u
- # 结束角色选择
, {" @" P9 e3 a* e! s - def end_battler_select
1 t. Q& F' b# [6 Y; E - @actor_window.dispose
/ J, c; ?% \' g) V - @actor_window = nil
# O; T) w E7 y) o5 q! N! V - @help_window.visible = false
; ]" Z( o6 Q, A4 F; ^. @ - @actor_command_window.active = true9 @# t" j5 d: K$ S+ o
- @actor_command_window.visible = true9 `( l2 U% N5 ~8 L
- end, k# P M, [; S
- # 刷新角色选择
& f% y8 E4 m. @1 L; j+ O - def update_phase3_battler_select
/ S, `8 r; p0 j2 [* A& P) y - @actor_window.visible = true6 V$ a) n! U, R M, z; x
- @actor_window.update/ }: T! w( {! X' {( b1 N' x2 G3 M5 _- c
- if Input.trigger?(Input::B)- e# w }' f. H( C% N# x/ |
- $game_system.se_play($data_system.cancel_se)% |- {# T: m3 s/ c6 o. j
- end_battler_select
j1 G3 M: b- t6 w - return1 C# u. l: _" P& c
- end" j. q! c( F5 A$ N6 D
- if Input.trigger?(Input::C)
$ N- T0 E; Q0 o+ F ]+ a6 L1 i - actor_id = @actor_window.actor_id
9 b1 k8 e( p; ^0 R - if $game_party.get_actors_id.include?(actor_id) or
* F; m, N. {1 q% w q0 ^; f - $game_actors[actor_id].dead? or ( T+ l1 I( X) o( n7 w# I9 R
- @changed_battler_id.include?(actor_id)9 M- Y# o+ T% q/ c% W' H+ X
- $game_system.se_play($data_system.buzzer_se)% N5 v, H6 o1 f& K, K: i- d7 j
- return
, I: D/ ^7 _$ O& o - end* h5 @* W0 l/ U: s
- $game_system.se_play($data_system.decision_se)
' e2 @! M( w5 l) \ - @active_battler.current_action.change_to_battler = actor_id
* h/ P9 D* `. G5 T" v - @changed_battler_id.push(actor_id)
7 Q& Y2 q. ?5 r- ?7 M - end_battler_select' d' |2 O& a: ^( G+ B
- phase3_next_actor2 J0 ]& x: k$ W* h
- return
! ?' X. W, [4 X) R, j& Y - end* [% P) k; J* e8 F* `/ ]" k
- end: \; n8 S2 u: J
- # 行动方动画0 i" k1 K; e6 O& |1 R4 K- X) G
- def update_phase4_step3( M, ?9 @& H) Z) Z, t% W6 F% U" z
- if @active_battler.current_action.is_change_battler?
: N9 V; ^3 p) g9 d- }: g: t3 d - @animation1_id = AnimationChangeBattler
' E7 u0 Y9 f. r) @ - @target_battlers = []7 i* u5 @# p/ a& K
- end
! X3 o2 Y0 C' |. ^ - # 行动方动画 (ID 为 0 的情况下是白色闪烁): L' f* e+ E" M# U5 \; c
- if @animation1_id == 0
, p C# C. ]: x - @active_battler.white_flash = true4 ~0 R) a8 `! w$ s7 R; L
- else
9 q% ^( } Z+ L$ U! } - @active_battler.animation_id = @animation1_id9 l! p! w. `8 x/ y7 K0 `+ |, K
- @active_battler.animation_hit = true% X0 ?. \' q- {: b3 d. [' K6 h+ I
- end1 A! Q2 W9 @; k# n1 u: k, V
- # 移至步骤 4
( G! @1 `* v$ B. z$ c+ {4 t - @phase4_step = 4
6 d% I0 X; Z4 D/ n7 H: X1 R8 k - end
5 b: e! U" B# |) k - # 对象方动画, P( o6 T( v: O9 l
- def update_phase4_step4- E, i5 U4 c/ a. g: D' B% E: F( T
- if @active_battler.current_action.is_change_battler?
