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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
5 s' }0 t3 h* z/ H1 a, Y! z& m
3 P+ z/ Z9 N) T9 d5 v' X- # 队伍最大人数
0 u- X! F2 r7 M( a2 f- w - MaxPartySize = 8
1 W: ^: [# I* b# _" Y - $ e9 j9 @ `8 y
- # 出战人数" {& D1 _8 O. ]" X7 e2 C' b
- MaxBattlerSize = 1
, l h( f; D" w+ v
* G9 t2 y/ r: S5 f+ G- # 换人语句0 T# d$ W4 k, Y% P6 l# Y Y
- WordChangeBattler = "换人"
e U, F, e) Y- U* M
. f& p" X% R; m l' M- # 换人时播放的动画
3 c5 d* Q6 f6 V: A. p - AnimationChangeBattler = 26
! |0 q) R$ B9 {8 T9 }' w! C - 0 E9 X4 g+ H$ J3 x# ?& U% ]$ B
- end
( L# |9 r5 g ]3 [
( f0 y; i+ C1 f' x5 _' U- class Game_BattleAction& e m# g5 ?, D1 s
- attr_accessor :change_to_battler
' G5 }5 r2 J& n, A - # 初始化
0 X+ j: T/ p$ Z) j" _ - alias lbp_initialize initialize
1 H) _( `. t+ @" l6 e( S* S& B - def initialize
6 ~" b6 ?' _7 z8 k6 k3 l - lbp_initialize
4 v3 [/ O) m9 T4 w, `" N3 J& z - @change_to_battler = 01 d4 K0 U. _% J0 f
- end) {. X/ l/ T& k, P
- # 欲更换角色编号
1 y/ w9 `; P& D* g. V1 F$ P. ` - def set_change_battler
/ u/ I8 q4 a, g - @kind = 35 p3 D& W3 z0 Y9 |6 ^
- end
/ ?9 f" D1 L$ T - # 判断行动是否为更换角色% t0 B7 c7 W' B- Y
- def is_change_battler?) `8 X2 R: D* [7 |
- return (@kind == 3)( z) g A' v7 N6 E' Z0 A/ w- Z
- end' \0 G% _; P; S' u% F; G
- end+ d" {) O2 S% C
6 V9 z: b; ~8 v- class Game_Party% r: f8 M& p% r4 U* ?5 H6 i! t, i
- include LimBattlePlug7 r; j: O P* N- f$ P9 k
- attr_reader :actors28 x: q$ E# N2 Q1 j
- alias lpb_initialize initialize* m. z1 m/ r) P. U4 Z
- def initialize
/ I0 R7 V+ V/ I& | - lpb_initialize
9 _5 G! n3 J m7 O - @actors2 = []6 V; U1 c8 N* c$ Q* o# H
- end
* V$ q f+ E5 G - # 角色加入6 I3 G; ]( Y6 X4 o: H3 N3 P* E: p
- def add_actor(actor_id)
0 f8 t% s# R4 O: C7 v, r1 `# W - actor = $game_actors[actor_id]
( d& n T, i2 G2 Q- W2 q - if @actors.size < MaxPartySize and not @actors.include?(actor); E5 t; d$ E( a) L8 R
- @actors.push(actor)+ e6 e/ w5 g: C" B0 G
- $game_player.refresh) l) `! x0 {) Y- D
- end% a* l+ C7 E. a" C
- end: ~2 \" J* {0 q
- # 设置战斗的角色
) B# f+ E: t7 R1 z) p - def set_actor_to_battle" s8 J( I2 R. t1 e
- @actors2 = []
8 V$ f$ B v" ?- o( g - @actors.each do |actor|" u" D0 h/ y5 F* J3 b5 M6 n R
- @actors2.push(actor)5 X* F" ?% G l, e4 c, B6 g. p
- end8 K) {' _& e3 w9 c6 ?1 E( ^
- @actors = []
3 v) E/ q& L0 f# D+ X' x% ` - @actors2.each do |actor|' r( j: G$ s) P) w9 c$ q( h/ [
- @actors.push(actor)0 I8 C- p8 O' \2 k: H h1 C
- break if @actors.size == MaxBattlerSize
4 ]' o5 M& W4 {8 d - end
+ z0 [* l) ^8 ^9 n. w2 m - end% F; n3 L$ s' X5 R& }
- # 还原战斗的角色
3 F B; e. N4 K5 R2 }) | - def set_actor_to_normal
) P" X( N) n# n$ W; Z - @actors = []
4 \' @& [, }- \* v7 n% \: y - @actors2.each do |actor|7 E" y% Y; A; x5 ^
- @actors.push(actor)
1 E1 R$ n5 N) T j8 d! d7 \ - end5 T" @8 g9 n1 |" x P: y6 n
- end
* K% f% O, n* G1 x3 h. o1 L - # 获取角色id数组
' x2 R, P! D. U l# q0 w6 Z% R# V - def get_actors_id
6 x$ j. [/ a; j: d8 e* {2 Q h - id = []
! E% {( b" I0 D3 y+ }* I5 \# { - @actors.each{|actor|id.push(actor.id)}, m, I* N7 z- T# r$ S
- return id
- \( @! W* g' m% i/ `7 t - end
2 G, [& N: ]. l' [! [ - # 获取角色id数组
, R4 K5 M" i* G- i9 j - def get_actors2_id
& `( v/ M5 H2 e5 }- o3 s - id = []
5 U+ \+ w# [+ M9 t - @actors2.each{|actor|id.push(actor.id)}
2 L4 S# F ?6 I% Q7 [2 _% T/ M - return id& w! m- J& N+ m8 }. R2 c
- end
3 g, d0 X1 Z6 _" @5 G9 | - # 兑换角色
9 I' D/ d& [+ I; k& g& n7 j& K, | - def change_actor(index,id)' y7 [; R, x: h8 d
