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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
9 E4 i/ P( z. R4 d+ z3 _. q
9 z& h" \6 M; H8 i; Z4 Z/ u- # 队伍最大人数0 n: W& F( N5 r' X4 L+ T$ F
- MaxPartySize = 8% \ a+ M0 r4 g3 X j' G
- 0 H6 F, o( v3 Q5 q: R
- # 出战人数
5 {3 f! }; ~: H1 X) ~7 H - MaxBattlerSize = 1$ ^4 q: d: V# ?# A, ]
3 g$ w* |$ T7 D) \) ?. f1 O: N- v- O- # 换人语句
, m% m7 i1 _! s - WordChangeBattler = "换人". l% B) m$ A( F+ J4 Q; E! e4 f \
* a- I7 N" r4 C# I) r+ S- # 换人时播放的动画) \* r/ O8 k9 R+ }7 c2 m, W
- AnimationChangeBattler = 26# l8 X6 E# x+ E* p- ^6 x1 F4 }) X
$ _0 L" h5 T% q$ m% I- end9 \, @) I3 y2 p+ b; x; l
# C! W4 g0 i9 x7 l- class Game_BattleAction
5 k) n2 j- p( j# g$ f - attr_accessor :change_to_battler$ V7 ^ [, o3 g& I$ K( |
- # 初始化
( d" D( y, ]# a. H - alias lbp_initialize initialize. G8 E! X+ F+ [ ]* y* K
- def initialize/ x9 ]7 A2 i3 y4 Y2 O6 J
- lbp_initialize5 j: {$ W, M" v
- @change_to_battler = 0
" k1 C: r0 Q8 X# u* l - end: t1 s: L) H) K
- # 欲更换角色编号
1 L& T4 F5 t, J! J+ o5 l$ A$ b - def set_change_battler
\4 e0 `0 Z$ | - @kind = 3
$ V( i4 E: g/ D& l - end
b4 u8 P4 L$ g, i - # 判断行动是否为更换角色$ ?& e# Z5 X v/ Z. k8 y5 G
- def is_change_battler?& [4 f3 D* n" y, a& c
- return (@kind == 3)
1 q% ^+ E/ [) Y X: y6 c - end" @' B; w2 J7 `4 h. [5 D* N, ^
- end
; [2 E, a/ `- s+ Q7 ]# C
! r% o3 Q# {/ Z$ C L- class Game_Party+ k, t% H* |# S! Y* o
- include LimBattlePlug" A- I* A4 G9 G5 r
- attr_reader :actors2* K' K1 g# Y& e0 \$ S
- alias lpb_initialize initialize
- z. T" M4 |5 y* Q2 ^; u - def initialize
' Y6 X+ Q. j% e+ h" i, u+ } - lpb_initialize7 Z% ^ \$ E: P( q4 H0 `
- @actors2 = []
5 M% y8 L2 J _5 X g. c% H - end' a) O- M u: i# ]8 [7 i& q& u
- # 角色加入
- ?# h5 Y- d9 I. z+ I; F9 t- ^; R( `9 [ - def add_actor(actor_id)
) J: |# d) E. ~, M: R! E( l - actor = $game_actors[actor_id]
3 A! @% x+ p, ]8 i) E( a* v - if @actors.size < MaxPartySize and not @actors.include?(actor)( S& ^) i/ C0 l h3 W
- @actors.push(actor)( G' t- g2 l7 d% \2 _
- $game_player.refresh
- m4 M5 g& f& h z ~- o& {5 U4 I. ~( L - end9 ^- ^7 L4 _9 C9 ~; |, x
- end7 \; i q3 L/ n' r- E
- # 设置战斗的角色
; o0 P( V4 E" l5 G1 j - def set_actor_to_battle
9 v6 k) k5 |1 i/ x- b - @actors2 = []
O/ ]0 m B+ h! i - @actors.each do |actor|
u8 D: v: ?! {) z - @actors2.push(actor)
2 ?9 `! W; E" }- H - end
: R9 n# j! K* Z3 K9 F - @actors = []
/ Y k" Z# E! r$ d7 d# _ - @actors2.each do |actor|, U3 k! Z8 w# R2 [" T! L
- @actors.push(actor)
9 ]+ M/ f9 C7 @; S: i - break if @actors.size == MaxBattlerSize
3 v/ M2 S) ~, P: U, [' G x+ Q2 V" R# v - end# o+ f" u. N( y$ L( d
- end
1 @8 Z3 J1 ^$ t6 N# Q" O- b$ c0 ` - # 还原战斗的角色+ j" E3 |5 A- v8 N; Y1 B
- def set_actor_to_normal
* s) f) S: r; W3 X0 l - @actors = []- \5 t5 W& A* D. W0 Y4 @
- @actors2.each do |actor|
7 F1 v* H/ M5 O - @actors.push(actor)
; E& q7 J( R0 |% q - end
2 N5 {0 ]7 Y! O5 C* X* L - end
2 p" S/ Q% e" U/ g% U! M0 a - # 获取角色id数组9 z+ G- b# ]" r' d& c
- def get_actors_id# y e$ p, `, r6 t5 W
- id = []% J" q0 u5 f8 r- [4 g; Q& X
- @actors.each{|actor|id.push(actor.id)}5 d, V% k: h; O+ M& l
- return id, k8 T5 u) c0 s/ @
- end/ u% o# s; s1 U0 O, T( E2 o# [3 s% p
- # 获取角色id数组. h$ Z( n2 {, v9 R
- def get_actors2_id
+ u# N8 x. v- n - id = []
8 }1 o2 M3 g- _0 P& n# s - @actors2.each{|actor|id.push(actor.id)}
, m _( K2 O- u) D0 k* @4 e - return id2 P: o/ x/ }3 o
