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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/ N6 ?1 v. b& M* `
2 `2 f/ M8 T- q& A# M! Z- # 队伍最大人数2 H7 H& K' C$ U* n! c+ r1 y: y" Z
- MaxPartySize = 8* P2 Q: p+ [& K
H+ L3 W6 Y# A* T2 G, I8 w% M- # 出战人数% i: B* u" j* w" W/ e6 X
- MaxBattlerSize = 1
* ]) x. @0 X0 B
! D* f* y/ L# ?" Z& z- # 换人语句
2 m4 O$ K0 `% \4 C1 h3 v$ a5 ` - WordChangeBattler = "换人"3 T: u$ R# U' b5 |% z' {# W a* d
& Y7 m: q! S( i5 |& [4 x/ P+ q- # 换人时播放的动画$ C# M4 B5 J+ j) G( ?
- AnimationChangeBattler = 26
. [' o' M; |. n; _: c
5 h/ [, z! L, }4 m J- end
9 F5 z" q4 Q" ?
4 r8 _6 t6 O4 e$ f ]2 ?- class Game_BattleAction- h0 ~$ k) |9 k* P+ X
- attr_accessor :change_to_battler. V! j0 w+ }- y" y
- # 初始化
1 f$ o A/ D, s1 i7 `4 H6 ~$ e - alias lbp_initialize initialize) o4 v& }. x0 }- v8 C9 c9 G
- def initialize
. g& }4 j V6 C/ e - lbp_initialize2 n2 n+ Z! h0 a. S& ?/ X
- @change_to_battler = 0
7 n" O8 ~- R3 R* w' U - end& {4 D" R8 m: e: v9 b
- # 欲更换角色编号
: D7 C1 n5 c* Q& d4 Z" p/ n8 k - def set_change_battler. x' o3 W9 E& z" G" @' j' Z
- @kind = 3
! Y( p+ z' [) {! @% s) k6 j" z% J - end
, b0 x; E; a( D5 G5 z8 W - # 判断行动是否为更换角色
0 @0 H& }. B% u& `4 |6 N& x - def is_change_battler?
8 B" V2 H$ ?/ s" R0 v - return (@kind == 3)* h) D$ Q' C4 Q, R* Q7 X) h4 T. e) q
- end
" P1 I* \7 `( U* U$ K* k - end, }# B: o5 \+ a, I
( j) ?5 u7 t* g& c. W% ^* `- class Game_Party
; V" O8 c0 ^& _; O$ v - include LimBattlePlug, ?# p( a; W5 h2 H* Z8 `2 c- k* T
- attr_reader :actors24 t& s) r" {% N d) n
- alias lpb_initialize initialize2 P4 p$ D1 Y- L4 f
- def initialize( N# m9 s. @; y) O c- H+ @5 |
- lpb_initialize5 I+ T1 Z. M$ h% l5 z; v1 I
- @actors2 = []% i" M6 s* a) }) |# [( X3 {
- end) D# }* j, L- Q8 x, s3 A
- # 角色加入
) G$ G% C0 h+ p4 e) [ - def add_actor(actor_id)
/ Z, e% `" b3 S- F/ R5 D - actor = $game_actors[actor_id]
9 B2 X' o9 r+ ^3 o6 ^ - if @actors.size < MaxPartySize and not @actors.include?(actor): e: a6 [2 D: H' C7 z4 ]
- @actors.push(actor)* T/ k+ N" G/ F! V, b( L7 G; `8 q( E8 |0 O
- $game_player.refresh
' O2 o! u: }9 _4 A$ D9 V - end' A3 V! |3 }! v) E% _
- end
8 v- Y- u3 K% U4 U - # 设置战斗的角色
. G @: k( x N8 U; K% C - def set_actor_to_battle
: I; w; C& h0 k: u; q - @actors2 = []
! }3 H3 i* F) b7 C; q q - @actors.each do |actor|
3 V7 n0 P& V1 ~; L - @actors2.push(actor)' n! x& U; V d! M: J, i0 F8 g1 R i
- end3 p8 G" v0 l$ b7 o/ d: E& E$ r
- @actors = []7 N; ?* t; f' e
- @actors2.each do |actor|9 v9 s& x* [: N! Y0 Q& [: `
- @actors.push(actor)0 ^7 }4 G: z' `1 h4 U6 l( U$ ?
