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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 G6 A# p0 d$ e
- , i5 y* V" a& h! a7 L
- # 队伍最大人数
1 k/ u9 i0 C# T - MaxPartySize = 8
3 z- u0 [3 A9 |6 D5 ?7 j - ' \* q' F6 m" b3 l$ ^. \2 I# |
- # 出战人数
( ]4 o' O9 B7 w4 y, Y# T( r: k - MaxBattlerSize = 1! s2 m* `- F) R6 i% @, D% p
! c% O* S. D: v5 u' z2 M0 m- # 换人语句
$ |: t$ a: z! M1 b - WordChangeBattler = "换人"8 L& K3 S* {' z( ~
- . E9 L' K7 |+ \ a# h: ?
- # 换人时播放的动画$ D; y& z0 P. e, h+ A
- AnimationChangeBattler = 263 f, B' N/ S2 n' X6 X+ W- @: T# b
- . G* P# [; v% [% E+ j3 B! o( W
- end( X( k+ m- E) U
- 3 S$ q0 Q' ^* r$ \
- class Game_BattleAction
' ~% d g8 s) R& o' [- ] - attr_accessor :change_to_battler5 a* }" }- Y! W- P4 R
- # 初始化) l6 x8 w% ]6 s) T' D5 L; c6 M
- alias lbp_initialize initialize3 _, | _' p) U5 F6 b: r# g
- def initialize
8 q0 D9 O% }* G* d7 G3 n/ E; ? - lbp_initialize* W" U4 [, E- ~9 s: H1 l
- @change_to_battler = 0
' u$ O4 {) v8 T+ h - end: ]4 x0 L, u$ @; }! Z/ Y
- # 欲更换角色编号5 z4 n' m, f- P
- def set_change_battler
1 L* s3 ~3 q8 j. l8 r - @kind = 35 f. a8 Q9 M# Z* N
- end9 l9 e4 |# C7 W$ K$ Y
- # 判断行动是否为更换角色/ h& p& _1 A% @& J8 {4 Z) S3 i
- def is_change_battler?
0 c( c. y9 y, _! u - return (@kind == 3) E2 A( u( K$ e( ^ Y$ Q
- end$ Z2 i5 Q D7 b- e* E9 x
- end/ M2 \* {* p* k% H6 a" \/ W
& {/ X* C, v! v$ x9 }2 h- class Game_Party
! f0 Z9 ?* B3 P+ R, S! N - include LimBattlePlug
/ ]+ [) i2 L' J# z7 I* R4 T - attr_reader :actors2
! I3 ?- |8 \% @. r c& G& Q - alias lpb_initialize initialize% q, E4 W! a" W% U; H7 J+ k
- def initialize
: E/ ^9 h, Z9 w! f3 _" d/ Z r - lpb_initialize
0 j5 S B/ }: K# w - @actors2 = []% \# L; X7 W4 @; m; e
- end
# b' L: l$ y+ {1 w, {6 Y8 j2 t - # 角色加入
' x/ O. Z: w* x - def add_actor(actor_id): U8 |/ A: z5 c
- actor = $game_actors[actor_id]
" x( p' \. p% p* p5 n; q) q! i, B - if @actors.size < MaxPartySize and not @actors.include?(actor)3 o; X. R O2 Z- P% C; z
- @actors.push(actor)1 X3 `4 j" @$ p9 `0 {
- $game_player.refresh
: B# i& [+ x/ v - end
$ a* B& e% B5 p! @ - end
{ } u& t5 x& ~ - # 设置战斗的角色
! _/ Y5 k$ M: g0 }4 Y1 q - def set_actor_to_battle
, H$ Q% G7 {! m; g1 l - @actors2 = []
1 |% }6 Q" G* T" o# ?# D - @actors.each do |actor|+ a( Q/ I* S0 |. u3 B% X& A$ c
- @actors2.push(actor)
* C- d M$ r+ R& `7 e - end3 {7 H* i M; j* a r, v