- end6 w/ X% }1 S8 d, E8 p
- # 兑换角色- F4 K0 b3 S r5 R+ `
- def change_actor(index,id)
% Q/ s' p" w( I! J - @actors[index] = $game_actors[id]
1 t; _! {5 r/ V( e# C8 m - end
5 e2 |) J* d- P, U. T7 ]& F4 v - # 全灭判定
. d, p, W2 _8 r# U6 S0 e - def all_dead?7 Y9 x5 ^' y: j# a& r) Q
- # 同伴人数为 0 的情况下# ^- L1 g% s% l+ J+ B# ?: g
- if $game_party.actors.size == 0
, U& u2 q+ H1 I+ [ - return false( {; G' o0 w+ b* f2 a
- end
' R- i, r5 {. v1 |! i1 f - # 同伴中无人 HP 在 0 以上
3 p9 u! l" m, z2 ^5 G7 L# }7 E - for actor in @actors20 ^3 m- w! m) n' W
- if actor.hp > 00 ?& O! c/ V% v. w. q
- return false
# z) T/ i6 [4 ~ - end E h% s- H9 N' A
- end& M! ?( @, m6 y
- for actor in @actors# W# j& a' V$ d+ r) T
- if actor.hp > 0: P" `( c) h0 o3 K& m# H: M
- return false
4 o' v0 ] U4 U& ` |: l; r1 f - end M% f) N$ [0 H( k8 j3 }
- end! _- Z" w1 F/ i/ K& a+ h* @7 l% ]5 B
- # 全灭
% C; L3 R& T/ T8 i/ i+ Q - return true
' A! r* L6 o# y4 j1 @ - end
: ^% I; I4 k' r0 ]4 l. Q* e - # 其他角色
; d1 _+ N: ~9 y - def other_actors
4 x5 M6 C6 q: }0 T+ M: R" B1 A - actors = []
0 a" k0 C& R& b; S* U' ? - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
6 K+ b. g$ O% P1 a; X7 f4 O - return actors2 {0 ?/ Q: }) M5 Z; z
- end6 H* t+ d+ }' @
- # 角色位置互换4 o7 O8 g& C1 A. @' o$ `& L
- def change_actor_pos(id1,id2)
( n1 ~9 G- O! j/ A - actor_id = []2 M& u8 C4 ^4 e! ] w
- @actors.each do |actor|
. g1 d/ y0 }2 w0 r - actor_id.push(actor.id)
N& t# ^3 n2 R( g% h9 J& [9 R+ J - end; j9 V. T2 r, G# b7 v7 L
- return if !actor_id.include?(id1) and !actor_id.include?(id2)3 C2 z/ a6 M5 n$ u" [* @8 `4 F
- id1_index = id2_index = -1
9 R+ _& l9 ^# m z - (0...actor_id.size).each do |i|
5 B; g& A! h5 S - if actor_id[i] == id14 {* |9 G2 g) ?1 Y% P6 I8 H
- id1_index = i
7 ^& c( ^ i5 s1 L - elsif actor_id[i] == id2# b5 s+ _* Z9 }6 c- v7 d4 c. v0 r
- id2_index = i
$ X" A- L- R3 O( a - end
" A H W' d$ i& E4 a& R - end. P9 Z. A0 r, X- e7 ~
- temp_actor = @actors[id1_index]
. i5 b+ a8 ^* R) p1 y6 b2 U - @actors[id1_index] = @actors[id2_index]! h+ l6 {/ |/ r$ _+ x5 Q
- @actors[id2_index] = temp_actor; \1 o" M% S% n9 J
- end
: p: M/ V/ m# x9 ?- D o - end! b& t) `' D1 M) o# F* J
- * p$ Z9 V5 H0 r5 I! f! r4 _/ J8 |( w8 E4 u
- class Window_Actor < Window_Selectable' g" `* F6 h- z; t+ r, F# m0 v
- # 初始化
9 m6 T3 |# {, h+ B! F - def initialize, J ~9 A2 y7 Z7 t. ?. m t
- super(0,64,640,256)
# F' D, U& W, b( i' y - self.back_opacity = 160
/ L2 O# S& {" K& y+ I* \ - refresh
7 S# X" e; ~' O. }' x+ Z - self.index = -1- @! ^9 y: B5 I+ i
- self.active = false
% g1 O8 Q2 f& q' J7 M - end
! g6 Z2 [0 v8 @ - # 刷新* f$ o; ~& E% x
- def refresh
8 D- d+ U) A/ ~3 s/ o( a$ b2 @8 A - @item_max = $game_party.actors2.size e. l% r% l0 C9 \
- @data = []
! I8 c/ \- v; X1 @# j y& D% h; V - $game_party.actors.each do |actor|
$ ^: Z* F9 x. \ - @data.push(actor)
6 s9 ]. M$ X4 T. _! W - end4 Y- _2 [5 U/ y2 x( H
- $game_party.actors2.each do |actor|3 L. e4 H' _0 j8 H
- @data.push(actor) if [email protected]?(actor)' f; v( n/ M; G; o' t" M
- end3 t+ J2 X! Z: l" g: ^ J! g6 P
- if self.contents != nil# K0 M4 D- ?& b: P( w2 j. r/ v
- self.contents.clear
" }, {, C- K9 q3 F+ r - self.contents = nil
! \) H4 h+ P! u7 E - end
# c: W) u. L6 ?' q0 ^2 y* v - self.contents = Bitmap.new(608,@data.size*32)
9 u" i* h) Z8 T& B1 ?! u - x = 4
- {( I( {0 P$ v; Q! I - y = 0$ v' Q% L6 h" r! U/ ?