- break if @actors.size == MaxBattlerSize
7 |: ^( `2 y) s6 i; p - end
) g5 v2 D; V, b/ }3 \" M$ | - end3 j6 g# X$ }) C7 h+ o
- # 还原战斗的角色
7 f. C0 e1 c! b) j/ l - def set_actor_to_normal' x- i# b; i: o" r0 @
- @actors = []
2 e9 ?3 `. ]& |. v3 B - @actors2.each do |actor|
. a5 Z) v6 g6 y' O% j- L$ u - @actors.push(actor)
6 L' g* n/ G U6 k4 O: w+ A - end
4 X: ~& }3 {1 i9 H7 C5 X - end
) ~2 D" f- h% f$ X/ [/ l9 } - # 获取角色id数组, S6 n) L' G+ t5 ~& ]+ P
- def get_actors_id# G/ R! x& K' @( }* g
- id = []
1 g9 H9 u1 ^2 s- v+ l" M. ?* q# e - @actors.each{|actor|id.push(actor.id)}! _0 U) J( |) m( `% t( q/ [% w
- return id1 P' C8 }. t; [6 M
- end
' A ?7 H: R1 T4 j5 D I - # 获取角色id数组
+ S9 c' J+ u- B( L& K - def get_actors2_id
8 h6 D# u9 m4 m6 C - id = []
8 P+ D. h: e; u8 X - @actors2.each{|actor|id.push(actor.id)}
+ W2 k2 V& F) ]9 k% g( u - return id* q, B8 z# j( n7 E+ s/ Z
- end
$ D0 _2 c! t4 v2 ] - # 兑换角色( C1 R8 K: A) q. L/ B
- def change_actor(index,id)
0 T/ D6 |. O- k' I/ D1 e; R7 B - @actors[index] = $game_actors[id]
8 u6 P0 _3 e' ?5 Z- A! X* g - end. a0 \3 X3 Y7 s! l, T
- # 全灭判定* _7 h) @, c" a& ]0 ?
- def all_dead?& a3 \% J9 D7 F |- E% r( |
- # 同伴人数为 0 的情况下( `) [* ?8 L j
- if $game_party.actors.size == 0
- M+ b0 r# h- o4 D: i, I) r$ e - return false
5 L! b3 F4 j, W; q2 ^2 F - end
3 p8 g# T1 \# ^+ ?+ ~; T - # 同伴中无人 HP 在 0 以上
0 H% Z5 o/ e4 r; Q& Q - for actor in @actors2
) I+ w! D& {, d P6 S7 d( ` - if actor.hp > 03 _. h0 ?4 u9 {' g
- return false! s" I9 y9 N7 Y# a. R# H6 [
- end
" ]; |# r9 g: ~ y - end
- @0 ^+ s1 G. b0 k6 A - for actor in @actors- V$ W5 D9 L2 k4 y" ~; Q4 |' r' m
- if actor.hp > 0/ `" w; w/ `" U+ x
- return false
( l1 P! x3 v5 U( G9 Q7 Z+ g. ]& W - end
7 _: w; R6 U* j, j; F! |. U - end
o! X0 B( S8 o6 ~8 _" H; A! ~ - # 全灭
7 R" u, q7 E1 b9 ` - return true
6 M* S5 m" g" ^- C7 ? - end
7 |' z# `6 Y: m( f1 g5 g - # 其他角色3 b) A2 ~/ ?# a
- def other_actors
7 q( x9 c5 W# t. ?* m/ n0 W - actors = []+ p) Z" H+ Y1 Q! v! S/ u
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
3 _7 e1 S' p( R - return actors
t3 J- N. d& P8 [ - end
0 ]9 q" T n9 j) D - # 角色位置互换
# s' ^) k% D& b' G - def change_actor_pos(id1,id2)
8 v/ V, C K7 k4 R& M" ]2 R3 g - actor_id = []
- C2 R1 d, z% u - @actors.each do |actor|. f0 e% m- G* h+ D3 D
- actor_id.push(actor.id)
- \) w+ ]4 H" r! R - end
5 |9 U* e2 m- q1 x - return if !actor_id.include?(id1) and !actor_id.include?(id2)8 Z; r: k4 ] J% P; B
- id1_index = id2_index = -1; B5 B) c- ^5 Q! c( T N3 M
- (0...actor_id.size).each do |i|
; j4 {5 w7 C: P" P! g3 V' j x+ n - if actor_id[i] == id1# P4 F9 | n \4 Y0 r
- id1_index = i5 @3 ` J' x0 O$ l$ ~7 A9 u
- elsif actor_id[i] == id25 T; J0 ^0 J9 J
- id2_index = i
) \ j( S8 Z* W0 A - end
1 j; P% O7 j2 b( Q5 a4 {) W - end
, h: {: a ^/ G5 a( ?! b7 l - temp_actor = @actors[id1_index]; l5 q! k2 p$ c, X% K: N
- @actors[id1_index] = @actors[id2_index]
; \) e+ Y* Z6 z' {, A5 d - @actors[id2_index] = temp_actor5 c) ~6 f# T2 d5 F7 L
- end
0 N! S8 r: `* }& \" p - end
2 h- e+ s2 L' \) }. J: [* x - 7 \% z/ `! z8 R1 ~% L/ ~( l: O; ]$ q
- class Window_Actor < Window_Selectable
6 p& a5 n9 \' w$ Z - # 初始化/ Q7 x8 K+ w4 p
- def initialize
' w. }' q" F6 b+ B; E5 J - super(0,64,640,256)4 V! }: `; _; F' W+ b+ d
- self.back_opacity = 160