- @actors = []6 U3 g$ |3 F; {3 y/ _# ~
- @actors2.each do |actor|
5 l0 n& B) }4 i k - @actors.push(actor)7 m7 y$ [/ T! p, Z) n7 K, C: D& M- e
- break if @actors.size == MaxBattlerSize" m+ ?& Y$ S$ k4 e2 {
- end
, g7 F& C1 ]4 Y9 z5 o3 U9 n4 p9 x - end
3 {- J/ Z) L! T7 \" X. D0 v1 i - # 还原战斗的角色* E+ n7 e( w% o R) V9 e3 r3 u
- def set_actor_to_normal
, g3 Q; p, E8 O( V$ K - @actors = []
: y& C) _6 q- b g% k, c3 A+ Q1 Y - @actors2.each do |actor|
* r5 J3 J; B- t - @actors.push(actor)/ F* G7 U, T/ b, q
- end
* L1 B% w+ \) O. [' K, ] - end9 m1 l: G7 C+ K3 V3 X) i# U
- # 获取角色id数组
3 `; }8 v# k) S! @# ~ - def get_actors_id& {- O, W: i; Z! C3 Y6 n
- id = []
7 D7 s3 b G8 X3 B - @actors.each{|actor|id.push(actor.id)}
+ V2 k* T- H8 x: u* l - return id4 Z* W% e6 J! c. j8 A- e3 T0 d
- end
6 z- [0 g' X- Y+ F& U5 a3 r( O - # 获取角色id数组
" z' [, N3 N+ o( f - def get_actors2_id& v6 V! c$ X- |, }. V E4 x# h4 G
- id = []8 }) j! J, y+ H) {
- @actors2.each{|actor|id.push(actor.id)}
+ _" w# k" r: F7 F0 K: M4 I2 r - return id
6 z/ }9 U3 f2 ?. _, s5 N7 E# }! L - end
7 h; ~4 E! u% H - # 兑换角色
2 W; x2 [5 t3 D: m" n2 G U - def change_actor(index,id)! ^* _; G6 ^, o0 o
- @actors[index] = $game_actors[id]0 h' Z! ^% r! P; _# e$ B! I
- end6 K6 J4 t3 \) o+ M. w6 ^* G
- # 全灭判定
: ~, h& g0 L3 N5 Z$ i1 F - def all_dead?
* x' ~9 A- @5 V6 {* q: ~9 [9 F) Y - # 同伴人数为 0 的情况下
9 o" X6 D+ }+ l n - if $game_party.actors.size == 0
: B B s O" f. r3 K9 J; d8 Z - return false
5 e& c( P5 C8 w" D4 i - end" C; I' m+ x. x9 F& p5 w
- # 同伴中无人 HP 在 0 以上% G% O8 k) B3 b! G5 b
- for actor in @actors2
. R$ m& z/ I1 Q2 u - if actor.hp > 0
1 J! I6 w$ X; g2 z8 N3 s - return false
' S$ M; g9 r, i& f6 t0 W - end
% F/ T4 F5 K" `& G. H9 C - end% R# ]0 r) Z! Y% _8 c9 h
- for actor in @actors' b! q0 i% A3 r
- if actor.hp > 0
4 B) {- a1 r+ p3 ? b% R - return false
2 C0 ?/ n: O0 T$ `: {" r: \( Z B2 y - end) J9 e: b" _! A! x1 s: r& w9 u' \& @
- end% S5 ?/ t3 |0 a
- # 全灭
- S1 Q) F$ ]6 I' p6 H - return true
# V6 J2 a. A' X/ D5 e: u/ b - end( g k2 }: L4 H1 }' J* }
- # 其他角色, x# C' c) n8 F( r- i
- def other_actors/ b; r, H0 _) s% W& e- L$ Z
- actors = []
( O/ r# B$ M0 s" I - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
8 I K0 o* x+ p# C. Z9 X - return actors( C0 k( e6 y. |% c
- end# {, `2 j) r- D
- # 角色位置互换
# t- \ H5 o0 N3 U7 E+ g - def change_actor_pos(id1,id2)
: p0 R2 M4 J1 J - actor_id = []