- @data.each do |actor|0 B- z( ~% y" u6 z: {- Z0 V
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)( {" q1 C9 r9 y8 d; j- e
- rect = Rect.new(0,0,bitmap.width/4,31)1 A/ F T; I! x \/ ?! e8 y4 ~, k# y: Q) V
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
5 [3 A% M4 J9 `" P% Q - draw_actor_name(actor,x+36,y)
( D: @1 Z, Z/ F( T8 U - draw_actor_state(actor,156,y)5 c" q, ~$ p C2 k( m% v' n3 m9 c
- draw_actor_hp(actor,x+256,y,96)
?- z3 W7 R6 z' e1 I3 \ - draw_actor_sp(actor,x+376,y,96). ~& v8 ?# V4 W) M1 k2 N
- if $game_party.actors.include?(actor)
& j, k7 N3 e# o I - self.contents.font.color = text_color(6): M3 t# o/ h, P, H( L
- cword = "出战", l) |& _- c, G8 H0 S, ~8 x4 x
- else- Q: N; n3 Y: D' ]
- self.contents.font.color = text_color(0)
5 G4 `& J' y2 f+ [ - cword = "待战" v8 A5 X, n. X, A2 z) x
- end) O1 W8 i o" F) Q- f' ?: q
- self.contents.draw_text(x+496,y,60,32,cword)
+ z0 n; Y. H4 G) O7 a- z* J3 W - y += 32
3 G$ x. a/ x8 l( ?$ V; T - end
# W- c8 g' x* P% v8 o7 m - end# i5 w M2 Y! L7 ]
- # 获取当前角色编号( z1 o& c O2 [$ b
- def actor_id O8 D( V( r; }; l, S0 k
- return @data[self.index].id
: w) X( c( h+ g5 u3 N - end
5 Q0 W( d# P4 m) i - # 刷新帮助
$ F8 }/ \- Q. Y. G3 Q4 r0 c/ h - def update_help
5 k) q) L0 L7 x; |) Z - @help_window.set_text(@data[self.index] == nil ?\
' E8 e# _: Z8 E8 V7 m - "" : @data[self.index].name)( C5 n. Z! }- J0 t; H1 [/ y
- end
7 v, [1 s; M, a- o9 o7 c - end( w- `. s2 l! v4 a4 I8 o% u
- 9 {9 T7 i0 c; @1 ^$ r2 t
- class Scene_Battle* l/ `5 u9 B' _, ^
- include LimBattlePlug5 [3 I$ p! S7 ]; ~7 O+ U+ o9 G
- # 初始化
8 P3 G' |5 z, N+ z( { - def initialize: r0 A! O/ Q5 A0 |
- $game_party.set_actor_to_battle
4 O" S( }; ^" O6 v# r$ M- I8 c& [ - end, ]" O- L' ]' G7 x# K5 w
- # 主处理
; ^; s8 l1 v5 q4 h - def main
# D5 W, z. H c5 s - # 初始化战斗用的各种暂时数据; {4 Z* O* D; n. t+ Q* [0 [6 i
- $game_temp.in_battle = true
. r3 ?/ W( d! \! b. Y* S1 i- O* c' T- c - $game_temp.battle_turn = 0
3 C- H& {9 R' {% R _ | - $game_temp.battle_event_flags.clear
8 F; D L( l. V- O- C. H+ _ - $game_temp.battle_abort = false" `: ^/ g, r8 m' H. |; K. F& {( _
- $game_temp.battle_main_phase = false9 C+ Q1 W1 T; e J0 `
- $game_temp.battleback_name = $game_map.battleback_name
; a' U2 H$ `$ ]+ M5 p - $game_temp.forcing_battler = nil
0 x5 Q- Q' \0 O. Y* E - # 初始化战斗用事件解释器4 ]0 J* N5 |+ x+ {0 u" J: C
- $game_system.battle_interpreter.setup(nil, 0)
1 ~/ l& o1 Y/ s' |$ @8 f! q - # 准备队伍
* f! a+ V5 |5 f( [* U1 s/ Y4 e - @troop_id = $game_temp.battle_troop_id
7 F& {( ~) c5 F/ | - $game_troop.setup(@troop_id)7 r4 c5 m$ b# S1 a! B
- # 生成角色命令窗口
/ C$ [$ {' i; s9 N' d - s1 = $data_system.words.attack
. x7 J' n! @2 t, g1 d, b {1 d - s2 = $data_system.words.skill
. j" \& y/ Z8 F8 ]( {7 N - s3 = $data_system.words.guard; |9 c* I+ U/ Y3 i
- s4 = $data_system.words.item; |: Q8 P/ F; M