+ }7 W0 [4 {0 b6 A8 J8 G L' ^ - refresh' n7 q/ }, T/ j( ^! D5 {5 n. ~
- self.index = -1
" T& {( V, ~0 S K y1 }2 y - self.active = false+ b/ }) w9 j$ W# Z
- end
8 d& L) }( i- d) Z - # 刷新
3 Q8 V) z( W0 W! f9 i: ] - def refresh& Z- U. H% E! \/ b; ^; ?. a" m
- @item_max = $game_party.actors2.size
3 y4 B6 K" z2 d/ k - @data = []
( e6 W2 X3 F# H' _6 x3 O& b - $game_party.actors.each do |actor|; b+ \- @2 @- h! ]2 I% G, m. K7 P8 c
- @data.push(actor)
& ~* Q$ R c& c* R7 A! ^" ] - end
, V+ ?+ W& T" k; L - $game_party.actors2.each do |actor|2 C. V g( _9 R; x& @
- @data.push(actor) if [email protected]?(actor)
1 `% z( F; k7 h2 O% K - end
6 i7 G; M) ]/ r0 B4 |; L - if self.contents != nil
6 P+ ?) r% P9 t" t5 V - self.contents.clear, e5 E: x4 Z. S
- self.contents = nil
" _' h3 M3 G$ u9 X F - end! b0 Z. P3 x) ~8 Q ?' R7 R1 q
- self.contents = Bitmap.new(608,@data.size*32), w+ c4 j2 n2 M, ?* p0 p3 J
- x = 4
2 E9 s* `5 t; A5 p% i - y = 02 S% V; m0 A. ?+ _; y' M5 q" m
- @data.each do |actor|
. D$ |0 f) w) d" H - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
8 _8 r: v3 o; T/ X* ]1 R - rect = Rect.new(0,0,bitmap.width/4,31)6 }( i4 N7 o( d' h
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
* M" X' \8 T9 k4 V - draw_actor_name(actor,x+36,y)3 ]4 F% W9 F+ ?. e
- draw_actor_state(actor,156,y)
' X4 Y, j* }2 B# ?/ y, W6 _ - draw_actor_hp(actor,x+256,y,96)
" h! _( V0 _2 F0 {( f8 { - draw_actor_sp(actor,x+376,y,96)0 k; i. F3 h+ ^6 m0 y' s, ]
- if $game_party.actors.include?(actor)
( n( b9 \" U9 p$ E0 a' t - self.contents.font.color = text_color(6)
; S) X* | b/ { U0 [ - cword = "出战"$ l& y* C$ R$ l; J0 _8 F w( o1 U9 ]
- else9 i+ U* Q3 z9 M i) Y
- self.contents.font.color = text_color(0)
$ W" n: j1 A, x' A1 J - cword = "待战"
. j3 T, E# |) n4 [ - end
( _+ ?( t- m8 u - self.contents.draw_text(x+496,y,60,32,cword); I+ [" Q. c$ i' s8 @# d
- y += 32; y" D0 l7 G. F" [# Q2 |( p
- end
1 G/ _, X2 {) ~+ w: o - end, O! l3 `' y, g0 {4 g! \2 d4 H0 `
- # 获取当前角色编号! E3 ~# ]$ f3 e
- def actor_id
/ z) V) r, ?: R& A; o - return @data[self.index].id
. Z. Z7 ?3 P( l1 e6 Z0 J& B5 S - end
) a" Z" j3 `: a" }* ^ - # 刷新帮助
8 I5 `' j7 d' r6 F! `! P4 U8 \ - def update_help
5 z U, g7 w3 \! f3 T8 {+ h9 Q9 \ - @help_window.set_text(@data[self.index] == nil ?\3 \! ? u9 E7 p$ a9 r7 K
- "" : @data[self.index].name)
* F5 N/ Q: D4 _, W" r/ E" c8 {3 F - end
0 R% H/ F& I' R! \" U - end! f$ U4 ]; V8 F4 O8 X5 ^
- 3 R/ s+ T6 f0 t+ C9 w4 G3 H
- class Scene_Battle% T" t: R# |) n! C! C
- include LimBattlePlug& k% _) e& r+ C8 Y/ G
- # 初始化
- j* w- J* r3 M7 C( Q) s - def initialize
+ K( V) N* f* u6 W0 D5 X) U& t - $game_party.set_actor_to_battle
# }6 V# F3 T! ~ p- o - end8 r1 d( I, |& u2 P0 t) v/ T# |& q) I* ^
- # 主处理% W% q& l. p9 D- z8 R
- def main! M2 |5 K! \4 T2 E6 p
- # 初始化战斗用的各种暂时数据
: `8 E% Q/ v5 W E5 F: ?( H - $game_temp.in_battle = true3 T* \% c# s4 }$ Y8 U( a) i
- $game_temp.battle_turn = 03 E+ H6 f. R N$ P, o$ e
- $game_temp.battle_event_flags.clear d W: G( }* R4 L8 @' E- t/ I! U# Z
- $game_temp.battle_abort = false
+ R; V; O! S: A5 y l1 w# i - $game_temp.battle_main_phase = false
$ A3 e5 Z. l$ L - $game_temp.battleback_name = $game_map.battleback_name) g% F+ j5 L2 M! r: M" l
- $game_temp.forcing_battler = nil. m b7 r7 O$ n. T
- # 初始化战斗用事件解释器