- @actors[index] = $game_actors[id]
+ H' p% ~# h) t; i- s - end5 \6 V: Q& s$ W7 J8 v
- # 全灭判定
. P3 P: k5 I' ?5 e( @ - def all_dead?: v/ m. R, A* B" o" w7 t
- # 同伴人数为 0 的情况下
/ F- L2 t) e: [: \ - if $game_party.actors.size == 0
) N% i" A8 C3 G0 z - return false
3 X& O6 D4 a2 K/ ]- s - end
* m: A* _! ] X- Y& U' _& e0 ^ p - # 同伴中无人 HP 在 0 以上$ i' U" s) ?5 b/ |
- for actor in @actors2
# S: q. r$ T* C6 G - if actor.hp > 0. O; n; `# o9 q* ?, a# C
- return false5 _$ O" ~6 Z6 w0 E5 ]% v' H
- end/ o4 l5 F# n! z f& b6 d8 w' _
- end) `* v) t' L8 ]! V0 \( @
- for actor in @actors
7 c. M* w, E9 ]: D - if actor.hp > 0 @( s7 e( L; f5 F+ w
- return false
3 S4 l5 S9 D+ }$ E7 y4 e4 j! J2 Q - end
; B3 T' Y) k0 x" Q! h0 `$ ^ - end
' n& B" G4 {# l7 h; V& d7 Z4 T - # 全灭; b* u8 t9 ?7 C
- return true
9 d8 F) u- U5 L' T% b0 X! T - end
4 \" l2 f1 U& @4 |$ M2 n% ?, r - # 其他角色) E2 m. y- Z- C& \) Y& [* X
- def other_actors
, k7 g T; v" z. _) n- t - actors = [] F" b2 h8 G, [7 f3 D2 r
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}0 h% S; F- ~: [
- return actors
, x! @: I- e$ E' R* F% {. p) B - end
( t* ~. L! i+ c$ n$ \ - # 角色位置互换
4 A4 C+ E$ |* Z% |2 U; | - def change_actor_pos(id1,id2)5 d/ W V! e% z9 e5 i
- actor_id = []
/ J, q3 d5 v( o- G$ _ - @actors.each do |actor|7 W* e( V( r3 E% o/ M
- actor_id.push(actor.id); ~8 U, U# Q; r
- end9 k" r" }+ b7 }4 w* C
- return if !actor_id.include?(id1) and !actor_id.include?(id2)" H# a9 N6 B6 c
- id1_index = id2_index = -1
( ]1 p7 |0 ~& j& Y8 ~ - (0...actor_id.size).each do |i|
. p" r% M! g$ m - if actor_id[i] == id14 M0 ^" N9 f5 [8 b
- id1_index = i
# X; z, i% D$ B( ~2 [9 [ t - elsif actor_id[i] == id2 V: r3 [* `+ B6 T" E' O# ~
- id2_index = i
+ L) {3 A; X4 w2 R. N9 N% x - end( N& ]; \. I0 t3 D
- end
" ~0 k, w+ K, q5 Q; N+ t0 w& c! v - temp_actor = @actors[id1_index]9 a$ i: v% t f- O( B. Q, l& g# @
- @actors[id1_index] = @actors[id2_index]# L1 c# B& l v
- @actors[id2_index] = temp_actor7 {' S2 M2 `6 P9 D# ]6 _5 w
- end6 l2 Y) F r' a/ o# F, [( C
- end- Q) S9 J; l9 i* c8 q( y
" [! q2 o. @. M; `- class Window_Actor < Window_Selectable
4 O. L6 j! g$ K& K% ~1 q# q' S - # 初始化9 f! q" A' S% o- \4 }2 ^
- def initialize: _2 X- d. A8 N3 b7 Z' C
- super(0,64,640,256), v! k- k1 [5 W1 |( N, B
- self.back_opacity = 160
! d2 f' q( l$ g4 I3 B; p - refresh) I0 h5 D1 L/ j3 p
- self.index = -1, `& K# @2 z3 j8 ^6 S2 Y0 H
- self.active = false. C! ]0 {' ^& t' s+ p S6 C
- end- C0 U/ c. Z7 v { B) L! V& X# V r
- # 刷新$ G) s+ M* M9 F# B: [# ^2 F
- def refresh2 ]( ]8 {; X9 S1 E% m
- @item_max = $game_party.actors2.size
2 L3 l+ p& p+ X7 J8 v/ \ - @data = []
/ j6 m7 J3 y: Q- \, s - $game_party.actors.each do |actor|
) m! E" p- S( u$ |9 ^' J9 E - @data.push(actor)8 x+ Q/ K' k a& T1 V- x
- end
. v+ X, {3 Q% e. z; m) N9 w - $game_party.actors2.each do |actor|- x) ?+ D, M6 C) }. C: ]. U
- @data.push(actor) if [email protected]?(actor)5 Q& s6 e, Q/ [' i( S
- end
3 }2 Y& m6 H3 r1 M2 [2 c - if self.contents != nil7 _, c* H6 _. Q
- self.contents.clear
. ?4 f* v3 D; \1 l7 f - self.contents = nil" s y- U: U1 g7 }7 ~1 Z) j4 I1 _
- end
. }/ z D3 _, @5 x* D1 Z$ q% ?6 u - self.contents = Bitmap.new(608,@data.size*32)
6 N" ?5 R0 n2 n, u - x = 4
( `: d6 g2 Y+ J8 P5 o" E - y = 0
$ ^ }3 Y" G# U, h* @7 w) p9 E - @data.each do |actor|+ n9 S; s6 B4 L; ^4 s7 S
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)7 c2 Q% t3 K6 a' o. q
- rect = Rect.new(0,0,bitmap.width/4,31)4 [3 u4 r# G2 S$ @0 U/ ?
