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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
8 J9 F& ?; [0 e$ m* ?0 D9 _7 a, @5 G- { - ) u* X$ ?. |; `* w6 s0 r) w4 Z
- # 队伍最大人数3 {" W. O8 P& M5 j6 g; @
- MaxPartySize = 8 {- M: O7 t. J+ J; x
9 `! @8 w, E" |7 e9 R- # 出战人数1 ?6 v6 Y5 Y( b: Q1 Z7 H) o
- MaxBattlerSize = 1$ w' A x( l* r) U! {
9 }! A2 m5 D7 |- # 换人语句
0 t6 X% p: b6 t& M1 p$ t - WordChangeBattler = "换人") h$ p% R# G( y; P) l, ~8 a7 q; g
. Q& x. ?8 t7 }1 J" t% B" c6 p- # 换人时播放的动画
6 e4 g4 s) g& ^' c( u) l - AnimationChangeBattler = 26
8 T1 H' r* Z8 W: ^* }) x - " D; _" T% o; L
- end
3 Y- w2 }) s" E, ^% b2 L7 Q3 q - 7 j' v! b. r4 S- V3 }) C$ k% r8 l
- class Game_BattleAction
6 Q5 u2 z: K6 c" f - attr_accessor :change_to_battler& A$ D e8 _4 I2 {! \9 t2 b/ K* a" W
- # 初始化
2 W6 {! Q& H5 c - alias lbp_initialize initialize
9 J& k9 t% n) P+ r/ W5 ?" e - def initialize |# D6 [6 T) D/ z' i4 U0 k4 ^! m% k
- lbp_initialize
1 r) q: V5 X2 P% t2 t3 w - @change_to_battler = 01 D7 m" |* E, C' @2 g
- end, H' v2 |3 l# K. i6 G
- # 欲更换角色编号
$ q: \! {5 o1 [# a7 g4 T - def set_change_battler
9 w* z( I( f) w; {3 _6 ^ - @kind = 3- f) a- L: v* z* o
- end
" F' @6 i) ]" N; h# h - # 判断行动是否为更换角色- V1 T# ^# b5 n+ G& o
- def is_change_battler?, c& e- H3 v: N! o
- return (@kind == 3)
! G7 y) c; @/ t - end. q0 Y& F T2 p2 i3 v/ n" `
- end
' T% W! R5 Z' [' C) m2 v/ k
f `( d- j7 v0 l; ~- class Game_Party
) H7 a9 M+ ?3 W3 k( o - include LimBattlePlug% m; M# G# m2 G
- attr_reader :actors2, [0 g+ g) A p1 }( b
- alias lpb_initialize initialize
9 L3 B! ?/ r3 V! D" Y - def initialize
! k" M& R, P+ G4 S0 {9 [- c4 O - lpb_initialize
& W7 g7 e& J, L- t7 E+ J0 R - @actors2 = []0 }# B" a# r; Y0 s; q+ c, L, Z* _
- end* F' z, i0 @6 b0 f5 A: G+ q
- # 角色加入
1 g3 I0 j% I# | - def add_actor(actor_id)5 t- ?. X- Y. f% {
- actor = $game_actors[actor_id]* Q/ a" t# J: J6 c2 `! V' L
- if @actors.size < MaxPartySize and not @actors.include?(actor)
" s& Z" R: N/ }9 o: B - @actors.push(actor)
/ O) F/ W! E2 g' k6 |3 z - $game_player.refresh6 y0 b( R8 V' f0 w
- end
# ~* @- F" M$ T - end/ y4 F% b2 v" ? D% j( W
- # 设置战斗的角色, }' X% r/ m- j- F7 r2 F
- def set_actor_to_battle
; h" W$ u. h; J, G1 ^2 L5 @0 w - @actors2 = []4 a6 q/ r! V$ Q, w% `
- @actors.each do |actor|" y' f7 H9 F5 y% w; j' s
- @actors2.push(actor)
) b6 z2 a& d/ A$ J4 |' \" d" Z8 _ - end7 T* [ o! ?( w& x) i1 @6 F$ _9 }
- @actors = []3 \- M6 p9 S$ |
- @actors2.each do |actor|& a5 t) M6 H+ k5 m& R
- @actors.push(actor)) \# G) E* E5 F1 G) e( Y6 Q) M
- break if @actors.size == MaxBattlerSize3 f9 i, N6 p8 t
- end
! |8 {: W. I; Z( C - end
* j* n! \- p2 H+ j: A - # 还原战斗的角色
- Z: t4 h8 |2 i" J, D% K - def set_actor_to_normal
* L! d2 e @7 K" T& j/ s1 L - @actors = []
5 j$ C! t" F9 C; z, W - @actors2.each do |actor|3 M8 L% @7 A9 p# u
- @actors.push(actor)
& t" I0 v' e1 { b; B; Y- o - end6 \" `" r/ k a K* x
- end( W( C: s$ C0 F1 a5 z
- # 获取角色id数组/ L% d( i7 z, U9 t. h8 U
- def get_actors_id
( \) V, O B6 d% Q8 P; Y9 E9 | - id = []2 r% a( g- Z1 @! t! U r; U$ v
- @actors.each{|actor|id.push(actor.id)}
* M( E8 E7 y. s# G - return id9 @+ J4 j4 A6 Z0 F
- end8 @' q: h3 U" `& P
- # 获取角色id数组
1 ^2 B7 K9 o: w3 W! @% i# Z - def get_actors2_id# A; q2 w$ O0 g: Q2 \' R; {! I
- id = []1 x- i8 _5 N* j
- @actors2.each{|actor|id.push(actor.id)}5 I/ O% `) n8 B" ^