1 h, X1 m2 I1 W6 K; r9 g - $game_system.battle_interpreter.setup(nil, 0)# Z; D7 u( b% H2 M: a
- # 准备队伍- g8 @: ~5 B0 a
- @troop_id = $game_temp.battle_troop_id
+ f4 o! v) |7 u: p - $game_troop.setup(@troop_id)
! D( B3 W e4 v" p H - # 生成角色命令窗口( x# K+ b) I: P* y# }' | I
- s1 = $data_system.words.attack
! w3 w$ r0 e1 P3 O6 x$ a - s2 = $data_system.words.skill
) G# j& T6 k% ~( U/ L - s3 = $data_system.words.guard: B. F3 g+ i, l" f9 {% T
- s4 = $data_system.words.item
, Q5 a5 `$ }/ a6 Q& |7 f+ ` - s5 = WordChangeBattler
9 f! K, h4 x9 D/ ~' ? p+ W - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5]), R- y# f' B- P! M! m
- @actor_command_window.y = 128
K/ K# M4 ]% f% B# B4 L, Q7 l - @actor_command_window.back_opacity = 160) _- z2 t! _; ^$ B# @; a
- @actor_command_window.active = false
& K6 ~' k! A, f2 A/ b2 @' g% G T - @actor_command_window.visible = false
! z6 w6 H) y; M% L( W# D, x+ o5 } - # 生成其它窗口
& W. N4 L* H. d - @party_command_window = Window_PartyCommand.new0 E3 W+ g) N* v& r" s
- @help_window = Window_Help.new
3 g: e6 }8 {' b) i - @help_window.back_opacity = 160
- T$ h+ @; U( K1 [/ }# J3 ` - @help_window.visible = false
/ `8 \2 C2 |; ?( I8 N' |: _5 } - @status_window = Window_BattleStatus.new
8 w9 m! J2 g0 M4 U - @message_window = Window_Message.new: Z6 D; [0 z X
- # 生成活动块
3 y; f4 p i! f7 ^2 I - @spriteset = Spriteset_Battle.new3 ^1 g5 I+ @* r6 r3 \* i, n9 r
- # 初始化等待计数9 i# _" D7 O2 a- j3 G3 l+ i
- @wait_count = 0
0 t# i6 _( S, f7 g6 R7 P - # 执行过渡) T% e- _0 j$ ?2 d4 ~
- if $data_system.battle_transition == ""9 c$ z- W5 _. w. r/ @
- Graphics.transition(20)
' W- m2 p5 | ]6 \- { - else- n) l9 N: A/ D* g
- Graphics.transition(40, "Graphics/Transitions/" +
* R L' B( x! ?. i/ S% D( S) d% N- _ - $data_system.battle_transition)
$ @% M/ J# \& K4 t, x! e - end- u4 O" M9 Q# k2 b' G) f
- # 开始自由战斗回合5 S0 r7 [% Z9 ^5 d! H$ L
- start_phase17 y+ E( `9 `( R7 S
- # 主循环
0 R3 S5 v* v0 C- v- R+ _1 ] - loop do# T5 z# Q! O1 q1 d8 H8 X
- # 刷新游戏画面 s2 d2 T5 i7 X0 a0 L$ L3 m# ]2 n+ t' i% z
- Graphics.update
2 G( L% {; k4 B* F; j - # 刷新输入信息* f2 S8 n7 T' T* f
- Input.update' }* m9 m# N. o! a4 V
- # 刷新画面
$ o) N1 S' o+ \4 U% s - update
4 Q: t) ]$ ~; K- b x - # 如果画面切换的话就中断循环7 n+ I2 k( w: p2 R+ s
- if $scene != self
9 A% Y2 q h- L* u8 y3 ?5 t - break
7 D1 m% B4 X7 ^3 B0 A0 [ - end
7 K( k: v2 u3 n% P/ J" K - end+ |! @% N+ G! T4 W
- # 刷新地图* ^- q& a/ W9 w
- $game_map.refresh
6 Y$ B7 o8 @3 h7 q: R - # 准备过渡. D% _( P$ l1 D6 a
- Graphics.freeze* n% J! k4 g3 J9 s5 c* ~, B" s
- # 释放窗口
3 v0 E( m! Y5 e& Y% \% p - @actor_command_window.dispose' V/ j+ g5 q9 A- g- G, d
- @party_command_window.dispose, ^% M! M- ]6 C; z/ V
- @help_window.dispose7 ]: K2 S, ?' w
- @status_window.dispose. }7 _7 n2 d7 Q2 U2 r6 T" ^
- @message_window.dispose1 {6 z& j4 a9 ^* w5 N* E
- if @skill_window != nil y6 Z- U1 \# b' D7 Q
- @skill_window.dispose4 i' J& p( q* F6 q8 w
- end
0 a) N+ ~( l; R) d+ C( q - if @item_window != nil4 ~* x* \; U2 b$ D9 c0 R0 p
- @item_window.dispose0 ]6 @5 \# @6 K0 Q' G
- end
3 i, I. B2 s8 H& h# g - if @actor_window != nil8 S0 G) R F6 Q5 N l u
- @actor_window.dispose
3 v- D) b' q8 O/ ~0 f - end
* ]/ p0 x0 X) D7 K, b$ g. m - if @result_window != nil
/ V6 q- f( h8 h, r% W0 ` - @result_window.dispose' E% ~* \3 m' E$ {5 }0 d5 P% x) r