, G2 |: q3 D1 R - actor1_id = @active_battler.current_action.change_to_battler) U, Z& @% G2 {( v2 z
- actor2_id = @active_battler.id
* z1 n# e) D$ X( l% m, g% Y: e) U - (0...$game_party.actors.size).each do |i|
# B8 a: f. [" H7 {9 P' o/ W; U - if $game_party.actors[i].id == actor2_id
! G& W' `% T' v; A - $game_party.change_actor(i,actor1_id)% g) c& l7 `$ \2 e% _. e7 D5 y7 l
- @active_battler = $game_actors[actor1_id]! ^2 c+ {; D" J0 Q! _% U: m
- @status_window.refresh
* W0 e4 C5 a; [3 j& c3 |* m# Y - end% l/ {; d2 l% l5 C) Y0 X
- end
% |& n4 C" e% ~) @& ?! n( P - end
7 z" l, x2 G& d$ u6 M - # 对像方动画; p% d2 V) Z* O. h
- for target in @target_battlers
# C2 M1 O* `1 f/ I0 u/ l; h - target.animation_id = @animation2_id8 V7 K8 n ^2 Y o
- target.animation_hit = (target.damage != "Miss") K3 `! `" C' K- S& J
- end( ~5 d. ~- z, s6 i7 J, V
- # 限制动画长度、最低 8 帧
$ D( j$ u; M! e0 ~ - @wait_count = 8. G9 `5 g$ @9 U# Q
- # 移至步骤 5
- J# T6 }; M' _# @ V+ R - @phase4_step = 54 E6 R$ {/ }2 N3 |' R8 z
- end1 L, }1 T I- K# Y8 t
- # 公共事件4 B% e" H! r9 u: b
- def update_phase4_step65 O: ^4 }' f2 a% }: v0 u
- @target_battlers.each do |target|! |( Q: n0 U" z% O2 _
- if target.is_a?(Game_Actor) and target.dead? and
2 |, ^* _& C5 E) V - !$game_party.other_actors.all?{|actor|actor.dead?}
6 ^* D0 J- F" D2 P - @actor_window = Window_Actor.new. F: t- k) |5 J2 D
- @actor_window.index = 0
b3 Q; V$ e* F3 ? - @actor_window.active = true! Q8 K, r% `$ N( t
- @actor_window.help_window = @help_window4 i! W8 l* W% D5 |- M2 @( F$ d+ P
- actor_id = -1$ [: q) y* x. |+ p# s5 g6 G2 ]
- loop do- T# F4 k3 U0 h$ [9 D" X
- Graphics.update7 L% F9 c( e) v
- Input.update8 z+ h7 g' W* }9 `
- @actor_window.update
9 v5 y- b, O* }5 U' t' {# { - if Input.trigger?(Input::C)! r$ B* s3 l; i4 p j+ u
- actor = $game_actors[@actor_window.actor_id]* v+ x: P {) m7 I% t
- if actor.dead? or4 S* L9 Y$ t% p m8 X) \" b
- (@changed_battler_id.include?(actor.id) and
; U( m) {, a- K i2 l$ K: | - target.current_action.change_to_battler != actor.id) or
5 E+ r* H4 F8 v. M9 ]9 x8 ] - $game_party.actors.include?(actor)
% m/ I/ Y: B+ R6 J3 j3 ^ - $game_system.se_play($data_system.buzzer_se)
. ?. [, D# A4 `- j3 l8 { - else
: W' u7 o+ B0 r6 O# P# s: i7 k0 D& w - actor_id = actor.id
4 b2 V0 P2 m R# I+ ~+ [0 p - end
1 k" G( M6 i, h# Y ~7 C - end
" I& r( d2 X1 w6 i& c6 \1 E - break if actor_id >= 01 G0 A! w* U- ^ l s
- end
* D E5 h$ G" {0 L& H' b - @actor_window.visible = false5 h" l4 W, J' }1 }4 y" b9 |
- @actor_window.dispose
% i( o# Y& o* n+ v: w7 } - @actor_window = nil
% M& Q; l1 v- {* ]' C* M - @help_window.visible = false# D4 U8 W2 K0 q# e
- (0...$game_party.actors.size).each do |i|& j" e5 Y4 r, x; m
- if $game_party.actors[i].id == target.id1 n: o6 x, m' H9 j
- $game_party.change_actor(i,actor_id)
! A. I& o$ C a$ @7 G: y9 b& X - @status_window.refresh
5 v ^3 Z! o$ @# x: p- ]+ x - end
: u- [/ e7 d) j- ^5 {+ A6 j$ O - end4 c: i9 M( H3 Y4 c! h! G
- end
7 I( i- j8 W! o - end
- N1 b# l: x- ?% ?, d' S - # 清除强制行动对像的战斗者! H) o* _, I; y
- $game_temp.forcing_battler = nil
: m/ I% P, f& I* i9 a0 i/ \6 g, m - # 公共事件 ID 有效的情况下
- V! \& V E1 \ - if @common_event_id > 0
# b$ [" {. Z! Z9 D h, V5 S - # 设置事件$ p* h& ]4 d: o0 e
- common_event = $data_common_events[@common_event_id]
* c$ O8 h) q* B c; N - $game_system.battle_interpreter.setup(common_event.list, 0)
6 g2 u! }5 l6 U/ w7 t% A8 [ - end1 K' ^* s# V8 `; ]
- # 移至步骤 1
. h* Z6 d$ i, S - @phase4_step = 1
$ x. }- f; m u$ d i - end
: N0 B& _6 H3 }3 ]8 s$ p$ ]5 { - end
9 l3 v, @% p) ^+ Z* z
' V6 E, A) M% [; Y& z* f- class Window_MenuStatus2 N6 ^8 W' K7 W* W( h7 {
- def refresh! B! g) m* U3 f# \/ L+ C
- self.contents.clear
. j0 E. H) B j1 P# p8 f - @item_max = $game_party.actors.size
. Q* C3 `5 S) o3 a f2 H - for i in 0...$game_party.actors.size
7 Y, a* E7 W5 m7 Z/ {( Q - x = 48 O/ H( T+ w% v7 w
- y = i * 32
% ?( g- g7 g2 n: Q* X' j - actor = $game_party.actors[i]
1 G/ S% b' L9 n+ J - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
+ `( U& r+ s6 e; y" \+ I- s% `# _ - rect = Rect.new(0,0,bitmap.width/4,31)
' t% w3 n: I* W4 S ^ - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
( L( h- g& l5 E! ^" J - draw_actor_name(actor, x+36, y) C2 D; L z7 u( S$ j, o* V
- draw_actor_state(actor, x + 136,y)
4 e8 _" U/ o9 t' |4 n0 d - draw_actor_hp(actor, x + 236, y,96)
/ J$ ]9 r1 g7 U( A - draw_actor_sp(actor, x + 336, y,96)- W/ W% L! N5 f9 X2 G
- end( D0 i% Q! B# F, d* j: ^0 u7 P4 l
- end0 V6 X* J' e' p M7 D7 d
- def update_cursor_rect
6 G6 y* H. r8 \ a l9 l/ Z - super
+ M: ]1 z( ^7 D$ I1 V - end
' e9 h- `0 K6 y4 U. H9 ]9 N! V" 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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