- return id
; E% o; x! K) l& X+ q, i9 h - end
( [2 t9 a/ y) \5 p/ A3 i - # 兑换角色7 E5 O' o( Z7 `( P2 v
- def change_actor(index,id)
0 V9 a" v. Z( {* U - @actors[index] = $game_actors[id]
0 L0 U. t. }2 u5 `. |: u - end
* s2 P& y) y4 ?. |7 v - # 全灭判定6 ^+ {) }: |6 h# e
- def all_dead?7 K6 S; m7 E3 y6 i0 y0 {( D6 v6 {
- # 同伴人数为 0 的情况下
3 M) ?0 |; ~6 l; j* d$ A; Y" N - if $game_party.actors.size == 0
& y: V, n( n0 Y& } - return false
. h8 T0 w' J/ y) `0 s+ j( } - end5 @7 H5 q6 T) g9 y3 n0 Z% `
- # 同伴中无人 HP 在 0 以上
1 Z6 ^8 t+ K# o; x - for actor in @actors2
) y% F: t* ]3 G5 ^% l Z! T - if actor.hp > 09 x+ d8 {! d2 m+ { E$ J
- return false
" Q& E& V7 z/ ~, s9 Q1 ~/ E - end t8 m' R8 v$ a% M8 w
- end
m, s/ b4 G1 n7 d1 T+ h. W+ B - for actor in @actors' f% o* b; v, q
- if actor.hp > 0
/ D4 U3 A. \ |9 O2 W' w - return false6 H& w1 C9 V1 j1 @1 d
- end: b) Q- I7 ^$ |0 w* g
- end
8 D' G$ X$ v0 g6 O1 z' _2 B - # 全灭
! G, W( G2 v2 s& Z6 l - return true- n2 c) s/ z3 t' Z0 B
- end. S7 n% H! h; U
- # 其他角色# q$ d: C* T/ l/ p
- def other_actors
- `" { ^' C/ C% x - actors = []
: v* ?1 V# q) x& A; ? - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
$ R1 ]8 r, m& X - return actors* W5 {; i: W0 s. u" w
- end
' [! b, y% ]: D& X2 {! X - # 角色位置互换; g& U# L; w% c$ |. Q6 `
- def change_actor_pos(id1,id2)1 D- m& D( F0 \2 d
- actor_id = []9 i, \! W: u' M, H1 ~) E' M: A/ g
- @actors.each do |actor|
, d% q' E+ T H( I, C7 t - actor_id.push(actor.id). F O/ @+ d& h( q% [+ b2 D# K
- end- B$ ]9 s2 N4 Z; {7 o8 h8 ?
- return if !actor_id.include?(id1) and !actor_id.include?(id2)4 ~; ?5 p7 n6 ^% b) n' a8 R
- id1_index = id2_index = -1
2 Q1 `0 k4 ?' \) B% u9 P* n- t - (0...actor_id.size).each do |i|
1 _4 h' s y# h, a8 Q - if actor_id[i] == id1
" w$ o' f/ H+ _% f2 r, A2 y - id1_index = i
/ B4 f& W, Q8 H2 K! ` - elsif actor_id[i] == id26 h/ A; [! {% a0 G! ?: y
- id2_index = i) M+ y9 v. L) e' U5 p( L9 q
- end6 a7 Y7 @) [9 E1 L V, d2 C" ~3 H
- end4 u9 @: Z) U6 i1 X6 x f
- temp_actor = @actors[id1_index]7 _+ |. Q: @9 j
- @actors[id1_index] = @actors[id2_index]
5 {" P4 |7 Q6 m- a' Q - @actors[id2_index] = temp_actor' C0 ]" _4 V3 _4 M
- end5 N8 k+ Z4 H: f% Y
- end
: t# |3 q- y ^+ x2 v4 S; D
6 i+ {. i3 r9 K6 a! w- class Window_Actor < Window_Selectable7 }0 S1 o& I% C* O
- # 初始化
2 D6 ]$ D) k) B7 }7 ^" [7 o+ g - def initialize; f0 W8 l4 E! s% q' [! i: u. s! j( @
- super(0,64,640,256)/ c2 q. g* h, q. c, r6 f4 T
- self.back_opacity = 160( C n7 @' Y q2 o- C5 }' }, H, }
- refresh
" W6 j7 E4 f2 ]. i: G - self.index = -1
, B, ~9 P; w& P9 L4 p: j: H- { - self.active = false4 [3 r' I8 P9 R6 R6 [4 W' x
- end
$ o# s4 W" S5 S/ I - # 刷新
; b* p" n% B# |3 w: @% y' I - def refresh
- k" u/ v/ N1 U3 U4 ?- K - @item_max = $game_party.actors2.size
0 ~, c3 q, R5 \5 F - @data = []
/ |6 L1 u5 i: U7 ]) z. _ - $game_party.actors.each do |actor|/ _( t3 W0 W- s R
- @data.push(actor)- S$ e5 K" t" h+ i2 r: F( n! |
- end3 W# d/ p# E, y% _
- $game_party.actors2.each do |actor|/ }& P8 U% C0 B- T& O
- @data.push(actor) if [email protected]?(actor)
7 p/ ]* I8 ]3 X - end! m, ?$ Q2 G: D8 N1 _ }8 o
- if self.contents != nil+ w5 K7 @5 T" T' u5 p/ o
- self.contents.clear
, q8 `) n6 W6 ?( @7 H5 z5 X# I+ ] - self.contents = nil
[ m! P8 q7 {' D4 _$ y- x3 w5 | - end- Q b* t# I6 n" ?