- end
5 M# G+ S7 A e) B9 \4 n' y8 a - # 释放活动块
* g! |* s' U5 l6 e0 `7 K5 b - @spriteset.dispose
0 L- J! n+ ]8 i. Q- b9 @: a% F1 Y9 R - # 标题画面切换中的情况
w9 S# Z' j5 h+ x: E - if $scene.is_a?(Scene_Title)
. E7 W z1 h* C; h3 t - # 淡入淡出画面3 J/ g6 ?5 x t& }
- Graphics.transition8 W; @7 h7 d/ @& c; X; I ^9 T
- Graphics.freeze, h6 u$ m( p; h( C. O
- end" ]9 {4 i0 V0 _2 n9 h9 g6 J
- # 战斗测试或者游戏结束以外的画面切换中的情况( C1 H) U6 x$ Q( M/ `7 D# s
- if $BTEST and not $scene.is_a?(Scene_Gameover)" Q c" Y! P) |( p$ N
- $scene = nil
1 V; D$ h3 Z0 l - end& B5 w/ X: B) Q H, f: B5 K& K+ d
- end# C- L* p2 n$ x- I9 m1 I
- # 战斗结束
$ }/ w9 Z1 T" K7 b - alias lpb_battle_end battle_end) H2 a5 `% g+ u) M) ^# n4 I I, G
- def battle_end(n)
8 S' Z( J# E, f1 T- i$ K - lpb_battle_end(n)
$ Q# V( T5 c- h% }3 H' \5 v - $game_party.set_actor_to_normal
- S( C9 B; B4 F$ ?; k& Q - end1 B' T$ b0 D% w% `
- # 开始回合3
4 D! g- Z. n0 y4 o3 I$ Y) [ - alias lbp_start_phase3 start_phase3+ I( k6 w% \. r4 ^. T2 p
- def start_phase3
$ n& R6 U% v+ _% \ - @changed_battler_id = []. ?+ o, g3 i" }0 X1 [1 `
- lbp_start_phase30 |& N/ x/ Z- \+ Q/ X1 f
- end
+ [ i8 q4 A. |- X* Z - # 刷新角色命令回合画面
2 ^) D- `1 \8 Y' ?' k& t) \ - def update_phase3
" d9 @, a" I$ V! R$ Y; c6 s0 K - # 敌人光标有效的情况下
& [) n4 o$ D* y/ h$ K, y1 w - if @enemy_arrow != nil a) ]9 ~+ k: h3 Z% v( M8 f
- update_phase3_enemy_select
+ l$ B( }% z" X) x0 n9 I0 f - # 角色光标有效的情况下
8 E+ U! ~7 e; h: q# z F: n - elsif @actor_arrow != nil: r9 W& H4 j) w4 T, J8 D# ^
- update_phase3_actor_select
" V! {- v! R% g$ }8 ?: Z - # 特技窗口有效的情况下) P) ]1 C4 p, ~9 D- }+ F& ^0 e
- elsif @skill_window != nil' T$ H8 w, \, j/ o
- update_phase3_skill_select
8 Y) K0 p/ O/ V$ g) p6 z - # 物品窗口有效的情况下
) L1 s& X6 M" M, t ] - elsif @item_window != nil
) l4 o1 B7 q) H$ ]$ W2 n3 R+ X! b - update_phase3_item_select
: I: L7 U& h4 K% K - elsif @actor_window != nil
. C) F$ b3 p/ D) `: v. o. {) b - update_phase3_battler_select
3 ^, X' I1 }2 ~3 {7 } - # 角色指令窗口有效的情况下
) f/ ^* S( ^3 N& J - elsif @actor_command_window.active- W; e$ r& N/ Y( D" @
- update_phase3_basic_command+ k x3 Q5 |3 u7 `7 S5 k
- end
8 ^$ B4 |. z7 N$ a3 V! p - end
% @. M0 V. Y: J4 r' v% N3 A - # 角色基本命令
8 l; u! L' c {: S$ L; N$ Q* ^" Z9 j - def update_phase3_basic_command
# i# K- F& B1 K5 P, W! z9 ~% k& f - # 按下 B 键的情况下+ e# R0 W$ a( L0 j# ^
- if Input.trigger?(Input::B)
% V6 \% V; k2 U - # 演奏取消 SE
* R9 Q& e# D) L - $game_system.se_play($data_system.cancel_se); p6 v; [: L/ t) Y
- # 转向前一个角色的指令输入/ y* q7 f3 |% g0 S$ @" u. Z8 H6 g
- phase3_prior_actor
% [/ L1 U: R% ]+ I. Y - return
( O7 V5 x; X9 V! o; z$ x - end& K, u% f6 h* k6 J e/ n4 l
- # 按下 C 键的情况下7 ?& h, w2 \2 w- P- X1 w v
- if Input.trigger?(Input::C)" g |# {% R' t3 H' _: B6 D0 Y/ }
- # 角色指令窗口光标位置分之/ V5 y% I! \' M$ C
- case @actor_command_window.index8 w' N) i2 T; F3 l2 Y) [! [6 ?& r
- when 0 # 攻击
8 f" n# f# x0 h, q9 A- J% u - # 演奏确定 SE4 g$ E7 v5 I# V# c# q
- $game_system.se_play($data_system.decision_se)0 b9 l$ e$ W N4 ?+ }' E" a6 l
- # 设置行动
6 a# ] N# @4 T - @active_battler.current_action.kind = 0
. d: W# M- D) o2 g* u3 D' E9 g - @active_battler.current_action.basic = 03 p# W0 q( y& X9 t
- # 开始选择敌人
I. H3 t$ {# P5 e/ ]* y1 \7 \ - start_enemy_select
4 ~: [/ ~' P( V' n5 r# d) q- P6 d) L( | - when 1 # 特技% I2 g8 o- J7 G; N" }$ ?