; G$ ?6 O. r$ F - @actors.each do |actor|5 {1 u% [- i' U" P# k/ ]
- actor_id.push(actor.id)
" u2 m$ f- v& N% e4 u4 U+ p2 X0 T - end: T' N s- ?# o2 F z- {
- return if !actor_id.include?(id1) and !actor_id.include?(id2)! F1 F! x6 k7 V* F9 c' y
- id1_index = id2_index = -1
, A! A# y {- d/ i - (0...actor_id.size).each do |i|- v: r1 l6 |0 k2 B; `6 p3 g7 M @' [
- if actor_id[i] == id1
$ T" W/ A) N% I- Z. ?9 P - id1_index = i& ~3 D* }, g1 s$ T* d( e
- elsif actor_id[i] == id2! k6 A- k) ^* T4 |% ]" Z' v
- id2_index = i
" ?8 d& C" o" r9 m5 V% Z - end
7 D! b, {2 w1 n7 X - end
0 l2 g2 u# t& V d# w8 t% I - temp_actor = @actors[id1_index]
- U* c" z9 y7 S7 u- i - @actors[id1_index] = @actors[id2_index]; M4 r) s% |- H4 [; w' ^4 a. {
- @actors[id2_index] = temp_actor- U% f# x% [4 o8 w I
- end3 `+ f o* T: n; n6 H
- end% p8 n3 P. U. }6 p0 @5 [! E' ~6 A
. U7 } X+ f' i5 h. Q# q. f# S- class Window_Actor < Window_Selectable
6 `* }0 a0 a0 t. b - # 初始化
2 x0 w* y6 H- X: Q$ j! e& l0 F - def initialize( c3 G/ D8 S8 c3 N" H" p- ^
- super(0,64,640,256): k5 w1 h; N4 e5 e( V
- self.back_opacity = 1605 s% r6 S8 s" U! Q6 S
- refresh' [6 d, H' K8 x/ ^. r
- self.index = -1) N: o: k5 O' h
- self.active = false
5 u W1 f$ _ Q; b - end
7 X. E" J5 b6 ~" @8 s3 f - # 刷新
& C: \( F$ T7 F2 ?+ T' ^) }% g - def refresh
* R6 j- p/ m! h5 P9 Q4 d - @item_max = $game_party.actors2.size
3 ~0 \! y! r3 H5 C3 v - @data = []
( L+ t/ Q+ p& ~' E3 \ - $game_party.actors.each do |actor|
# m: e. @. b5 u - @data.push(actor) y3 S0 m! N% y. A6 ~" ?
- end+ \, E3 ]: E* z/ R" g, n0 G1 e# v
- $game_party.actors2.each do |actor|1 x5 i, e0 }( B; @ a) u
- @data.push(actor) if [email protected]?(actor)
* [& M4 D, l9 l+ G8 [" g; `+ }/ E - end& N) g' e6 B% v
- if self.contents != nil6 ` [$ |) y, q0 c1 ]+ s6 N+ V) M, ^
- self.contents.clear8 O& x6 A6 e0 D2 U7 r5 t
- self.contents = nil2 Q1 s; g. r S
- end
! ~* f. @. j% a - self.contents = Bitmap.new(608,@data.size*32)+ k f1 M4 j( X3 w' ^
- x = 4
' W$ t2 b8 A% U3 j* @- Z1 H2 E - y = 0
; r" g5 N0 M& w - @data.each do |actor|, M7 k- A% z& i" w# v
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
. m* R( |# ^( m5 e: s3 c - rect = Rect.new(0,0,bitmap.width/4,31)
( a* H8 E% P: D4 N: d! t( z+ { - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)7 b- @7 @1 {# ^/ `8 ?