- s5 = WordChangeBattler x0 I+ k* B/ {2 ^# r: f
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5]); o9 u) m! d: m# j7 N3 Y( r
- @actor_command_window.y = 128* ]. \! B; D% ~5 p C: H) J
- @actor_command_window.back_opacity = 160
1 o# W( k. e$ _ - @actor_command_window.active = false
' J4 m! M8 z3 r5 R) e1 | - @actor_command_window.visible = false
+ W5 G5 S" h: g }& Y+ } - # 生成其它窗口: D/ D/ a) J4 O( n4 h% \
- @party_command_window = Window_PartyCommand.new
2 C; z% _/ z* E) { - @help_window = Window_Help.new+ X" N8 {" h, w9 U% ^
- @help_window.back_opacity = 160$ q0 D$ V% B- J7 V0 \9 b/ q! E
- @help_window.visible = false/ {' A& K- m3 K' [ c
- @status_window = Window_BattleStatus.new
1 e. M9 j; u2 E' ^, ~ - @message_window = Window_Message.new, G; k! ]1 [% k" s, q
- # 生成活动块# f D5 |) u9 a$ J$ s
- @spriteset = Spriteset_Battle.new
2 ]# i. l3 x5 {; o$ W D0 e - # 初始化等待计数
) w0 H2 V6 h6 {3 J# z. ?/ O0 g4 E - @wait_count = 0
8 w m1 Y& h2 \9 ` - # 执行过渡
$ R/ Q8 S$ I. q7 c8 X5 v( g% `) f; K - if $data_system.battle_transition == ""- p4 {/ x+ L6 w* s
- Graphics.transition(20). d5 l9 ]" f2 c6 \, K( R2 j5 F
- else
0 }" U9 I) d$ g" {( r! e - Graphics.transition(40, "Graphics/Transitions/" +
# Z- u2 Y: n- Y - $data_system.battle_transition)" C; C5 k4 \+ P. L" S, j, c& N# T
- end
7 D$ H$ v1 G- F - # 开始自由战斗回合& o3 ~3 [2 u" n
- start_phase1
% }4 |4 U8 M8 f- f/ t$ ^# z) } - # 主循环4 ?: ]2 e; B0 ], @3 e: X) g0 V
- loop do5 v3 w3 K; e( g6 s4 U+ t* A6 `9 ?5 V$ f
- # 刷新游戏画面" Z: I" j) v" z
- Graphics.update
, n+ X' r5 a* E: M9 j+ q: { w - # 刷新输入信息
! g( A3 n8 C* T; y - Input.update
/ n" t+ D8 G$ ?) Y4 Z, V - # 刷新画面
. R& x$ |$ o* n3 J5 E" v$ k5 G- q - update! Q3 ~0 _9 R/ X7 ~( Z
- # 如果画面切换的话就中断循环) Q: \7 r% @& d+ |
- if $scene != self
1 e! Y' H7 l* c5 M - break8 c/ a5 ]+ @& y' L0 O; ^7 k
- end
n$ l' B4 x! `4 T# w8 V) m - end0 {. a2 G8 \3 B6 @
- # 刷新地图' U2 K D9 b l X' a; c. T- V
- $game_map.refresh( n z2 F" u$ t( g- W
- # 准备过渡
. T, |) P$ V# r0 f - Graphics.freeze
! B* o. w3 x! o$ y% c - # 释放窗口+ t& c2 O! ~6 v9 ]- `
- @actor_command_window.dispose
9 p) _! H* P* H, k - @party_command_window.dispose: \( d+ F+ S2 w3 v7 {! D1 ~
- @help_window.dispose
9 r: |7 v5 q, k0 }: F# G - @status_window.dispose
- O$ R9 L0 g( k b# F) i7 A P) b7 h - @message_window.dispose
( U! [, k' n e# D3 Z - if @skill_window != nil
7 ^ E3 J( a P8 _, y - @skill_window.dispose8 N9 B8 v( i2 h; z, t+ i6 a
- end
4 l& s% Y9 t C" s* Q7 C - if @item_window != nil
) }$ u. y" h1 \* r3 _; ^- _ - @item_window.dispose
1 {+ i% V$ b; @& z2 d% J7 C+ }) S - end
* Q9 C$ M+ d" t9 ? - if @actor_window != nil
+ Q1 Y, K9 C' B! [6 V0 O Y - @actor_window.dispose- D# B$ c( j* S1 f8 \* b
- end, b& S+ T1 ^! D, B
- if @result_window != nil" |! k! P* ]& d
- @result_window.dispose( R+ L- a6 y$ U$ _" H
- end; h& D6 p+ Y' G, f$ [% _# d, ?