- # 演奏确定 SE
6 T3 }" _6 |4 M2 U0 Q - $game_system.se_play($data_system.decision_se)
$ h5 f0 T I5 F - # 设置行动9 r- @: |* t/ ]; d. f# W# M
- @active_battler.current_action.kind = 1' F, o5 Q9 {7 ~% c, Q% E0 T2 K8 U
- # 开始选择特技4 }$ J9 e `7 S* F
- start_skill_select) ~$ r- Q# l( Q0 v) \7 l
- when 2 # 防御
0 H! Y: T. b F6 N E5 x - # 演奏确定 SE
7 h' w6 j# R% ~ - $game_system.se_play($data_system.decision_se)
( \1 `( m& a5 J h K+ l( x - # 设置行动& l/ t' [0 R' a
- @active_battler.current_action.kind = 0
7 r, ]! }/ G. Y( T5 R - @active_battler.current_action.basic = 1; R/ ]. q' S2 ~& W4 p
- # 转向下一位角色的指令输入
6 X. J( @7 v+ a" m. w: o d* D/ V - phase3_next_actor) }% ?( I/ l3 C* d1 u
- when 3 # 物品
! l/ t# E$ a6 q - # 演奏确定 SE) |* q! V; r# _- M/ @
- $game_system.se_play($data_system.decision_se)
: r4 ?1 s9 ^ D - # 设置行动- q3 a: d1 J' y" k
- @active_battler.current_action.kind = 2& [2 _$ }3 A2 ?
- # 开始选择物品( s ~* ~7 a- j# I5 H" A
- start_item_select8 r% K9 g+ O4 i
- when 4 # 换人
& L# [: Y! B0 ^" p, `8 h# P2 \ - $game_system.se_play($data_system.decision_se)
/ ~$ [; v6 {( S+ _" p( M) l - @active_battler.current_action.set_change_battler1 N& @6 a1 [& ]( Z0 q* P
- start_battler_select; X7 v6 \7 \; a
- end
3 f" X! X; f9 |4 V - return
& P5 p) x, s8 E( r - end
- ^: ~1 f3 x# K" U" t - end
/ a& x/ U/ }# i- a, n: |/ R - # 开始角色选择! b3 ]5 g5 G! t; c
- def start_battler_select
1 F1 j% e; ^/ L. S - @actor_window = Window_Actor.new$ i, K7 O) r: l) C3 s
- @actor_window.active = true
% Y: s. s( ]: x+ c+ g+ q6 ]( ] - @actor_window.index = 0
, r& Y* |$ E' B" Q8 g4 Q% x# N6 ^ - @actor_window.help_window = @help_window [# |( W7 }9 i5 L+ w2 t
- @actor_command_window.active = false1 N: ^! q: ]) ~* ?( }! Y( @3 S
- @actor_command_window.visible = false" e [6 i5 h! M+ E
- end$ k! h- a7 V* a- n' P* K. s
- # 结束角色选择1 ^: t' p' y" a- L5 n3 K
- def end_battler_select( Y9 p4 n7 v% K6 M# N0 p
- @actor_window.dispose, E+ h& b) ?8 S5 j+ k
- @actor_window = nil
3 d9 Z0 a0 M$ \, l! A* l - @help_window.visible = false$ u& x* P' D2 g& W# k
- @actor_command_window.active = true
9 t* Y; r/ v/ F - @actor_command_window.visible = true
$ Y, \0 y: w. |/ {# G - end* X7 X& }( B, ?