- draw_actor_name(actor,x+36,y)
/ N7 y* H' f6 d$ _/ M - draw_actor_state(actor,156,y)
9 F! y" C. G9 g* R0 y - draw_actor_hp(actor,x+256,y,96)' V9 o$ W& j& \ a ?" o2 R A
- draw_actor_sp(actor,x+376,y,96)
8 ^7 y# H7 r" d - if $game_party.actors.include?(actor)8 [5 h! ? P2 m6 F3 I
- self.contents.font.color = text_color(6)
" L) y1 I8 P3 Z9 ~0 T - cword = "出战"6 p/ G& V- E+ ^% a5 N$ Z
- else1 P, k2 O0 C5 s9 P
- self.contents.font.color = text_color(0)
' [6 C k& b1 N9 ?# F - cword = "待战"
9 z4 { ^: ~: n; g; k - end" x4 r: S$ j2 C* t" n! Y9 s
- self.contents.draw_text(x+496,y,60,32,cword); B X8 P4 Q7 n* n! c
- y += 32- F! `7 Z4 _/ I
- end
, M) O" x2 A' M0 j% G6 W, o" F* H - end! v8 U8 h2 h+ p7 @5 S( A5 T
- # 获取当前角色编号' C; q0 w; d/ T! r
- def actor_id$ Z' R" o9 ^9 V) T4 S& A/ |, [
- return @data[self.index].id
. J$ `3 b( K u4 G% {, Q - end( f8 e1 K7 _7 V& C& c$ I: @% L
- # 刷新帮助/ E& j* ?( u2 z* ~2 v
- def update_help0 _+ a* j! \4 \; A: w4 @& R& k5 d
- @help_window.set_text(@data[self.index] == nil ?\+ v9 c3 ^6 I7 t! h$ B7 V
- "" : @data[self.index].name)& ]& r p) h3 K+ e
- end( S" J& N0 d2 {) a
- end0 b" m, ]1 l% ^
- $ f2 a3 {: R# G3 a7 U9 T
- class Scene_Battle
( G" e% X% z5 G: x0 r - include LimBattlePlug
4 V* G7 B, l0 m - # 初始化
$ A# H( o* {& y7 F* L$ @ - def initialize+ _3 F3 e5 M4 E" |
- $game_party.set_actor_to_battle1 d' o5 g" r: r0 X) |( p
- end
" @7 M/ C7 T0 W! y' T" G g) T - # 主处理
; R; j: z2 P j/ B( y0 u: V - def main
& T1 G9 {6 |) X* w. x - # 初始化战斗用的各种暂时数据: m. t! B3 k5 @& s2 Z9 U
- $game_temp.in_battle = true
7 q; S# l. D% S" { - $game_temp.battle_turn = 0- V7 E% n! ] o; b
- $game_temp.battle_event_flags.clear8 E7 x2 g- Y* M0 E
- $game_temp.battle_abort = false
/ j6 C4 K+ o8 Z! o# N9 B7 j - $game_temp.battle_main_phase = false5 m# ~& t1 M: C- V9 E V, A
- $game_temp.battleback_name = $game_map.battleback_name
- o3 n4 |! A) h# j. g - $game_temp.forcing_battler = nil; u3 ?: J; s. b9 J9 z4 M
- # 初始化战斗用事件解释器) T% a: H& b) o3 d
- $game_system.battle_interpreter.setup(nil, 0). _. o7 o% T/ q6 x
- # 准备队伍
1 e, ^! x: H0 c( N" y# N0 { - @troop_id = $game_temp.battle_troop_id* a$ Z( e0 ^. V0 Q3 @- b
- $game_troop.setup(@troop_id); `# h h- j h% x
- # 生成角色命令窗口
. L! u0 ~) M! Q3 `! y: N1 e8 \! {# i - s1 = $data_system.words.attack
& S' x& I) v5 r( V( L - s2 = $data_system.words.skill
" n' M3 [4 V: f2 A- v2 G! ^9 v - s3 = $data_system.words.guard
5 s T1 R& S% s0 w; r, q4 J2 c - s4 = $data_system.words.item
5 Y4 F* a- U, h( [% B - s5 = WordChangeBattler
* R; L3 G0 }5 m& l2 f2 n - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])4 q- g3 R( x- R/ ^% @1 j