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
. W1 ]1 k+ A( h0 _3 `! m - draw_actor_name(actor,x+36,y)+ O" c, @5 w+ h6 n. z
- draw_actor_state(actor,156,y)- [ D2 m; [" S
- draw_actor_hp(actor,x+256,y,96)! c2 w, H3 ?5 G/ N# F, U2 x( e3 C6 S
- draw_actor_sp(actor,x+376,y,96)
: d. G$ Z/ @* |) b$ F* n - if $game_party.actors.include?(actor)
1 u: n6 x! r: {; n6 S# r - self.contents.font.color = text_color(6)& P8 j' V& b- n) |3 w
- cword = "出战"
$ \& c8 ]7 S8 p8 T% Q& ^ - else$ x B2 r3 ^; {2 W# h
- self.contents.font.color = text_color(0)
$ C7 `+ X% ]3 u) ~$ ?' [ - cword = "待战"
& E7 Y) J# O; p - end
" |8 x4 P/ A' E3 r+ o! Q. d& P8 o - self.contents.draw_text(x+496,y,60,32,cword)3 o% M9 [; @) m3 |! P- ]5 k
- y += 32
# q- Q5 s. K. r2 r, S. i - end) o3 y9 U$ d/ W. o# ]- W5 v
- end# L( m }; O" p2 E2 h9 X7 }
- # 获取当前角色编号
: |& M9 \, _/ W% I u) @! q - def actor_id. b, |0 H: m: G, G! |/ M( ~% l- Q
- return @data[self.index].id8 T, O, Z+ Y/ j u$ A5 A" h
- end
4 U% G7 l3 Z M - # 刷新帮助
4 R, H8 l! x& x; W' g - def update_help. ]2 @0 k2 f3 J6 P. n" ^# J
- @help_window.set_text(@data[self.index] == nil ?\
0 @( m8 h; ?: {0 L% u5 A - "" : @data[self.index].name)% H5 M: \& b* s* ?- @0 [% Y
- end
3 A4 l3 }, h: i5 O# ~ - end' |' J) c7 X4 W% Q- O, P
- 6 S! r- r5 r! F! h
- class Scene_Battle
/ g! r9 @% ~7 l |' ?# H - include LimBattlePlug5 g1 B! ?, C; H' w9 o
- # 初始化
2 l3 h1 O$ W6 L# K - def initialize, z3 s; ^- ^8 m/ S! V" \# _
- $game_party.set_actor_to_battle0 p [; Y9 `, H# B# J, `
- end% M) X9 d" u4 d' \2 r& w
- # 主处理
+ u9 q6 S8 y1 I, S - def main5 c; d/ O9 c$ i# _* K. n
- # 初始化战斗用的各种暂时数据
) {5 i7 c5 a. D1 F6 g- D1 x - $game_temp.in_battle = true0 F# R* g. l3 f6 C; T
- $game_temp.battle_turn = 0
) ~* G4 r4 A) t$ f% d9 P1 l4 D# h - $game_temp.battle_event_flags.clear
6 H2 J+ N+ Q9 m5 P/ S) V& U - $game_temp.battle_abort = false; M4 o! u8 ~' v
- $game_temp.battle_main_phase = false4 ?: M. O. o: [+ v% u
- $game_temp.battleback_name = $game_map.battleback_name6 _6 P( P) K. `0 A2 Q
- $game_temp.forcing_battler = nil
# n8 Y: P( c& g+ a* V - # 初始化战斗用事件解释器& q7 ?4 ~! X7 ?* @3 ]. u# F; X0 \
- $game_system.battle_interpreter.setup(nil, 0)( m7 D' Y [5 o* w. F
- # 准备队伍: a% R4 R0 n+ T) h+ ~
- @troop_id = $game_temp.battle_troop_id
) Q- y: ?& T- S/ R9 E - $game_troop.setup(@troop_id)
W+ b! ~ q9 x0 |6 ^! i+ H( Q! x" M - # 生成角色命令窗口