- # 释放活动块5 D5 u; P9 Y% O
- @spriteset.dispose
1 x6 A7 m7 G" I; ?3 k }" q) u" y0 n8 T - # 标题画面切换中的情况
2 W2 G- `2 E' D* I" C F - if $scene.is_a?(Scene_Title)/ X" t- ^& w* O! K
- # 淡入淡出画面+ B d# D; O4 _% a/ B
- Graphics.transition
c' d* a! l3 r* F' w, I - Graphics.freeze1 m9 b% k, X q, x" d5 C# @& z4 p
- end
; I" u0 \1 Z. W7 H - # 战斗测试或者游戏结束以外的画面切换中的情况' y' S9 Y$ U; L
- if $BTEST and not $scene.is_a?(Scene_Gameover)
* y) V& X4 C& _- K6 ` - $scene = nil
9 ^& r$ Y R0 D8 w& G6 Q4 S A7 b5 D5 z - end/ r1 Q# @5 K2 ^* T
- end
8 q# N- h5 ]5 W+ S4 k9 A1 Z7 ?* c3 ` - # 战斗结束! q: K6 A" X$ @ [1 r
- alias lpb_battle_end battle_end6 V K8 L h7 _4 E
- def battle_end(n)4 U; T6 S2 Q9 \1 x
- lpb_battle_end(n)9 T# S& {" | {3 U
- $game_party.set_actor_to_normal
2 {8 k0 }! T2 E0 g4 x! l - end
+ r4 I9 e9 y1 q8 B9 V2 T* L2 E - # 开始回合3* J1 F, s% j2 e: s3 V* a& s3 R
- alias lbp_start_phase3 start_phase3
) j7 g4 e) T, y- b' F/ V) B - def start_phase3
0 U! C2 M: y! W v* u' Q3 J2 ] - @changed_battler_id = []
: \& M. d& x% i' |7 [6 d - lbp_start_phase3
/ a! E4 \$ {3 a- ]9 j9 L - end4 v( h) O- Z8 M! ~. C4 J
- # 刷新角色命令回合画面2 |% g% w5 \0 B7 A
- def update_phase3
$ u2 J# Q' k. p, k# W - # 敌人光标有效的情况下3 \+ b$ i7 R/ e) f
- if @enemy_arrow != nil) a% F& Y. @- L5 V
- update_phase3_enemy_select
# D% w0 N) K1 ]) m7 u - # 角色光标有效的情况下 n$ S- `5 U3 V" |0 {5 e- z
- elsif @actor_arrow != nil
8 ~9 G O6 ~1 H& E; _- j7 d - update_phase3_actor_select- U0 A5 J% I( u
- # 特技窗口有效的情况下2 h$ `+ c6 {/ W4 V* m2 g9 V8 B6 i
- elsif @skill_window != nil3 W" C }( O5 @( F! ^& K
- update_phase3_skill_select
& a4 }/ q% A$ ]: K4 k9 F - # 物品窗口有效的情况下- p" y7 @, m! I
- elsif @item_window != nil: a( B2 D- R# r0 \! U8 x {& s
- update_phase3_item_select
" `; ]6 U1 w6 w# S5 `* X% J - elsif @actor_window != nil+ x8 a, F# n. r5 v$ P) F( U
- update_phase3_battler_select
, V! O. W" v, O* Q& c - # 角色指令窗口有效的情况下
8 u2 P) C( F; ^( ?: u# g$ P+ [ - elsif @actor_command_window.active$ i/ H+ n) U: i2 O/ f0 p
- update_phase3_basic_command
7 w* H# A, W% i7 V' |3 K' D/ D - end
& ]# {! C, x8 w5 r( \" ^- h- ^ - end2 d0 t/ ~( S& x3 G. y9 `
- # 角色基本命令7 t/ C; u+ Q) R. ? `' i/ u
- def update_phase3_basic_command
) f. S# N1 O; f5 t - # 按下 B 键的情况下/ e* }. F* K8 H. b5 }% Z Q
- if Input.trigger?(Input::B)% z/ I: D: {: U" D
- # 演奏取消 SE7 X7 {' c, T5 r) u. z+ ?2 y
- $game_system.se_play($data_system.cancel_se)* Z& v" `6 P. g! k; {4 o/ e
- # 转向前一个角色的指令输入
; O* v8 h; ~. y$ G: G% K5 n5 L - phase3_prior_actor
7 I) L1 c% X2 { - return( a: u8 X7 e, I, R4 q- |- s5 f
- end
1 H# B2 I' Z1 w( M, P - # 按下 C 键的情况下1 S1 R$ u; Q8 u y: q, O( H0 W
- if Input.trigger?(Input::C)
, u% W' F! ^1 f - # 角色指令窗口光标位置分之# a) B9 j; E5 J. J+ K6 S# u
- case @actor_command_window.index' e; C5 j! l: t1 m5 B; F
- when 0 # 攻击
& S6 U% m3 S- t, M" H - # 演奏确定 SE
6 S" h6 z6 Z- _) F - $game_system.se_play($data_system.decision_se)
# W. G, ~5 ~/ R# J+ [8 P3 j - # 设置行动
; a/ ?5 S) r- K( f - @active_battler.current_action.kind = 06 G q. Y; n- z* |# p+ V! t! ?2 }
- @active_battler.current_action.basic = 0# S& o/ [" w; g7 g: w
- # 开始选择敌人
" U: T3 q; x1 {- |3 ~+ z" l - start_enemy_select1 E4 J0 n0 A! L# C