- self.contents = Bitmap.new(608,@data.size*32)3 e1 @( f c% s3 a* c
- x = 4' E* L3 G9 G$ H$ G
- y = 0
& e: e4 r K5 c X - @data.each do |actor|
% D; X' X8 E u - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
1 M1 M. a7 j7 _9 e6 k - rect = Rect.new(0,0,bitmap.width/4,31)& m9 x' Q$ R+ S. k1 [& Y7 ?
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)' ^) b' M: a- N3 |
- draw_actor_name(actor,x+36,y)
1 K4 i# K0 _# Z1 l; x* c J3 g - draw_actor_state(actor,156,y)
' u1 c0 w8 o4 X: v1 Q) V! m - draw_actor_hp(actor,x+256,y,96), T( L* A, }( r+ ]
- draw_actor_sp(actor,x+376,y,96)+ M8 ^5 e; \5 k2 y$ r @7 j
- if $game_party.actors.include?(actor)
3 E) e( V! J& @2 M% I; U' t+ T - self.contents.font.color = text_color(6)
" V/ p; j4 A, r8 L/ Y2 Z/ F: U% f: ^ - cword = "出战"
8 l0 t4 ~9 c, {3 Q) i: t - else
4 s# P: f7 r2 x# _8 J& b+ w5 ` - self.contents.font.color = text_color(0)6 q/ a! M/ G3 i; i) a/ e/ V4 b( t/ N
- cword = "待战"
3 i+ G" o' A. ^! ?; m - end
/ O' N2 q, }4 v X - self.contents.draw_text(x+496,y,60,32,cword)
. k( {8 `' T# N0 M - y += 32
: M) x$ Q' T7 N1 {+ `; o - end& V, V+ N6 |6 \3 ?9 T
- end1 U# L/ ^* C j3 J; }" C) z
- # 获取当前角色编号% \0 `8 _# g! A. n
- def actor_id$ u* Z' A7 z5 X) d5 W' U
- return @data[self.index].id
& E3 g5 [& z q* b5 @7 H) h, | - end
- W6 }1 T# `5 y& [+ V" O - # 刷新帮助
7 e% P4 \2 Z3 F" v9 V1 z - def update_help- w! B; {/ U. s) u$ z! S; j
- @help_window.set_text(@data[self.index] == nil ?\
' O( H3 h* |1 a: J: X3 ~ - "" : @data[self.index].name)
. ^4 _6 V4 B$ A8 X - end" H! o2 P. M0 Y) v' g
- end
! }& v3 w' k3 a7 p( Z+ W - + s; v' H) N6 l+ P; y# T
- class Scene_Battle
; a' v% t$ d6 z - include LimBattlePlug5 d* `) K m* O0 i
- # 初始化2 q7 @2 O! f% b" O
- def initialize$ G( p _7 w; N6 R5 v; c
- $game_party.set_actor_to_battle
8 q. o' q( c! i& B8 W - end
! e, Q8 o) ~5 w" P. ?0 l; u - # 主处理
- A% q, d/ k$ `8 h: g$ l# i - def main& E: V9 @; O' C" b; S, k
- # 初始化战斗用的各种暂时数据
/ R( M8 }* ^ [5 Y - $game_temp.in_battle = true) d3 |4 k0 p( D( o7 ?; O1 |; f
- $game_temp.battle_turn = 0% g- f" Q. `2 ?; o% e
- $game_temp.battle_event_flags.clear
\/ }2 O: e. S, H - $game_temp.battle_abort = false
& O7 x& g5 b/ {* e% h0 k% `, C - $game_temp.battle_main_phase = false, v3 A6 O5 K5 ~5 ]
- $game_temp.battleback_name = $game_map.battleback_name
$ |' V) N; Q/ O - $game_temp.forcing_battler = nil
! o% |/ u1 D* | z, J - # 初始化战斗用事件解释器* b: r$ ?% S$ t& s
- $game_system.battle_interpreter.setup(nil, 0)
% @$ F3 x p) t' e4 @ - # 准备队伍
4 Y9 y& C5 I) W" g: Z - @troop_id = $game_temp.battle_troop_id
3 R9 ]/ m+ m+ |" E; H7 }& C - $game_troop.setup(@troop_id)# x' g' y$ i- F$ L8 e3 P1 o. o
- # 生成角色命令窗口! V6 o+ t! L+ T+ |
- s1 = $data_system.words.attack; o- s& v: o& ]6 m- D
- s2 = $data_system.words.skill6 Y8 W, r" \* s& R- |5 Y( Y( [
- s3 = $data_system.words.guard
7 a* w3 ]( O1 b8 D) v! u2 `( d - s4 = $data_system.words.item; l7 v/ J# W; h& B2 {3 {
- s5 = WordChangeBattler
3 i# @3 Q. o: c) s0 k6 j+ l - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])! x( b5 u. D9 S2 C' ]6 \4 j
- @actor_command_window.y = 128, v6 J0 S' b- C7 K
- @actor_command_window.back_opacity = 160' [( e/ Q C$ [5 r
- @actor_command_window.active = false: z1 x6 ]' k" O& \, l1 L0 ?