5 K7 `& _9 R; q" ~# F7 e3 N4 K0 @! K - s1 = $data_system.words.attack" ^) D' S2 y5 Y0 K! A
- s2 = $data_system.words.skill. b/ Q6 z* v1 J [9 S0 ~
- s3 = $data_system.words.guard: U) Q5 i: I' j; Z1 e3 g) g
- s4 = $data_system.words.item+ W$ V y7 w' \) R+ O
- s5 = WordChangeBattler
- q( E! m) q, [- a - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
% X; G0 m/ P2 `) D, r9 x. l - @actor_command_window.y = 128
7 j3 @6 l c V$ j% o' Z/ A5 D - @actor_command_window.back_opacity = 160
& u, w, k n, i2 {) {- ? - @actor_command_window.active = false
- {5 e5 J- S& w6 h - @actor_command_window.visible = false: p2 g5 L; W# B* D( C
- # 生成其它窗口
& A6 L/ M7 F% G, t - @party_command_window = Window_PartyCommand.new5 ^/ e1 w, U! D! v
- @help_window = Window_Help.new
; {: R9 _9 q3 r$ t8 A3 n! w, a - @help_window.back_opacity = 160
; w$ E$ A$ J& \+ m) u- w - @help_window.visible = false3 n7 H7 c K3 K. T+ o$ v8 }
- @status_window = Window_BattleStatus.new9 \ S7 q$ k, P; O" \+ I
- @message_window = Window_Message.new
" X1 R. [/ Y! u, L/ G - # 生成活动块
7 b6 D1 h% z% Y6 ~' q3 r/ J: Y - @spriteset = Spriteset_Battle.new6 Q3 p3 W! [* p# L% x* ?) c( Y
- # 初始化等待计数
* N+ m( k( e, _, m" e - @wait_count = 0
! F- K8 E& z5 b' f) ~+ I: S0 a - # 执行过渡$ K* R# w5 C1 K) T3 f
- if $data_system.battle_transition == ""1 w8 U, |& T% X4 W5 f( _! \9 |
- Graphics.transition(20); }5 B6 j/ m$ v$ s7 ?
- else4 K& g$ U. z$ k" b7 h
- Graphics.transition(40, "Graphics/Transitions/" +
. a l# b7 Y5 f7 n - $data_system.battle_transition)
8 a: t- i& k" X; l - end
, ^4 l1 d- C K - # 开始自由战斗回合
5 i# `8 J) k" B3 H; O6 u - start_phase13 e: L. F" C+ ]% A' V
- # 主循环: y* j/ f8 ~+ Z7 V9 X
- loop do
$ k& r! I1 Q4 M5 D% _1 |! L6 V9 i - # 刷新游戏画面
! Z( l9 K, k' z4 R5 x - Graphics.update- k2 Q. T3 B F, L9 F; n
- # 刷新输入信息9 U& |/ A$ v3 m! C2 W, T h- a
- Input.update
9 _4 `6 V( `3 Z( B1 x4 J6 e" t - # 刷新画面
1 ]5 {$ V1 Z* i5 b. g5 }5 r - update1 z8 {. s+ H3 k" I
- # 如果画面切换的话就中断循环+ t# _: ^2 B$ d2 F% S
- if $scene != self
' x" G; t. a: p3 D5 m2 a - break6 f a' ]# i" f& {
- end; I3 i" a: [9 C
- end
/ G' y# g$ P. Q$ X3 Z* d0 `& p - # 刷新地图
4 q6 p! M* l: V8 n; M% r - $game_map.refresh2 W1 A. g% F2 x) k
- # 准备过渡: _: i/ [' G5 [ @
- Graphics.freeze
: E2 g# n* T4 r9 R/ I$ U - # 释放窗口
2 w4 I2 v# o3 K& d7 |* W - @actor_command_window.dispose( |. S# w6 S- C- w1 z& ?