- when 1 # 特技
" n' h9 U5 w8 k) t6 g9 Q7 k, @& V - # 演奏确定 SE
: m( m' ~8 _5 ?# n6 P' H - $game_system.se_play($data_system.decision_se), w! J5 q% D" p+ d# Z2 ~
- # 设置行动
' {4 F( b6 H: I - @active_battler.current_action.kind = 1
& y+ [* q2 @1 u+ B - # 开始选择特技
+ J% Z a( S) u9 f - start_skill_select% ~) Y0 {/ X3 z
- when 2 # 防御( \; H$ W9 [) W. ~
- # 演奏确定 SE
6 ^4 \9 f) |9 m' ~9 z - $game_system.se_play($data_system.decision_se)
) O; f# r4 d7 S7 Y. G$ d0 n- V - # 设置行动4 g: L$ {" a/ |+ E# @
- @active_battler.current_action.kind = 0/ D* A: M9 ?4 N* r
- @active_battler.current_action.basic = 1
$ G4 u6 G/ j& n6 c) L; X' K - # 转向下一位角色的指令输入( A8 u7 Z k' N; v) ]9 z" r; Q! o0 F
- phase3_next_actor* U4 J' ]7 Y' y8 a7 x- w8 \# R- s
- when 3 # 物品! b' L- D; [$ k9 n
- # 演奏确定 SE+ M+ s8 H3 |; f
- $game_system.se_play($data_system.decision_se)
5 ]0 @$ B m( O+ v - # 设置行动) C( L8 F1 h* e$ S: K: c- o
- @active_battler.current_action.kind = 2: |- k- H. ^4 L) v
- # 开始选择物品' ]( t0 o# h; x, i7 r7 r
- start_item_select
( N( B' q- L8 ]" [ G; W' U- f - when 4 # 换人$ t4 I/ K) y' F
- $game_system.se_play($data_system.decision_se)
7 x) S9 D( O2 B! s) @5 r! | - @active_battler.current_action.set_change_battler
0 L( U8 |3 ~/ ^+ ] - start_battler_select) p$ L1 b2 r9 F" d8 b
- end; K/ C; @0 D+ p# \0 i
- return
5 [$ t: H$ p; k. Y! M2 | - end ~) e$ u& J: }# A% Y
- end( X5 B; S- U6 c. z1 F- [
- # 开始角色选择
8 Z! X7 z/ u% x8 A6 K5 ?7 F6 V$ L - def start_battler_select3 V$ J" r; l/ Y* |4 F% G& S5 `
- @actor_window = Window_Actor.new
) X* j: _" z `- k% k8 | - @actor_window.active = true! A9 |- ]2 g o
- @actor_window.index = 0
' B6 l& \% ?( f% H$ q7 I% R- { - @actor_window.help_window = @help_window
' {( Q& u# p7 N J - @actor_command_window.active = false U: d8 r* | `
- @actor_command_window.visible = false, Z2 x0 Z( p- T& f/ A1 P5 O
- end. ?: C/ y+ @/ g# z d
- # 结束角色选择
! ?/ z8 [) m. y, d! T/ G - def end_battler_select! D- _6 }0 G; A( U
- @actor_window.dispose
' \+ v0 s/ ?) f5 X/ U+ p% }5 v - @actor_window = nil
$ f$ @% \' ^; x6 |2 f, q+ @ - @help_window.visible = false, ]) X! C: U2 H1 s: U' T3 ?! X
- @actor_command_window.active = true7 d% X3 a( N* X" E' \1 c8 \* Z
- @actor_command_window.visible = true/ U0 _( O% x* U9 E2 H, p
- end, @. \7 q: I6 D" S
- # 刷新角色选择- ^' \2 N* u4 q' z5 B
- def update_phase3_battler_select. |3 G$ h4 Z' G' ]: ]
- @actor_window.visible = true
. F* x, e6 n+ t - @actor_window.update
6 X: a, V9 \3 W/ V2 Y" p - if Input.trigger?(Input::B)
) f/ E* q1 l+ l4 M ^/ b" B) a! O - $game_system.se_play($data_system.cancel_se)1 ^7 G/ L3 A" q2 v. X
- end_battler_select
& I- i/ o' s9 w: O7 C - return+ c% `6 W( I: ?9 K5 F- x: X
- end
_" s- Q+ B7 M8 h6 B9 q - if Input.trigger?(Input::C)
# @6 Q, j# K v! W - actor_id = @actor_window.actor_id! M4 V7 y0 e$ G( B9 ~, x
- if $game_party.get_actors_id.include?(actor_id) or
$ X5 ^7 @2 v9 x$ O/ l$ s) e - $game_actors[actor_id].dead? or
6 g6 S; b4 @/ ^$ c. G# k6 @ - @changed_battler_id.include?(actor_id)& E4 w H% I8 o1 w, y
- $game_system.se_play($data_system.buzzer_se)/ p6 i) s5 J! D8 |+ }7 g