- @actor_command_window.y = 128
' r7 g. `6 `. c: G5 L$ H$ m - @actor_command_window.back_opacity = 160: v* _( s# r7 z0 h7 F, E
- @actor_command_window.active = false
- @9 W. O8 }! i5 a: _% } - @actor_command_window.visible = false
0 ]" @3 u$ T2 |& `" }$ N9 y# M - # 生成其它窗口
H; w# K/ @2 c$ I. G - @party_command_window = Window_PartyCommand.new
! P4 E1 o- Q2 J, _5 q( v' F - @help_window = Window_Help.new
+ w; M9 i0 |3 I3 R" \ - @help_window.back_opacity = 160/ P- d* k0 e. P# l
- @help_window.visible = false& l# s+ c- j: N3 `( l* x0 I
- @status_window = Window_BattleStatus.new
. S! H+ C s1 i; l* k% u - @message_window = Window_Message.new
! k# ]: ?# J3 C1 F - # 生成活动块' ^2 F6 S7 P3 z5 }( ], b
- @spriteset = Spriteset_Battle.new7 e6 v9 W4 x3 F; @+ S* M
- # 初始化等待计数: {- [$ g- {) S
- @wait_count = 0
. V7 ?, K! J2 k - # 执行过渡
+ t4 I x" ^; \! P4 z2 g f4 H* [- l( M! s - if $data_system.battle_transition == ""
: z: J7 A' ~ q5 p6 g - Graphics.transition(20)
2 J& T0 j. }/ L2 r7 f5 U1 y+ d - else. y5 Z/ L0 g, B5 r, O8 C* B7 a& a" C
- Graphics.transition(40, "Graphics/Transitions/" +4 ^6 ]& W% U P6 W; u; ]
- $data_system.battle_transition); W6 d9 i& Y5 c* Z8 k8 @) n
- end; P) l& [0 `+ u8 I* O; M& q/ B# K7 U
- # 开始自由战斗回合
% x" y; E1 I8 q- k9 T - start_phase1
) R& c A; P& l: a! F - # 主循环3 o! G# N; @4 {% @/ I0 ^( ?$ J7 ~( c
- loop do; j0 _& a0 |2 Q5 R* u# \
- # 刷新游戏画面' m: P: O% c" r
- Graphics.update
% x+ z& a/ T( `! g - # 刷新输入信息
& U% K4 p$ G) ^0 b& h- _ f0 P$ a - Input.update2 j3 ^& U+ y# y" _& s
- # 刷新画面
6 ~; X% B9 m5 D2 I - update) H' y7 L9 Y' z' S$ k3 q
- # 如果画面切换的话就中断循环- \$ B# N* F8 A5 p; s
- if $scene != self2 @, @! Q( ?; A$ H1 k5 A, j5 ]$ L
- break. ^: q' |6 |8 v& u: W
- end
$ Z9 E) Y q' _1 d - end
9 Y' t8 V2 h# m- H$ _ - # 刷新地图
* j0 r# S2 i- B1 q0 A7 r% I# ] - $game_map.refresh
3 V' A5 B4 p) U - # 准备过渡
# i0 t. G4 Q' [2 L2 T" u, `9 W$ l - Graphics.freeze K) ^2 \6 L# M
- # 释放窗口
$ H! A3 r* O3 g r- ^ - @actor_command_window.dispose* l( g1 Y# M+ h2 ?
- @party_command_window.dispose
+ }1 M6 C. f! f - @help_window.dispose
2 o+ B% U/ T$ y% w5 l9 p8 @, Y - @status_window.dispose
0 w3 N( Z& B" |4 |5 h/ f. p - @message_window.dispose
" u3 y& E% C# r; p6 }+ V - if @skill_window != nil
" a7 }9 T3 W9 R; a8 _ - @skill_window.dispose
6 ?) g/ \/ N5 A; Q4 A - end
" V u9 B' a. y; f5 f - if @item_window != nil
7 P6 b0 `0 ^, K, m# E1 \( Q8 ~6 p% x - @item_window.dispose
* u9 [0 \, [' a5 P- S" k - end" `; J, a6 a: X$ d# h0 v& S
- if @actor_window != nil