- @party_command_window.dispose+ X4 F1 g0 @6 q" p& Q( Q
- @help_window.dispose
# d6 Q; Y o0 C% u" I) K - @status_window.dispose
9 Z9 U. ?6 l6 B1 ~; x0 @" [- N - @message_window.dispose$ C5 A4 k6 A1 ~$ \
- if @skill_window != nil$ x9 E$ i# Q( R' c) x
- @skill_window.dispose; ^* E; v: N6 N; z
- end9 k% X' g# I; ^- e3 N/ b
- if @item_window != nil( }0 h1 J1 O3 p5 N0 F) `/ B
- @item_window.dispose
- W% l+ e4 l2 @; K1 y% |+ K0 p - end
3 ^2 K1 B+ X4 }/ j( w9 j/ T - if @actor_window != nil
% N. {1 L* y* t1 T - @actor_window.dispose
# F6 W6 V4 c% [+ ` Z: Z, c - end! X9 t8 p' e% h
- if @result_window != nil8 C5 v0 h. [2 H2 C/ V
- @result_window.dispose
* C$ `* Z7 v1 I( Z9 f! s/ f/ b: S - end4 C, ?. L, G3 a" n: C' x0 f
- # 释放活动块! g1 o/ G U" z# E
- @spriteset.dispose9 H5 Q! u( r) ~$ j, J6 o! w
- # 标题画面切换中的情况4 B/ S5 h& R: r) Y1 |" H
- if $scene.is_a?(Scene_Title); n9 r; Z% f, w y* A2 ~
- # 淡入淡出画面
/ _1 A" {" D6 s& S8 v9 Z; P. z - Graphics.transition
7 |( [" _" @, S8 U0 ] - Graphics.freeze! }2 Z1 X4 O3 v: E+ i7 E+ m5 v; O [0 p
- end
: d# p" H K" c' `4 z r - # 战斗测试或者游戏结束以外的画面切换中的情况. s( K$ `/ A+ I$ g
- if $BTEST and not $scene.is_a?(Scene_Gameover)
8 c( F# W1 M; U - $scene = nil) I/ h6 A, g( P# S+ y) h
- end" Q' l9 U! Q s
- end/ \& T5 V: L7 _" G' _3 X
- # 战斗结束) ~5 |; _! v. [1 y2 S
- alias lpb_battle_end battle_end
5 ^) b7 U: C2 b! e% p u1 b' \* @. i - def battle_end(n)
2 _2 }& A" n+ a2 k - lpb_battle_end(n), L9 `4 k( ?" b) f2 R2 U
- $game_party.set_actor_to_normal \ I. \- M; d1 o& a
- end8 A M4 `+ c% j* m! X- a$ j! @6 e5 l& S+ U
- # 开始回合3
1 e$ a0 g( {7 o% Y% b- f - alias lbp_start_phase3 start_phase3
* O n/ A9 _+ ?! X5 ] - def start_phase3
7 \: s# d( {' H4 b( t/ E1 w - @changed_battler_id = []
2 C# B( O8 F; g3 m1 e - lbp_start_phase3+ o8 d% C) Z# f7 d& J& Q) l
- end
3 @; s/ j- ~+ I6 Z" G - # 刷新角色命令回合画面
9 m# u2 b% M" |2 t - def update_phase3
" ]; W& T7 A S. b6 S - # 敌人光标有效的情况下/ A( n1 |- F. X: J
- if @enemy_arrow != nil- g& B" j/ I( o+ I3 M2 @3 G. N$ A
- update_phase3_enemy_select
/ E/ R3 t! z! s) `- C0 q - # 角色光标有效的情况下
- }. q+ S& X0 {$ k( Z) E+ J - elsif @actor_arrow != nil
/ L: t! C( y" F; W* u - update_phase3_actor_select0 P, l5 P6 P' n: @
- # 特技窗口有效的情况下 g Q6 b3 k9 n1 y7 f* c
- elsif @skill_window != nil
) O% b/ g0 n0 H: Z - update_phase3_skill_select
! i0 o" }% _; z6 g% O/ }# A+ J - # 物品窗口有效的情况下& H" v- R: m9 _ [3 w! H! m
- elsif @item_window != nil
+ s+ F( d9 y1 t1 A4 k - update_phase3_item_select, `' n6 t3 u1 f9 f/ h
- elsif @actor_window != nil
2 S1 V; R% a$ `7 M+ G- X# S4 } - update_phase3_battler_select" f% ^, Y& ~% F/ H/ U* A* J
- # 角色指令窗口有效的情况下
9 C! l6 p! I% I9 N4 Y, C - elsif @actor_command_window.active6 ?7 I5 _; V( ]$ B! ?7 b
- update_phase3_basic_command
8 v0 J) e, U# ?" w) S' k- _' ] - end
' s( f8 y; O" k0 _ - end
+ k. }% G6 Y; Z: o - # 角色基本命令
; [& t! ^4 n) b# X - def update_phase3_basic_command5 f5 w! v$ X3 R/ g
- # 按下 B 键的情况下
, p3 V& Z% l% o1 S - if Input.trigger?(Input::B)
9 d5 d, ^3 z7 U) n5 Q - # 演奏取消 SE0 @: t# M8 X9 `
- $game_system.se_play($data_system.cancel_se)
/ H" _$ I: Q( J8 S5 X# W& l; y' d) E - # 转向前一个角色的指令输入
6 ~2 G0 p) b) e- b L8 f6 D - phase3_prior_actor, g' {, F! Y/ r% U, F% b- [6 n
- return" X; r! }6 ]1 b, v6 n" S0 d
- end0 x. A+ B7 @6 g" U3 @- G
- # 按下 C 键的情况下- l6 @$ P' d; y8 B z+ q
- if Input.trigger?(Input::C)$ |! |! }$ U4 ]) g i, U
- # 角色指令窗口光标位置分之- s7 [* m0 j& G0 y* v
- case @actor_command_window.index
2 A: r2 F% z$ V. i7 a1 Y - when 0 # 攻击