- @actor_command_window.visible = false
( ~2 b7 x# J( O& w8 o: k7 U0 E9 F - # 生成其它窗口
- X7 t1 l2 d* R' E' A: ` - @party_command_window = Window_PartyCommand.new+ Z. R3 S0 G$ V$ W" |7 d, @9 f0 E9 G
- @help_window = Window_Help.new
, \* b: ]- ]2 m1 V h: V - @help_window.back_opacity = 1606 }' {( l" ]* G o
- @help_window.visible = false7 Q! Y1 B8 u* g# G+ K. i
- @status_window = Window_BattleStatus.new
$ P$ e: t# A3 J" }$ t. C \1 T* f - @message_window = Window_Message.new
; D- \5 K/ C' ^ k7 G8 h# F7 H - # 生成活动块
& T% {( X% E( V' d' H - @spriteset = Spriteset_Battle.new
R. l/ D: U; u4 t8 t' W6 `8 C1 a - # 初始化等待计数
( Q! ?2 t0 p5 H+ ^+ ` - @wait_count = 03 Y. v9 z# L) Y/ | U8 k# I
- # 执行过渡: M' b( K0 H$ I o0 `$ j: R& O
- if $data_system.battle_transition == """ q& q \1 p* ]
- Graphics.transition(20)
1 f5 j$ C h/ a# S, B' ~2 Y - else
( v0 r5 P7 y) J/ y% f) e, ^ - Graphics.transition(40, "Graphics/Transitions/" +' Z1 _3 n* ^% r& {; k" I! P
- $data_system.battle_transition)
. }( O7 D& h \# i: F3 I - end
8 f4 k) N1 }4 s9 \% M) G% ` - # 开始自由战斗回合
# l/ W s7 I3 W8 T - start_phase1; t8 i& c: D2 J0 v8 m
- # 主循环
+ l2 f8 x& w# R& q - loop do
" h; J2 ]+ n! f/ ~- F - # 刷新游戏画面
3 [1 ]+ {* N w `7 D; { - Graphics.update
9 z4 Y G8 }; v9 K - # 刷新输入信息4 L# I, F! |4 I6 R+ e U
- Input.update
4 E( m% N: k+ w1 |- Z - # 刷新画面
7 k5 g& r7 Q3 b6 U/ R8 l8 P - update
6 N7 w x! [* r; N0 h - # 如果画面切换的话就中断循环
* Z: _9 a' ^# A' l" m - if $scene != self# t( V; t: {$ f, L8 Y
- break
m7 j" V2 b% @' H4 {! {/ Y - end% a2 g8 x/ R7 \5 K/ J8 P0 d2 G6 g
- end
, x+ _4 X+ R' C: M - # 刷新地图9 F7 L" ]8 d2 Z( k' I$ n8 s
- $game_map.refresh
1 T6 O: J* H o" e4 G |8 d - # 准备过渡
+ Y9 [. O1 s9 ~4 S! D - Graphics.freeze
& V4 V- ] Z9 C$ `% Q+ \6 w - # 释放窗口
' d: ]. P6 {6 x; I - @actor_command_window.dispose2 u$ e& u. N$ E# H
- @party_command_window.dispose A7 Q, L0 e/ T
- @help_window.dispose7 }7 j4 B4 }, o$ ~8 H) a- U
- @status_window.dispose+ ^ F Y: X. `0 w1 y
- @message_window.dispose
% d0 x% h0 c" i4 h( b - if @skill_window != nil
$ E- L& V3 x# D - @skill_window.dispose4 K' i5 d; ~ }, Q M3 N
- end( C# @! L! s- s7 ]
- if @item_window != nil
& ?) I z& F: n - @item_window.dispose
; P5 ^* } K7 K |2 R4 K; D( m - end5 [. J& f, K4 ^4 ^
- if @actor_window != nil3 ^4 }+ U4 S$ d, U0 H2 C! k
- @actor_window.dispose
# V5 j; y7 }1 w: _5 `5 C - end
; {% g9 W6 G% k8 ^ - if @result_window != nil- T' Y. L4 n$ P" }) k+ r; a4 l- Q
- @result_window.dispose