" [6 K$ Y1 k6 _1 }2 w - @actor_window.dispose
# O7 E- `- U: C( a0 N - end. [6 r$ C, g. k5 o2 p1 i S
- if @result_window != nil) s+ Y s* |+ [0 c( F9 J- V5 }8 e m P
- @result_window.dispose
9 ?: G( q8 L( ]# [; F! e3 a - end. ?9 E9 l; h3 l/ k. @
- # 释放活动块
4 ?! N. T7 e. U - @spriteset.dispose
0 r5 f$ ~( ~; e+ ~6 f# c - # 标题画面切换中的情况8 C. t1 s; u- h$ S
- if $scene.is_a?(Scene_Title)6 D( R1 h( R* u6 S4 A8 @( |/ A% q
- # 淡入淡出画面' B, |( ]* P. k' r7 ~/ X
- Graphics.transition
% K4 h4 ], K. Q5 D0 I - Graphics.freeze! f; h( e! }9 j
- end2 k9 r7 V; E: | q* o
- # 战斗测试或者游戏结束以外的画面切换中的情况
, g) i4 { C( r2 w# v - if $BTEST and not $scene.is_a?(Scene_Gameover)4 q4 F% l% m' J$ c7 {
- $scene = nil) T6 g3 d$ v) W: O: M
- end8 k0 |4 @+ i7 |) T
- end: s, y7 E4 a1 W$ w8 q
- # 战斗结束
1 l% Y6 K7 D0 ~: Q6 M; b' [: I! } - alias lpb_battle_end battle_end; N# }' k* e7 S% |$ V: h
- def battle_end(n)
# s. U' |2 s/ K, l" X - lpb_battle_end(n)
7 L: R& L! i1 K) I. _5 d+ a - $game_party.set_actor_to_normal5 G3 T7 V% t g7 n5 d, v
- end. h, Q- W3 a3 v% |
- # 开始回合3
( F W ^% U0 ?* D1 v( C - alias lbp_start_phase3 start_phase3
+ f( n& C6 ~$ e - def start_phase3
4 L6 h4 z% t9 e7 M/ } - @changed_battler_id = []
; \( M* g, o& K - lbp_start_phase3
2 Z x4 s9 y( \( S - end
5 T7 }& I' r# ~8 N$ A1 J - # 刷新角色命令回合画面! D: c2 S- c/ ~& B) p- H
- def update_phase3
" w' t4 o0 g P" n; H - # 敌人光标有效的情况下
6 ~& Y a/ m# f8 I ^8 b! F - if @enemy_arrow != nil
; f; c& n- T7 ?9 i - update_phase3_enemy_select: w. j& u6 ^0 M( S- y" E! S
- # 角色光标有效的情况下
. R2 T0 D1 ^/ r# Z - elsif @actor_arrow != nil5 {! u3 f" X% ]8 M
- update_phase3_actor_select" L) m7 \/ w) y" g* u
- # 特技窗口有效的情况下
4 E# L) j6 t) a& L# x - elsif @skill_window != nil- ?3 e2 C! w4 ^# P
- update_phase3_skill_select
~0 y8 B. A6 [- e" f- E7 V+ ~ - # 物品窗口有效的情况下5 C: R" v7 c0 ^# c P1 [
- elsif @item_window != nil+ b+ c& c& D& o/ X
- update_phase3_item_select, q4 D& W8 ]% ~
- elsif @actor_window != nil
9 b; h) `) b/ l; @) } - update_phase3_battler_select
$ F& G3 o# Y& L& t - # 角色指令窗口有效的情况下% _. M/ N; P( g! n
- elsif @actor_command_window.active' l6 o- v. q) K
- update_phase3_basic_command
. E9 O% {9 f, o" E: E0 L* U8 p% N5 i - end
) B! \4 ~" }/ m0 J; k - end
0 \( D8 _6 w/ E# R7 c - # 角色基本命令6 O/ y* }% `; J+ |. U1 z6 q3 q
- def update_phase3_basic_command/ M& F* O( \. y- {
- # 按下 B 键的情况下5 O/ r- o- k1 [' x
- if Input.trigger?(Input::B)
* R1 c- C8 u+ J: I4 g1 Q - # 演奏取消 SE
- c8 ^ f M) V- @2 @4 y6 u - $game_system.se_play($data_system.cancel_se)
$ e6 ?/ N6 G7 R) P- n6 J: G2 |' i - # 转向前一个角色的指令输入
6 x2 k# C6 o1 r' U3 l- O - phase3_prior_actor: W5 s' [ }3 a& H4 J( }