- return
1 `* Z# E+ J2 U q; F - end4 W5 I; K8 p: y& O
- $game_system.se_play($data_system.decision_se), r* a4 c2 H, Y, C* s" j; U6 [
- @active_battler.current_action.change_to_battler = actor_id
; S& u. f3 ?6 l2 Y; B' p - @changed_battler_id.push(actor_id)
1 C! h2 B: X8 x/ q+ `; J5 u - end_battler_select8 Q$ P# F% I0 h* h# j
- phase3_next_actor
3 r! |- {( T, y - return
# T5 L: _0 M K; G - end
4 a" J2 x5 n _ - end
/ k7 {- w7 l# a$ y1 O) j - # 行动方动画
) |# n# s4 g* D0 q$ m - def update_phase4_step38 W Z$ E0 ^/ Q3 F/ G
- if @active_battler.current_action.is_change_battler?& M$ U% v- Q+ @) k: n' C0 P# z' b
- @animation1_id = AnimationChangeBattler
% E/ ~( m8 N6 W6 i6 m b! W - @target_battlers = []% D1 J. a4 F W9 E* f7 U
- end& E3 A: P2 C2 V( r% e! k
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)8 I. ~4 h9 o& Y p, g2 ]; i- P
- if @animation1_id == 00 y! Q3 L1 Z4 Y" `/ ^
- @active_battler.white_flash = true
$ R' Y6 E9 @- W5 T: ~- Q! V - else( C& |' M1 t* q' _& i
- @active_battler.animation_id = @animation1_id
~; Q- s% u, V8 q6 v [6 D5 s - @active_battler.animation_hit = true' @4 L% z; U( E& N( a4 i; p4 `; W R
- end! O+ N; }% N& s9 T3 u
- # 移至步骤 4! P* \+ r, l; N4 g' c
- @phase4_step = 4& Y: Z% S9 B& y7 j- n4 l" G( [
- end
1 Y: f( F# @2 h5 r A& o7 p9 e - # 对象方动画
9 G) ]2 d7 ^6 _1 y* N8 }! ?0 d6 g1 q - def update_phase4_step4
: `$ e- _+ _! b9 D8 ` - if @active_battler.current_action.is_change_battler?
" w$ d y( U0 v; \% G" E* I9 R3 q* Y - actor1_id = @active_battler.current_action.change_to_battler$ j5 ]' E; h9 d- n% Z7 `
- actor2_id = @active_battler.id
2 p A4 v1 _8 g/ d' S4 ] - (0...$game_party.actors.size).each do |i|5 e2 Y/ p' X1 Q
- if $game_party.actors[i].id == actor2_id
; K, s+ q( b0 O8 Y+ X; Z& l$ @# N! ] - $game_party.change_actor(i,actor1_id)
6 G& I) ]$ N' w2 | O - @active_battler = $game_actors[actor1_id]+ N' B, C- P, B6 b
- @status_window.refresh
/ O) H6 ^- `/ o8 B3 o' s7 Y - end
3 k* d9 O/ y6 U( X& g - end
# ^# ]+ E: Q# } - end& q+ J9 i% J: _- B, Z
- # 对像方动画
2 R" o) b# m$ g - for target in @target_battlers9 v( j# Q3 `) g! T
- target.animation_id = @animation2_id
& B N! H2 H' m/ [+ x. e( n8 X - target.animation_hit = (target.damage != "Miss")9 I& `' T: {+ a# ~/ F* J+ \; W4 k! O, m
- end
+ ^9 q/ V0 e/ p0 c( ~. ]% o5 e - # 限制动画长度、最低 8 帧# Z+ n* s- d* u8 b; P8 t
- @wait_count = 8/ X# k3 v( v$ k2 c% {0 k
- # 移至步骤 57 S/ |4 a9 g( C
- @phase4_step = 54 ^6 p# X4 L$ m1 s; P
- end; T" G4 I! [7 @9 K* g# h
- # 公共事件
3 h6 x1 A& J) {% [* N4 ^ - def update_phase4_step6) I8 E6 h0 F9 Z9 L! e# q" H) C
- @target_battlers.each do |target|
8 \ f( L% N$ e; o7 i0 S. j7 h - if target.is_a?(Game_Actor) and target.dead? and @$ b" \" S) f. p
- !$game_party.other_actors.all?{|actor|actor.dead?}" O- Q1 u% Y* _4 {& B+ Z' Z/ f& ^
- @actor_window = Window_Actor.new6 m# w, b. a9 C" n- A, Z
- @actor_window.index = 0
9 D5 I8 V3 J: d5 ] - @actor_window.active = true+ T1 M3 h9 E% w1 j4 Z2 N/ d
- @actor_window.help_window = @help_window
: B1 p+ b8 D5 L, ] - actor_id = -13 ^9 {) B- F. N( }5 A+ t# b
- loop do4 _. H$ P" C; |