4 a- E; G& G' P: S3 t7 v - end& {5 F8 [+ F2 s$ B8 w1 {" x
- # 释放活动块" Z8 W/ y6 j/ z) d u0 H& Q
- @spriteset.dispose
2 r5 j5 ?) P$ B1 g. p. d2 M; p7 v - # 标题画面切换中的情况) p. r, c+ J1 }8 E/ G6 ]
- if $scene.is_a?(Scene_Title)& Q8 h- M, g) M) M
- # 淡入淡出画面3 ^! s3 y& S* z1 U5 X* h
- Graphics.transition
: A6 _9 H% L8 ]+ a - Graphics.freeze6 f4 G; @! @, |# ]
- end' o+ H3 J0 [+ z% h3 E
- # 战斗测试或者游戏结束以外的画面切换中的情况
( m" Z. t0 T2 c" r - if $BTEST and not $scene.is_a?(Scene_Gameover)
" x( R) Z$ {% _4 s7 F - $scene = nil* {, u* \. \, u- x2 H# |; c
- end6 l, ~: n& ]2 P3 x/ g+ @* a! s
- end6 {$ m% }, y- |4 w$ ^
- # 战斗结束
* X0 l+ Q+ v" N$ h, T - alias lpb_battle_end battle_end# T( i6 @' T* N
- def battle_end(n)+ o4 N( u, M% }% X v
- lpb_battle_end(n)' L9 W" a) \% w
- $game_party.set_actor_to_normal v& I. f! K3 S$ _( P* @8 K
- end
1 p. I- u h9 J* c. o7 o5 L - # 开始回合3
) {, I' w" P1 e+ } - alias lbp_start_phase3 start_phase36 k# y B' V" Z- D) r2 n1 d, ~) z7 j) ]
- def start_phase3
# S: ?' D% R% k; g0 ~8 B5 I - @changed_battler_id = []/ k# ` n7 V$ _; u" u
- lbp_start_phase36 V# P4 U; P+ }# c
- end. [# }( {9 w# Z7 K6 V3 e9 F
- # 刷新角色命令回合画面/ Q) Y0 X2 x' e% R
- def update_phase3% y$ F7 D% r- s
- # 敌人光标有效的情况下
1 F6 K8 L: z/ d* y8 {( r - if @enemy_arrow != nil
" k& y4 k8 J* D3 u* z" b4 G - update_phase3_enemy_select
4 ?+ Y( w, U4 d @; r. t0 Q _ - # 角色光标有效的情况下; _7 B3 q$ k' J# V, Z
- elsif @actor_arrow != nil+ y9 Z i6 {) i" K" o
- update_phase3_actor_select. K' v" F, b; A7 K
- # 特技窗口有效的情况下
) D8 \/ j. @' a1 { - elsif @skill_window != nil* o5 n! r$ c! v% R2 V. i8 \" F
- update_phase3_skill_select
/ C5 B4 c0 K1 \( F" W; M' S3 `& M - # 物品窗口有效的情况下
# E/ i- }- Y5 m" J - elsif @item_window != nil
/ g7 P& \6 s" Q - update_phase3_item_select- a" r% M% b" u) o
- elsif @actor_window != nil8 [3 {, I% P& S, E0 Q4 B; ?9 j! J
- update_phase3_battler_select- C, W& M4 S9 F+ U/ h# v/ N2 B# F5 T
- # 角色指令窗口有效的情况下
0 u9 h2 V* D) u. @" c; e - elsif @actor_command_window.active: _6 S' x' h$ i) {8 K1 _1 m
- update_phase3_basic_command# `8 Z/ M# n/ @6 M# j& \- I
- end
9 e0 E* n5 h/ S; ` - end
6 ^6 @+ a. E2 Z y - # 角色基本命令
@& n) W* F2 y4 m+ c: r* e - def update_phase3_basic_command Z8 B% v- w R% W1 t2 G* i
- # 按下 B 键的情况下
i6 A1 ]$ M+ n4 z6 \% A' K - if Input.trigger?(Input::B). X L4 w' Y: K
- # 演奏取消 SE4 _* Y0 _) J, T- i- D
- $game_system.se_play($data_system.cancel_se)
, k8 J- [* j) D/ R) ~ - # 转向前一个角色的指令输入5 d$ T/ M8 l6 T' k/ o; Z6 Y1 |- ?