- return
4 n1 b$ Y+ ]" O/ a7 ~- M! d - end
% T' Z9 X4 q& p* B" j/ G2 ^ - # 按下 C 键的情况下
2 |0 L4 _! g2 t& u( j& d - if Input.trigger?(Input::C)- e! n6 ]& Z2 A- b- X# u
- # 角色指令窗口光标位置分之* v/ Q# v* h D% c3 c+ f \) y. N
- case @actor_command_window.index; O4 i$ l4 u; u( J+ O& @" D5 M* J
- when 0 # 攻击
' i0 }& @* y+ Z9 `4 L# k - # 演奏确定 SE" |! g+ d0 R5 C! @( R5 e
- $game_system.se_play($data_system.decision_se)( a9 r5 Y. l% d
- # 设置行动% |" {3 y- ^, v6 C: x+ q
- @active_battler.current_action.kind = 0
6 r- |8 G+ a- e( ~ ~$ n - @active_battler.current_action.basic = 0
. L" ?% I4 Q% H X1 P7 ? - # 开始选择敌人, G, J( Z( z8 R# R$ t
- start_enemy_select
0 j& y% |4 l. b; `# Y) `) ` - when 1 # 特技
. T# I9 H$ ~$ I$ _' G. M" l; ?4 c% F - # 演奏确定 SE
6 v7 X+ }5 N$ r* C6 Z( Y$ |6 n - $game_system.se_play($data_system.decision_se)' p8 R" c- Y& P* M3 g/ p
- # 设置行动
. u1 S3 L) h K8 L# O$ {- q - @active_battler.current_action.kind = 1
0 V9 {. b" o% b# X" s4 p0 V" O; i& g; U - # 开始选择特技
% I/ r- d) G# |' F5 C' s8 [ - start_skill_select
8 t( t1 C7 M" K( o% |+ L3 Z - when 2 # 防御
4 N1 {: U6 u1 r) V - # 演奏确定 SE
. [0 C3 s. F7 ? - $game_system.se_play($data_system.decision_se)
8 j, l! a4 J- E) O: W+ b1 n - # 设置行动+ n5 }% Z$ o# a; s3 N" V& l: r
- @active_battler.current_action.kind = 07 ~4 |1 ~5 }* a' n( I
- @active_battler.current_action.basic = 12 L2 q2 d$ u% r2 g8 ?: ^+ w) X
- # 转向下一位角色的指令输入
8 |- w, I5 a+ s - phase3_next_actor
, `* I0 u9 H7 J( w& i" l* v - when 3 # 物品
0 l9 m- X: Y7 J8 W, X - # 演奏确定 SE/ Y! Y: K, k+ g3 A" ` l+ |! {
- $game_system.se_play($data_system.decision_se), n7 |1 u H& y+ u
- # 设置行动' q2 c& i, q6 n: V9 _( U" X8 W
- @active_battler.current_action.kind = 2
( M9 ]* A, X! @& b" _9 N0 u - # 开始选择物品& a, S* N. {$ C
- start_item_select
h% e7 D, ~7 |9 R - when 4 # 换人
+ E/ E8 X; C& W - $game_system.se_play($data_system.decision_se)
( i: t& l7 o: e3 k - @active_battler.current_action.set_change_battler
8 l) F) k; V2 l4 o1 j& |' O6 r" _ - start_battler_select* h, y7 J, F& r, Q3 l5 [- T
- end
$ }. H5 t2 N, f. E, _# G, F - return6 n( }& ]+ L2 t# @" y' D/ c
- end
. y. \5 Z3 M+ K" r4 ~, f4 k6 K# u - end) c E' T) f/ u( `; y, u; l& S1 V3 Y
- # 开始角色选择0 ?9 d* B3 Y) q/ `% V! D
- def start_battler_select
' J r# t' T" e' v9 Z2 p - @actor_window = Window_Actor.new# X3 c+ m8 q9 J* G# U% ^
- @actor_window.active = true
W( `* l* H s) i5 Y - @actor_window.index = 0$ @, u0 X) }9 A ^3 o
- @actor_window.help_window = @help_window
7 u+ d2 K* {9 b4 o" ] - @actor_command_window.active = false& Y6 G" {2 W2 K. _; m# \5 ?