0 g | J' c; A5 p6 Z - # 演奏确定 SE
( A* P& q; r1 J! m, y - $game_system.se_play($data_system.decision_se)$ L) ^, M! l& l7 I- F
- # 设置行动
& ?4 q _9 I, C$ W* j: Z, x - @active_battler.current_action.kind = 0
& f$ y' X2 ]$ T - @active_battler.current_action.basic = 08 `/ B. ? q& a) K& p; o
- # 开始选择敌人5 Q9 H, s/ J2 Y. Q6 `+ `
- start_enemy_select
- x& P2 L% V z% B! a% [ - when 1 # 特技2 v- b9 d3 h6 o" k5 G8 B
- # 演奏确定 SE. Z" Y+ ^7 a0 \) \* M8 M; I# J
- $game_system.se_play($data_system.decision_se)
z( w! Q4 Q9 R! P, Y& K9 \, t6 i - # 设置行动
- C8 _& G* G0 M/ H/ C5 l6 j - @active_battler.current_action.kind = 1
7 d ^+ r0 v7 Q - # 开始选择特技
8 J; H) i+ I# l# ~$ w1 f - start_skill_select
0 e8 P$ ~6 [0 @: ]* C$ P8 H# D - when 2 # 防御7 a3 l R& ?6 k$ Q- R# I4 C
- # 演奏确定 SE* u6 g" o$ `* i5 e' G8 g4 i0 M
- $game_system.se_play($data_system.decision_se)
j& X& u- K9 p - # 设置行动
+ f% F: @. {# |* \! h - @active_battler.current_action.kind = 02 t0 T% f4 o3 k! ` o
- @active_battler.current_action.basic = 1
7 P M: U% S, x - # 转向下一位角色的指令输入
2 X% k+ b, P8 F+ K7 t. F2 E5 s - phase3_next_actor2 b' b$ c6 Y3 P
- when 3 # 物品
5 {9 |, F: T" Y1 P( O4 y7 g - # 演奏确定 SE: T( X# S/ g( q. w$ x
- $game_system.se_play($data_system.decision_se) d o; g* O6 O x: W9 G$ [. {
- # 设置行动6 N8 a+ I9 ]. _& b" a6 r- g
- @active_battler.current_action.kind = 20 [: H, M$ ]1 N
- # 开始选择物品
% ?+ G9 H M3 J; w - start_item_select. y7 ^3 Y' ` q. \
- when 4 # 换人
# e) f+ x% j1 }& x/ d* j. L - $game_system.se_play($data_system.decision_se)
: c- g8 R/ \& U$ d0 }. M3 Q - @active_battler.current_action.set_change_battler
| Y: g; R7 |; I h - start_battler_select- F# k" M4 n/ Y; l5 C; X
- end6 z/ t# P" K* P: ~
- return
( A9 D2 K, X2 p2 j( c - end; v1 Y9 h- G/ a: i
- end
6 d5 c0 n4 C; `% X - # 开始角色选择
* ?, p* ~$ @$ X - def start_battler_select! g5 \8 C4 Y1 [ U! E0 s
- @actor_window = Window_Actor.new: Y/ i( b w( c6 J
- @actor_window.active = true
u! m, n1 k3 y7 d! p- L1 a - @actor_window.index = 0* [8 m# D% A$ z% z2 v
- @actor_window.help_window = @help_window
2 Y6 e. e8 e$ a1 N7 z - @actor_command_window.active = false8 K7 F! W/ ?! L" y( y
- @actor_command_window.visible = false$ u8 d# E9 U1 G$ ]0 w
- end
% q5 J/ e7 z. ]" | N* i1 P - # 结束角色选择
N, K3 B; w& Z - def end_battler_select
0 C# v9 j/ W# X - @actor_window.dispose
- D/ m+ P9 f( U3 x7 i - @actor_window = nil
/ n- N9 }) X4 E. g* M - @help_window.visible = false
" |# n+ B X8 g. r* l - @actor_command_window.active = true2 T4 u6 ^' t$ ^
- @actor_command_window.visible = true4 M; |7 I2 s# Z# Z
- end! E) J: G4 ^" `* \5 i. @ [
- # 刷新角色选择# Y; a; w; P& @ L& i1 ~" G
- def update_phase3_battler_select6 q8 H' ~/ w0 w, N/ i7 T
- @actor_window.visible = true) u. E( G$ k( z, d
- @actor_window.update8 \, ~& B8 `) Q3 p& H3 a
- if Input.trigger?(Input::B)% {' X7 }* y Z4 h9 z! ^
- $game_system.se_play($data_system.cancel_se)+ V& L: I ]7 s& C5 G
- end_battler_select
. z% A* M6 K) A& K# Z7 j9 W( e4 k - return6 C% E4 V" e% `6 `6 d
- end3 ~! X+ y, A: _4 U' }+ e
- if Input.trigger?(Input::C)% h# A( F( r- ?& G4 i6 {
- actor_id = @actor_window.actor_id9 t+ }8 Q4 r2 X9 ~1 G. m7 M
- if $game_party.get_actors_id.include?(actor_id) or" ~# ~0 j3 V: l8 U. g6 n1 P
- $game_actors[actor_id].dead? or
( F v2 P' ?% {0 }7 Y6 X4 M% Q y; i" x# @ - @changed_battler_id.include?(actor_id)( R& z5 Z! ?4 l6 x$ O2 s9 G1 V$ Q0 ^
- $game_system.se_play($data_system.buzzer_se)
& j m5 {4 j8 r) l - return6 g1 M6 P* ~* y* ?