- # 刷新角色选择
- R) A- A4 f) g: {+ P+ n! a - def update_phase3_battler_select
/ y" }" e+ F8 n2 i: ?* C$ k - @actor_window.visible = true
6 A% Q. o5 ?* I$ @8 K' D) V) f3 \ - @actor_window.update
# O* F: d" O3 N: Z: P - if Input.trigger?(Input::B)/ }; I% M' |- V0 I: ^; M, Z0 Q
- $game_system.se_play($data_system.cancel_se)+ c0 P5 G) a. f+ L( A0 x7 i
- end_battler_select
, j9 _2 P% s7 w( _7 S* w - return' I% ]) D O, O4 }$ D
- end/ z2 J" b- f. M0 e/ v
- if Input.trigger?(Input::C)
$ E2 k9 R) @9 r0 Z; E/ a* G& C - actor_id = @actor_window.actor_id; t1 \% e/ d. Z) L; J: E
- if $game_party.get_actors_id.include?(actor_id) or. v7 K' P; f3 _, y$ }5 ~. C% ^
- $game_actors[actor_id].dead? or
* c- z4 x7 `& `4 b4 L; ] - @changed_battler_id.include?(actor_id)
6 B% L7 L& b7 m* T) t - $game_system.se_play($data_system.buzzer_se)! c" M% \* \- E5 o7 T8 n( m& }; O
- return
0 J# _- U4 \. x3 [# x - end+ [, O2 Q6 {5 G2 i0 L/ }- _% z& J5 }
- $game_system.se_play($data_system.decision_se)
`% m* {7 D5 {) c/ U% d( E - @active_battler.current_action.change_to_battler = actor_id
: O- Z0 g* k! J1 F8 y4 N f - @changed_battler_id.push(actor_id); E' O. P# A* X! F W$ J
- end_battler_select
3 } I; m. L7 Y! w6 i - phase3_next_actor) X5 `' b3 r F8 }6 s2 n8 E
- return
! ?) i6 V7 i/ C7 ]6 j. i - end9 i0 P8 e; I3 D9 X: c$ \( m
- end0 o. X8 S8 i9 W/ Z% [
- # 行动方动画( b" u- k2 z" Z, N; m' j
- def update_phase4_step3
( n* Y% Y2 t4 p+ Y9 s$ o; N0 s - if @active_battler.current_action.is_change_battler?5 q! n% g% c) [- m
- @animation1_id = AnimationChangeBattler
1 B% \- `' |4 T. v0 I8 x* _+ ~ - @target_battlers = []
& ], ]1 A* l8 ]# f+ u7 o* c u - end
8 L$ Z1 N8 Z9 }" z8 | - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
5 w/ `, x0 ]9 ~' k b% T3 [9 H - if @animation1_id == 0
- a3 p+ a2 O9 U: K2 [$ i - @active_battler.white_flash = true3 u7 x2 ^5 m+ H, m3 i
- else
- Z/ l: u; Q" o$ c - @active_battler.animation_id = @animation1_id3 M; z$ O. H5 E! k8 G" W }. D
- @active_battler.animation_hit = true/ C i5 i9 ]/ g& M5 Q& M
- end
5 u( m, v# v3 c! O; q - # 移至步骤 49 c/ I& o1 z: F3 \+ a) Z" w
- @phase4_step = 4
# J2 i, Q3 N9 U" b4 J - end# k, `* j! x: l5 \9 g, L1 R
- # 对象方动画 o8 @4 k* z8 B$ O3 ?
- def update_phase4_step4$ A- s# L' }5 h4 u4 V% M1 U
- if @active_battler.current_action.is_change_battler?
4 G' k- Y- ?: L9 `" | - actor1_id = @active_battler.current_action.change_to_battler5 Y6 B7 l8 Y3 D# z5 d" I6 D
- actor2_id = @active_battler.id9 V- w" A% f5 h2 T; W
- (0...$game_party.actors.size).each do |i|
% J. l- m- J( C3 A. g* L - if $game_party.actors[i].id == actor2_id0 T# T1 {) d% H* C' A* n
- $game_party.change_actor(i,actor1_id), z+ }0 _( J% R* G6 Q8 G6 [3 r. h
- @active_battler = $game_actors[actor1_id]
+ W3 c, H0 x4 `' F: Z$ u4 k8 J - @status_window.refresh
5 t: t1 @5 |0 q* r8 ? l: G8 k - end
; Q2 a6 T: u3 r0 Y! M/ M7 N1 n) l - end
3 {! a2 M5 v3 T3 q' _/ F - end
8 K; O/ }/ T( r% H) n - # 对像方动画
C, F' K& q; j6 M) r+ } - for target in @target_battlers
" P4 i* z% W9 x& z- x+ C1 r - target.animation_id = @animation2_id' N) V6 J& v6 s9 b, W1 }
- target.animation_hit = (target.damage != "Miss")
& |6 E7 G' H4 f4 x1 Q8 y5 T6 d - end
8 d6 t; ]6 m/ X9 B, l1 r - # 限制动画长度、最低 8 帧
/ a2 m( | f4 H% s* t) x5 m4 n - @wait_count = 8
) S# D- u3 L: J* \ - # 移至步骤 55 Q! H9 c3 {0 }7 o M
- @phase4_step = 55 Y; r) G% R4 L; |5 ^
- end
; y" T7 ]0 F7 f0 p - # 公共事件# V! P5 g3 i/ l
- def update_phase4_step6, R0 W V) M6 V# Q# W$ e
- @target_battlers.each do |target|5 v9 n5 ]' r( M C
- if target.is_a?(Game_Actor) and target.dead? and7 a6 p. h* ^6 I' j" B
- !$game_party.other_actors.all?{|actor|actor.dead?}" {1 ^' m2 j4 m/ R9 r( l
- @actor_window = Window_Actor.new* L2 i; L9 G+ ]" ^0 E# s
- @actor_window.index = 0( U# [& H( x' K* r3 E
- @actor_window.active = true
) M( L1 f1 h# g" L - @actor_window.help_window = @help_window, }3 c5 I L1 i- v
- actor_id = -1
6 U9 R; r6 C% J% v9 Z - loop do
2 M7 \! R j* N2 `- ` b* |$ b3 f - Graphics.update
% B- |+ K+ j9 o* v - Input.update
+ ~% A: B% D' x - @actor_window.update$ Q$ i& a: \! \1 J6 l
- if Input.trigger?(Input::C)
7 v( c* V4 m6 e2 N5 Z - actor = $game_actors[@actor_window.actor_id]' l& B: X S% d7 k- i% X, I* V
- if actor.dead? or7 J, e l$ \0 m- U
- (@changed_battler_id.include?(actor.id) and ! {4 w$ L, {3 a0 Q$ ?