- phase3_prior_actor
; y0 k4 @$ l, f# Y1 r; X s7 D) e - return9 n# G2 O7 Z: W/ K# M8 O
- end. Z4 h; g1 t9 ]7 ]; [
- # 按下 C 键的情况下- w9 n# M9 U( W; o* K* f
- if Input.trigger?(Input::C)
9 F6 i8 O+ u* @% I8 J5 A - # 角色指令窗口光标位置分之
6 Q5 ]4 s& b! X+ p" y- d+ | - case @actor_command_window.index" B% B5 ^6 ^* ~* K) s( D, q
- when 0 # 攻击8 a% |+ `, |4 o3 G/ W
- # 演奏确定 SE/ Q# k! j" E: \* ]6 _' j. B7 G6 a% ]
- $game_system.se_play($data_system.decision_se)
7 }( C# x" C h3 G: h - # 设置行动* Z' l& | S* q( b, t' e
- @active_battler.current_action.kind = 0
' ~. B( b" I3 l% ?/ b0 B& ]% ^- ^ - @active_battler.current_action.basic = 0
3 x2 o' R8 M- D; g; J3 ]: } - # 开始选择敌人
. y1 K0 w) G4 v- r - start_enemy_select1 G- ^; G, t2 V8 b' I1 }
- when 1 # 特技% V3 S0 B6 v! P5 b+ ?4 F0 g9 _8 J; l! R: |
- # 演奏确定 SE4 v+ @2 o# }" @; ~0 o2 [/ J$ d8 J0 q
- $game_system.se_play($data_system.decision_se)
) o3 h. [9 F+ B( `/ L7 L; I - # 设置行动
7 @ m. b" {, m6 d3 n. M" B$ g/ S - @active_battler.current_action.kind = 1, m% |5 M. S* X6 L
- # 开始选择特技
1 `8 ?* L1 W) k, u8 L5 _7 ~6 i - start_skill_select
! I3 g& a' d/ s4 D! i6 @. Q. q - when 2 # 防御$ C) _& e! `0 b% p; u
- # 演奏确定 SE
6 F% g/ P8 ^# e* c4 z% Z - $game_system.se_play($data_system.decision_se)
. I* l& n5 x6 `/ T0 J/ ~2 K - # 设置行动
4 ~& q' p7 e; D - @active_battler.current_action.kind = 0
. j* t8 s' E6 d' y4 V7 o( V% G - @active_battler.current_action.basic = 1* W% `* S% x) s. C+ P7 b! _# p
- # 转向下一位角色的指令输入* {4 |# H7 _ V z# w
- phase3_next_actor
9 i# g, B4 m! d8 q L. R - when 3 # 物品. K( [ O& Z% F3 F; @! o$ a+ p
- # 演奏确定 SE
- r8 P- {# x: V" |7 C% d0 d2 E/ {5 x - $game_system.se_play($data_system.decision_se)
% w$ s& |' n/ \! d& K8 @8 C - # 设置行动* K! Q% R `; `: _
- @active_battler.current_action.kind = 2
3 y, |5 x, L: v- L) v; m - # 开始选择物品1 `/ Z8 `) u2 |
- start_item_select2 D9 y- J1 I, P' g5 j2 p* f
- when 4 # 换人6 e' O9 C5 v4 {& G0 F2 S. s- h
- $game_system.se_play($data_system.decision_se)- X9 D( K: i2 D' t8 r5 p
- @active_battler.current_action.set_change_battler' O# ]: ~) W4 V- }0 T8 f
- start_battler_select
. e2 n. p0 v' M - end
% W$ [% K' l" G; P9 x6 l2 a# o8 ^ - return7 A3 j8 ]) M" U; u- X* N+ V* D
- end' I" Q- a) n) Q: |1 K+ n6 h
- end1 p: R5 Y% d8 @/ u3 j* h
- # 开始角色选择) K8 p3 P0 b5 L9 K
- def start_battler_select
* {& Q; R9 W7 K, f' y# p" L3 t0 a$ ~+ G3 Y - @actor_window = Window_Actor.new& v& [; o* R; m' t$ ^- R5 J* o2 ?
- @actor_window.active = true: j4 M9 P5 K1 _* J5 H
- @actor_window.index = 0: Q7 y( W- z' q+ `- m0 y* g2 T% F
- @actor_window.help_window = @help_window
0 a2 _6 I! D* u4 i- c9 Y - @actor_command_window.active = false
9 z& j& W n9 p# g* _; g$ x7 o% c - @actor_command_window.visible = false
3 B) P, g$ q4 N( q3 ?5 w m& B ~ - end8 f. b! s" M4 S! I l1 Y
- # 结束角色选择& R; F1 _3 F( @' ?