- end% t2 L% f2 ]/ j* T* ~
- $game_system.se_play($data_system.decision_se)( ~7 q, @" `) {( {8 E W4 R
- @active_battler.current_action.change_to_battler = actor_id
1 [4 k* Q% A8 a# G2 t+ b - @changed_battler_id.push(actor_id)1 b: p( _- p; x5 X/ P( p- t
- end_battler_select) l0 d' S) c+ O$ O# R7 t5 c
- phase3_next_actor
" |! q6 V5 m6 y, v- w, E+ w5 c - return1 s" b0 H( K0 B! A: q5 M
- end
! i4 R7 Y" r7 W/ x - end
, i0 `( s; \ a - # 行动方动画) ?, m/ P8 S c0 l; @$ X+ |
- def update_phase4_step3) j) h7 B! `9 p1 G
- if @active_battler.current_action.is_change_battler?
" Z* u0 }% h, v% O% I - @animation1_id = AnimationChangeBattler: O0 E$ Q% g+ T8 X' U& q
- @target_battlers = []" }& p* }3 M! |
- end0 ~9 h/ Z" o k& f$ s. g4 g
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
% k6 B- p& V$ F4 I: { - if @animation1_id == 0
1 \5 K" t2 E7 ~# w4 I - @active_battler.white_flash = true
/ t/ M, J# ^# A6 f - else1 y0 l; F5 _# ?3 Q
- @active_battler.animation_id = @animation1_id- E( ?9 s: {5 y6 [1 Q
- @active_battler.animation_hit = true( x: y6 W6 S4 P+ I, d) \. i t
- end9 I* Q8 E, H- N/ J4 P( ?
- # 移至步骤 45 Q9 u* ]. v" T Q' |
- @phase4_step = 4* K& c+ o+ B# G4 j7 M. H% [# ?
- end
4 r, d( w% B. x0 |( Q# b# N6 e - # 对象方动画& M' z2 d+ S U8 |6 k
- def update_phase4_step49 s1 w% o: W/ I* |
- if @active_battler.current_action.is_change_battler?
& H! d1 _3 Z& w% h3 a5 ~ - actor1_id = @active_battler.current_action.change_to_battler. h }: {/ _1 p7 S
- actor2_id = @active_battler.id1 Z2 l$ b5 v) e( P7 F( P" P9 u
- (0...$game_party.actors.size).each do |i|% G6 e% @. ~- F- Y$ |% W
- if $game_party.actors[i].id == actor2_id
$ K+ D1 D7 e; r& }3 { - $game_party.change_actor(i,actor1_id). X, I E: ^4 [" z$ _
- @active_battler = $game_actors[actor1_id]
# r2 B' I" x6 h* d( W) A8 f - @status_window.refresh
$ {8 |/ }/ \% F0 g - end
% Y) b- l* Y& K% ^; v - end
- Q a1 u+ I% X# Q - end0 X* b) S4 ?4 m3 Q+ L
- # 对像方动画
1 v+ g& K" {$ d; o" I* O$ F$ G - for target in @target_battlers( ]0 R9 ^" h& F; s
- target.animation_id = @animation2_id
" t& \- g% Z* e+ W$ n, { - target.animation_hit = (target.damage != "Miss")5 r) C6 {$ L# y. [' C, n h+ P
- end
6 u( J7 e4 H/ e! T' W6 U - # 限制动画长度、最低 8 帧, [" B8 b& G4 X6 y
- @wait_count = 89 f! }* x7 B+ s* W6 N" ]) h% a0 K
- # 移至步骤 54 n, R8 @' S- Q4 P; b. s
- @phase4_step = 5
0 p8 q0 D5 }' Z' q: j; N, e - end
F$ z, l2 X0 q6 C$ @% i8 ]5 z+ G - # 公共事件& ]4 x9 w7 a* V4 |% b' ~* _5 E
- def update_phase4_step6
h- o) U% m r' Q- e% G8 q - @target_battlers.each do |target|* e, ^0 H, R+ K' j( o* @
- if target.is_a?(Game_Actor) and target.dead? and4 l T" Y( T5 x( u
- !$game_party.other_actors.all?{|actor|actor.dead?}
" e! v7 N& y! c# d4 V( I, A) C - @actor_window = Window_Actor.new/ B B: z5 N. g, g. }0 C8 m$ [8 L
- @actor_window.index = 0. f8 i+ j5 P4 e0 \5 {& p& m
- @actor_window.active = true0 P' m X& L0 i3 c$ t
- @actor_window.help_window = @help_window) e% c4 Z4 U n4 b
- actor_id = -1. v* ~- j. t9 q( [' v( P
- loop do
3 [) B8 W1 E9 T$ A. m2 x" J# \ - Graphics.update' b. h4 _( g) \0 q2 A
- Input.update& {- ?+ a$ a: S6 m' j. S3 D