- target.current_action.change_to_battler != actor.id) or4 k* c+ ]+ Y9 q& t- N; K
- $game_party.actors.include?(actor)
0 j" A7 X) V/ N& `3 q6 E( D) D - $game_system.se_play($data_system.buzzer_se)2 D1 _4 c2 ~9 t3 i0 I$ J( X
- else5 U: V9 Y4 a0 q/ `/ }
- actor_id = actor.id% N+ N7 x2 w) B t/ \4 d
- end9 f% F+ J, u& T$ b& ~
- end
% H& f" t9 ?. W2 W4 N - break if actor_id >= 0
( a3 s# J. y8 E5 D; M- b) Z - end5 Q4 X# D3 L6 n2 `% m; w) C; s
- @actor_window.visible = false& r* p' c( C' N5 q/ ]/ r
- @actor_window.dispose
0 [# f% W1 s+ t - @actor_window = nil
; ?; q9 a5 V# J& x; u2 Q1 K! m) y - @help_window.visible = false" x! e8 G9 _' v$ M1 O, a
- (0...$game_party.actors.size).each do |i|
4 y; v3 i% d9 X3 y% @4 ` - if $game_party.actors[i].id == target.id/ c, Q. q; ?5 h" b% g( F5 O: q
- $game_party.change_actor(i,actor_id)4 l# ^7 W; @3 l' s& t: ~+ v
- @status_window.refresh2 E) J5 Y, F, J i: h7 E3 u
- end' R& w( R2 O8 a
- end' l. u& a# ]& T/ s
- end) d/ T6 U# Q6 r! E% X
- end
" W8 j: J: c3 K0 H3 U8 G# x5 s - # 清除强制行动对像的战斗者
6 m8 w8 A3 {6 x+ f - $game_temp.forcing_battler = nil- \3 n, ^: p0 i
- # 公共事件 ID 有效的情况下, W% ^! l/ E/ W& z+ t& J
- if @common_event_id > 06 J! d0 t8 N2 K1 R2 `
- # 设置事件- q6 r8 h D% T+ L. F" {$ ?
- common_event = $data_common_events[@common_event_id]" Q3 O8 s5 w8 M6 P B* {7 k
- $game_system.battle_interpreter.setup(common_event.list, 0)9 M6 x c* `5 G
- end
8 C' `- y3 \) g3 }+ f" V% a - # 移至步骤 1
5 r$ e0 ^( f6 y9 m3 M8 d - @phase4_step = 1: U0 a$ w/ j3 _7 t: T) T+ A% X9 J0 Z
- end
5 F# A" v, w1 i- h+ a# S - end+ p t8 K; T0 ]' l
- 5 u' T8 D% I) ~3 r0 ^; p
- class Window_MenuStatus: H+ M0 a0 ~0 Z9 K b
- def refresh- }3 V. F# f' W+ C
- self.contents.clear
$ `3 W+ q; N5 I$ v! S; w5 K! c A - @item_max = $game_party.actors.size4 f* X" t, t, ]* _% J% [
- for i in 0...$game_party.actors.size% _+ `' @% i. e
- x = 4' S1 k8 j6 `! C3 P* x2 x
- y = i * 32
1 }; [1 V) P/ O2 q, z - actor = $game_party.actors[i]9 \4 P2 M3 g/ k/ X
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)1 m7 F1 R* d! @, w
- rect = Rect.new(0,0,bitmap.width/4,31)$ \5 b+ a6 E* j. v7 `/ U
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
: O# O+ ?9 V, E& E4 q - draw_actor_name(actor, x+36, y)
- I1 B/ L# ~( \3 B. H0 U" e - draw_actor_state(actor, x + 136,y)9 Z3 A4 f( L/ o ?
- draw_actor_hp(actor, x + 236, y,96)
$ u% ~" i( w2 ?4 E# @ - draw_actor_sp(actor, x + 336, y,96)
$ a+ R8 e/ A0 K1 S4 T7 V$ L - end9 b. c0 Q0 `9 J( T, i7 d! R$ t
- end) F6 Y/ a2 ~ d l# d" Z
- def update_cursor_rect
! H4 ^% c' Q6 v( g. x - super; D2 U2 n$ P' n) }1 B
- end
: i5 z$ S7 B" n l% L - 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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