- def end_battler_select6 P; K3 | \" h
- @actor_window.dispose4 ]5 H3 ]1 I. O, U$ a
- @actor_window = nil: v* t9 C9 e; h! X: M9 t0 n
- @help_window.visible = false, s. |: f8 [8 l! d
- @actor_command_window.active = true L4 I3 K1 `& e9 a! i) d0 x2 h; w
- @actor_command_window.visible = true
- ~: K8 b) P# Z$ K - end
( K' L3 `4 E. c3 a1 S' Y - # 刷新角色选择
1 h& x6 ~6 Z1 P& n - def update_phase3_battler_select
" G" c& n( F2 i$ k& H2 Z6 { - @actor_window.visible = true/ h3 p- a* _: M0 n) r8 _# }" s
- @actor_window.update7 h! j1 a4 E( M+ c
- if Input.trigger?(Input::B)+ c3 Z* V$ }0 {4 d* x, m+ y0 |
- $game_system.se_play($data_system.cancel_se)0 a9 ]$ L3 v; b6 u. |# \9 |6 ?9 K" D
- end_battler_select
$ ?" L) u0 p g7 l - return) o5 V; T) B# S0 U# [, j$ S
- end* R# a3 w4 e6 x& M
- if Input.trigger?(Input::C)9 A+ j! O5 g7 X8 V+ z: s
- actor_id = @actor_window.actor_id {4 a6 g! l$ o( S; D- A- u
- if $game_party.get_actors_id.include?(actor_id) or
- f% p) Z3 Q7 @ - $game_actors[actor_id].dead? or 0 G! D8 q4 }' T1 Q# s- f* d) a
- @changed_battler_id.include?(actor_id)
5 x: K4 ], V- o - $game_system.se_play($data_system.buzzer_se)4 _, A6 a/ N9 E* R7 h9 j
- return
) y( e2 \5 M$ t- e4 | - end
3 X/ b/ l2 q& @/ Z - $game_system.se_play($data_system.decision_se)
" s4 m# _1 n7 }# B% i4 h ~* \ - @active_battler.current_action.change_to_battler = actor_id/ b7 k Q! P, ?1 Y
- @changed_battler_id.push(actor_id) R" J" _6 H5 Z
- end_battler_select
2 ?9 K! Z8 l$ e4 U: u - phase3_next_actor7 @" A* ^+ o8 c+ @7 G( H; n
- return
% F& y9 z- V; V - end3 ]' o G/ |+ l" n
- end9 i: Z* E" ^/ S) I! ^
- # 行动方动画 n5 G' n' x0 t1 v& D. i5 a
- def update_phase4_step3
8 ]) G4 o: H. S - if @active_battler.current_action.is_change_battler?
* `7 }/ X5 u+ ?! O: |& d- e3 h - @animation1_id = AnimationChangeBattler
% H# w ]( r! s3 g' D- F' q0 _ - @target_battlers = []9 M8 A2 E$ @- g
- end; s- a$ d9 Y+ y4 j4 p' ~
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)& M" q( n7 W% |, _: v
- if @animation1_id == 0
) \4 \5 g% @# A4 H. D; {! M7 B - @active_battler.white_flash = true j, l% N! B( Z( I8 m* L+ j
- else1 g0 {9 y: h- q6 [9 _2 c
- @active_battler.animation_id = @animation1_id
7 I! F( W _' b - @active_battler.animation_hit = true9 n; l( p/ x6 H
- end8 E& a1 q% h9 P m
- # 移至步骤 41 [2 l+ T( Z9 W3 r$ P+ _& `5 @
- @phase4_step = 4
! m! Y' Y2 N2 n% T+ B/ c - end9 [2 j* K7 I3 W( m/ m" r
- # 对象方动画0 Q2 v* a0 Y* @+ ]
- def update_phase4_step4$ t4 s$ v( P/ L3 P7 a! M ?
- if @active_battler.current_action.is_change_battler?8 |$ p2 M" h$ `7 r F) u* p+ }
- actor1_id = @active_battler.current_action.change_to_battler
! _/ W' w3 [# V8 Z% I - actor2_id = @active_battler.id3 r) m9 m( R7 `' ~/ X1 [8 X
- (0...$game_party.actors.size).each do |i|
8 x2 f% V2 y# j, Y3 T. ~ - if $game_party.actors[i].id == actor2_id3 K9 c+ y; L+ b! ~: v, g
- $game_party.change_actor(i,actor1_id), h$ T7 z2 Y& }4 G) q
- @active_battler = $game_actors[actor1_id]) j7 Q+ |9 y. B) z& h; R& D: @5 k
- @status_window.refresh
8 J7 L( d0 w# \- L - end
5 B( ^7 X& A' F6 b9 [; u- ~ - end
) K; T% f, I5 Y9 S - end- O9 `7 @4 M" D N1 |" |
- # 对像方动画
# u0 i b, c3 G - for target in @target_battlers2 ]0 X! J# @5 |3 d7 }
- target.animation_id = @animation2_id' Q7 m9 S% M \9 Z
- target.animation_hit = (target.damage != "Miss")
$ C7 ]9 H6 y5 { - end; g1 s& I& q/ q2 y* E3 O' R! i
- # 限制动画长度、最低 8 帧
( o* r. ]' P+ u - @wait_count = 8% Q w% @) a( \) k! [
- # 移至步骤 5
- P1 S. @5 j3 `) j - @phase4_step = 5
% {2 c( Y2 ]) @ - end: K& X) `) E* J# x/ [
- # 公共事件