- @actor_window.update' Q) i, ^9 L5 D% p% \
- if Input.trigger?(Input::C)
/ Z8 q, z2 R" \4 r - actor = $game_actors[@actor_window.actor_id]% A2 W9 M. a% h
- if actor.dead? or
2 M9 F$ g" F2 s# [% y5 v - (@changed_battler_id.include?(actor.id) and . l( c8 \; V& V- N+ k4 \2 u
- target.current_action.change_to_battler != actor.id) or- l1 [. W6 t' C9 e$ L$ n8 d
- $game_party.actors.include?(actor)
; P4 a/ R- j1 J - $game_system.se_play($data_system.buzzer_se)
4 Y F/ n! {2 N; |/ \ - else7 I- \2 Y1 L& Z, n5 {7 \2 m
- actor_id = actor.id
( p, m3 ^( D9 {0 ?- s6 @; D) ? - end2 W# r+ V" n4 p. D7 q+ V
- end, S8 {, C& A! z' N0 E# \
- break if actor_id >= 02 R1 z+ e, ?& ~ M4 d' w5 T
- end! a p3 p. I. e! E ]# ?# s
- @actor_window.visible = false
. N9 ]+ M7 Z" @* e1 D/ H- s - @actor_window.dispose0 }6 I6 t& p N7 J6 c$ o6 _3 J8 x4 L
- @actor_window = nil' [/ }5 o, C: s" y
- @help_window.visible = false+ l, f# Q* D9 _# x9 \ ?
- (0...$game_party.actors.size).each do |i|$ S6 ` U, s7 [( @; K, @' z
- if $game_party.actors[i].id == target.id3 p& R1 ~/ K% y8 {
- $game_party.change_actor(i,actor_id)
6 e9 r" p! u" P8 ~7 ]8 s1 |- h - @status_window.refresh
) Q) q! }* Z4 y- W7 X - end
# e8 f3 _ [% J% b8 L9 ?% w& m6 \ - end
+ W" H5 m* f7 r% e" U - end
/ c3 i. N3 @: ^ - end. Y. b" e6 w: Z M, z( [7 N
- # 清除强制行动对像的战斗者 N8 b2 a' r9 j0 D4 t
- $game_temp.forcing_battler = nil
- g7 L5 f# P# Z7 u4 I# K1 L: F - # 公共事件 ID 有效的情况下( I5 Q9 j7 x# B; Q/ F( L/ S- J7 N
- if @common_event_id > 0
$ y/ c% C4 ?. y8 o1 T - # 设置事件) c. S% m# m+ F& ?$ G
- common_event = $data_common_events[@common_event_id]# o: ^) Z! I% X! W! B' e- G
- $game_system.battle_interpreter.setup(common_event.list, 0)6 T- E4 N" {0 Y% D, N$ J% e
- end
5 c# B" Z5 [3 v% C% \ - # 移至步骤 1
' k1 d4 G! K3 _2 _7 Q - @phase4_step = 1
! L2 t% A$ p- H# \( G4 g - end
4 \% U7 ^9 {! y: z" D2 U - end8 V3 q/ i# g! K! }' l
" t, m- q' Q4 S+ J9 h ^ ~- class Window_MenuStatus% o# Q+ v; z. s1 k6 B, o& |+ ?6 l
- def refresh( z2 S& V2 {* Z( K) w" M2 ~# G
- self.contents.clear. m3 A+ {# m$ c8 m* I& I$ ]
- @item_max = $game_party.actors.size: R$ q$ j& }' O2 l Z, P2 B9 j
- for i in 0...$game_party.actors.size' S) ~. P! u) o O8 C9 G
- x = 49 A3 N, e, c9 |
- y = i * 32
4 W6 u' q5 x4 f8 Y: n( ?% J+ W - actor = $game_party.actors[i]
6 i* {) i. t( A) o/ N$ z' i6 g - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
$ w" n! u; }3 O& ~ - rect = Rect.new(0,0,bitmap.width/4,31)
4 l, L/ @/ M3 c, X% D - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
: Z8 `- W- K6 Y - draw_actor_name(actor, x+36, y)+ d; H, h, Q/ R: j( K Y7 y5 r+ f
- draw_actor_state(actor, x + 136,y)2 D; b' I; o' N5 ~, c' O
- draw_actor_hp(actor, x + 236, y,96)4 [$ g* e5 S3 I+ W. A! |
- draw_actor_sp(actor, x + 336, y,96)
) l6 {9 O# z( X - end
% J4 d$ i. i g9 _3 ^. `' q - end
1 |& y" k' U$ _; I/ ^( ?4 Q - def update_cursor_rect
, m8 @) B9 P% B8 t4 H& f - super
& @; K9 ~! a g' ]' v7 o \ - end
% Y5 H Z: z2 [, B" l/ H# _ - 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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