- Graphics.update# W. u5 x3 ^6 M7 h1 V: _
- Input.update s0 D6 h6 W4 W- T. L- C$ b3 f. @' `
- @actor_window.update
+ F0 b! A9 S _3 K" k- |7 P" R - if Input.trigger?(Input::C)# q( [( @0 j9 g0 Z4 ^% N
- actor = $game_actors[@actor_window.actor_id]
0 z" y4 j# n0 E" a8 V - if actor.dead? or0 P9 A/ B/ M+ v( O0 R+ {& [$ l
- (@changed_battler_id.include?(actor.id) and
- o( I- L6 A% g% b2 L7 ^$ T- L, f7 a - target.current_action.change_to_battler != actor.id) or' a/ H+ s7 ~& O N
- $game_party.actors.include?(actor)
* ~0 M, M1 P' j" `6 t - $game_system.se_play($data_system.buzzer_se)4 W$ H7 N* J, u, |& E% n
- else
5 t# B" e' ~; _0 Y% L4 E - actor_id = actor.id2 s+ X; [" i& [+ n
- end5 V y' q r2 P" {9 Y
- end
8 \8 \0 k8 y# M% O6 v+ m. ?' d - break if actor_id >= 0 K( I" U9 d7 \2 {( {/ h8 @
- end
8 c8 K$ l' P: N1 |( ^3 Y! \8 | - @actor_window.visible = false/ L4 ]3 J1 Q( }8 R3 }8 e
- @actor_window.dispose+ ?( J$ x- x& o, L" O9 {% y) ^
- @actor_window = nil
# f$ E5 J" u4 e3 m6 y! ~ - @help_window.visible = false: j5 a1 d1 D+ t) \; q; n
- (0...$game_party.actors.size).each do |i|
?) w$ f4 @, H5 ~% ]. x& \8 @ - if $game_party.actors[i].id == target.id& I, U, S2 O, X6 b
- $game_party.change_actor(i,actor_id)4 g5 l* M* t I. @1 {2 W5 h
- @status_window.refresh9 ]. t# I9 _( \4 C
- end, p$ L. y/ I' G6 N0 F; R* M' Q" H
- end
8 h2 }* M5 b2 X8 j: t - end
$ s6 X2 X' l8 J& ]& Z' ^ - end$ w0 `" E1 B& l0 x& j* O
- # 清除强制行动对像的战斗者
2 b& J( V! r* x' i. y4 G - $game_temp.forcing_battler = nil
1 |% r2 ^# w' ?7 L - # 公共事件 ID 有效的情况下
9 Q& Y' ^+ s/ ] - if @common_event_id > 0
4 q$ [6 {0 w0 f$ m - # 设置事件# F* L0 v5 Y* i' m# ]
- common_event = $data_common_events[@common_event_id]) U9 w' X( j9 T6 g2 [+ d( l
- $game_system.battle_interpreter.setup(common_event.list, 0)
% T% d! S8 `, h. V" ^ - end
$ M* b' T3 k# b - # 移至步骤 1
9 O5 r- d" W4 R. y" x* X/ N - @phase4_step = 16 |4 O2 a0 H7 k2 ?/ M. F# P, d2 j* B
- end
, ?1 U: x1 r0 J' J - end& R f6 e6 k! g9 D9 t) N$ G$ m
- $ x7 K0 Y* [& u- L0 _1 Q
- class Window_MenuStatus
( ?" m( [6 S0 q! M' U3 I/ o - def refresh
# j( ~" B+ w. p' y9 X - self.contents.clear2 }; h' L6 ~, ]1 w% a. D6 k K
- @item_max = $game_party.actors.size
9 e- D y' P: h- x* j% H - for i in 0...$game_party.actors.size+ s( v$ H, C/ i. e; O
- x = 4
/ J/ X0 F* W s! S$ ? n" U! s8 a - y = i * 32
8 a# n, i' I. D B" {9 _ - actor = $game_party.actors[i]& ]1 N6 s$ G2 E+ l
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue): x) ?# j. [$ {
- rect = Rect.new(0,0,bitmap.width/4,31)
( X9 ]" a4 x3 j1 n# ]! L, W! k - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
# v8 u) Z+ a( B( K( a9 i# k6 y - draw_actor_name(actor, x+36, y)7 d/ {: ^9 m: p# Q
- draw_actor_state(actor, x + 136,y)
+ P8 `* k, w$ B* T - draw_actor_hp(actor, x + 236, y,96)
2 `+ u a" {1 X: A/ u - draw_actor_sp(actor, x + 336, y,96)
$ ^; l1 U. g& G; V - end
H3 j" U; g9 z8 q - end
3 ^: S# R# \" p4 d - def update_cursor_rect# J3 e- Y, t% C4 r
- super
* @; x& |! [ P( _# A - end
0 O/ [) r: M3 t4 g - 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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