7 t5 v8 ^( k! _% T. }5 C6 U7 I3 m - def update_phase4_step6
9 F# b3 [8 c- [% M9 D - @target_battlers.each do |target|; q0 Y0 u7 c/ U% Q
- if target.is_a?(Game_Actor) and target.dead? and# I; [- F, k/ H. K
- !$game_party.other_actors.all?{|actor|actor.dead?}. J k' J) q# i( x; X i
- @actor_window = Window_Actor.new
0 m4 ]) D6 d% |$ _0 v - @actor_window.index = 0
) v& u7 C+ `- j - @actor_window.active = true7 N: E# L( ~7 @' b0 n8 z
- @actor_window.help_window = @help_window) D: g1 ~% i5 F. U
- actor_id = -14 T7 A" }6 ?$ i1 D! S' e8 d) }
- loop do
, n5 y- \) r) ^: q3 o: B3 c; ~ - Graphics.update
: w, E4 P9 n& p - Input.update
* H1 h. w9 l+ S! S3 ]2 \% B; F - @actor_window.update
& V$ r1 a" p3 b; h q+ A - if Input.trigger?(Input::C)* v3 R7 v; _0 Y/ ~* }4 V
- actor = $game_actors[@actor_window.actor_id]/ ~5 _ M1 z% S
- if actor.dead? or
2 A, m8 O; n$ [% H' ^ - (@changed_battler_id.include?(actor.id) and
7 }. g* z% @# F/ j3 s7 m - target.current_action.change_to_battler != actor.id) or
, b/ U8 _4 u7 x, J0 ~" w - $game_party.actors.include?(actor)8 {, y" n1 Z6 E9 ]# W! z: E: T- q
- $game_system.se_play($data_system.buzzer_se)
8 z% B. ~: f. s7 E }2 O - else1 P4 C! k* v4 }3 k. o+ \7 h1 ^6 W
- actor_id = actor.id& Q4 g8 _2 l, w* i- \- S \" K
- end
. B2 \2 U! c- X% B' K - end
* r7 S& o1 F6 q) ] - break if actor_id >= 0
* W9 j6 f0 C I( v2 y - end
$ l9 {$ N& N4 o7 C; ? - @actor_window.visible = false d" B$ [# x- q/ M
- @actor_window.dispose
: d# E# t; j4 Q- j, G/ j6 J - @actor_window = nil
* A+ U3 d6 Z) v0 I - @help_window.visible = false; r' I, H/ `$ v/ L3 }& L0 {
- (0...$game_party.actors.size).each do |i|% i+ {! G1 S) \
- if $game_party.actors[i].id == target.id& m+ }- R' K4 a. K% c! e
- $game_party.change_actor(i,actor_id)
) P! L% s, ]5 c( e0 Z$ j/ { - @status_window.refresh
+ q- R* G( H4 @, I& } - end5 p% L- ~8 c V+ x( `- {
- end' X1 j' g( s7 m& g" r9 b
- end' N2 `. I0 H8 T" `
- end. I- u2 I5 h! I# t7 H
- # 清除强制行动对像的战斗者
4 p9 z9 O: ^) M- `5 F' C' m - $game_temp.forcing_battler = nil
8 c' V) F. { d2 S" z }. ] - # 公共事件 ID 有效的情况下
5 ^. e( j. u0 L% L6 m2 s - if @common_event_id > 0
/ D7 p C- L9 |3 R0 w& |0 o1 u - # 设置事件1 e3 i1 k: W3 j: g8 H
- common_event = $data_common_events[@common_event_id]
; a0 q' e/ }# K - $game_system.battle_interpreter.setup(common_event.list, 0)8 ~ \" B% }/ i& W1 }; z3 U
- end& @- l7 \! ]' e7 q3 X4 V
- # 移至步骤 1
& M5 I" v8 r# d& O% y w4 s4 { - @phase4_step = 1
9 u4 V- ]% C V: k2 Y - end
& b; d# O) k( k0 q# z5 m+ t1 m - end
$ ~0 e2 H/ C5 b: j
6 {3 k8 A, ?( z' I# l- class Window_MenuStatus
- P. E9 K% ?# X* Z. b' g - def refresh+ Y9 {* c" K) r6 M1 n
- self.contents.clear
?5 S% s0 {! s( Q - @item_max = $game_party.actors.size, O! ]6 C" q' e5 l" c1 _
- for i in 0...$game_party.actors.size$ a$ w) q/ Z! _' M
- x = 4& d+ m; U/ D" [3 a
- y = i * 324 `! C% G. H7 V: @$ W
- actor = $game_party.actors[i]% [4 f9 g: J5 u
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
; E' G8 ]" m0 ]( g - rect = Rect.new(0,0,bitmap.width/4,31)
6 H5 y$ T# A( g - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)3 b; e- _: d( H& ^
- draw_actor_name(actor, x+36, y): A/ l7 N* c1 L( ]& t1 A, g$ v0 H u
- draw_actor_state(actor, x + 136,y)/ n$ J0 L% c" W( y7 x' Q5 o
- draw_actor_hp(actor, x + 236, y,96)
# r" H( v3 o+ p) K2 |; K - draw_actor_sp(actor, x + 336, y,96) ?2 W5 f7 }9 p1 Y! O* P, W
- end
0 \ [& Q' u8 s( b- P+ v - end
+ U7 s. g& ]% Q - def update_cursor_rect
9 o* m4 D n, M$ L3 U - super q7 [: l4 w6 [) @0 x( Q
- end
6 [8 r) A2 r8 _' J - end
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