- @actor_command_window.visible = false
2 |' j t$ a$ v3 }# Z* ]: q - end
& o6 J; r9 |/ P; f4 X2 g2 p |0 p - # 结束角色选择/ J Q3 c7 |3 I5 N
- def end_battler_select
1 v- g6 s" p, Z/ ^8 S2 V8 | - @actor_window.dispose
9 L) z! b; i- W' o4 J" z% c# e - @actor_window = nil4 t6 a* [! I8 D' B
- @help_window.visible = false/ R4 A- Y- n" e" J* |- ~
- @actor_command_window.active = true
u6 U% [% E7 P9 n& x; e4 j - @actor_command_window.visible = true
$ \# j n1 `& [3 p8 e - end
( L0 _( b3 v7 \) l% w; a - # 刷新角色选择
5 u4 l4 D; T) u2 L$ K2 A5 J - def update_phase3_battler_select( _/ F; f, v8 q9 C5 Q
- @actor_window.visible = true
- ~- m5 D: ]- K1 P ~ - @actor_window.update. X* Q( D A/ N! b8 x# O
- if Input.trigger?(Input::B)) e! N* n3 ~7 G3 D4 N+ T% E" F. ]7 V
- $game_system.se_play($data_system.cancel_se)
; I" R" B5 |) E+ I, t - end_battler_select; ?1 V% A; l, s) _" x! T6 z. A
- return
( F; C3 C% K: y1 s5 d" h8 T8 W3 d - end3 K w0 F! x; s% W0 ^& y% @
- if Input.trigger?(Input::C)( M: T7 N- H1 J3 I& ~
- actor_id = @actor_window.actor_id9 Y: ~. g. { G6 }% L# ]& F% Z
- if $game_party.get_actors_id.include?(actor_id) or# r( x* R% w; Z4 J
- $game_actors[actor_id].dead? or F3 z H- T# `' W6 e
- @changed_battler_id.include?(actor_id)4 j% k" c. @# j$ s' j
- $game_system.se_play($data_system.buzzer_se)
1 h- T* e3 l2 }, Z1 x - return
/ L' g0 b4 x8 J - end9 e- ^/ o+ r, V- d8 |$ i6 ?+ K O
- $game_system.se_play($data_system.decision_se)$ H) q \" k* s. q$ P
- @active_battler.current_action.change_to_battler = actor_id0 a. [. R5 m; g! M1 V4 v6 c) r
- @changed_battler_id.push(actor_id)
; ^: E0 G# N, t Y - end_battler_select
& q$ ~8 I7 m2 r1 R$ D - phase3_next_actor
) U3 c( }8 ^2 h0 a6 v - return( p, Q6 L5 H( \) X# j& p( E
- end% r/ f; l' e. o, L
- end
5 a) T; A9 v" k# y1 w - # 行动方动画! N9 k3 D1 C0 C9 ^1 \8 |, P8 t% h
- def update_phase4_step3; J# E0 R0 D( W) E$ t: @) `
- if @active_battler.current_action.is_change_battler?
; q3 K. u( E |: o/ X - @animation1_id = AnimationChangeBattler
( f: ?$ |7 n3 S3 m' k3 y - @target_battlers = []% k3 O/ V4 r% y3 U( `. K
- end
) Q2 w/ k8 @; w2 g- [ m, l) ?/ t - # 行动方动画 (ID 为 0 的情况下是白色闪烁)' V) @9 L: ?$ \+ v2 h' u
- if @animation1_id == 0
, |+ W( z: v" P$ S+ k - @active_battler.white_flash = true
" j' c2 ~5 H4 ^4 c; m - else
1 T3 T7 K; C: N - @active_battler.animation_id = @animation1_id2 N8 w6 P& s0 [1 u+ E2 o
- @active_battler.animation_hit = true7 }, ?% J! V1 w7 k) M% O m. Q( P) n
- end
0 B9 t Z7 w% J. F - # 移至步骤 4
* d! t+ M- G3 ?) k4 z - @phase4_step = 4- Q1 f* }+ k" w5 E% Z6 a
- end
" X0 @; l! J& _, t( A9 ~& f - # 对象方动画$ p+ L8 e7 \$ e( F: R
- def update_phase4_step4
, v# U+ Z0 g; S2 d - if @active_battler.current_action.is_change_battler?
% ]6 [0 c/ ]! p, _) X6 V n8 n - actor1_id = @active_battler.current_action.change_to_battler
/ f' X3 N/ G4 o$ l* p# L8 j. p3 j - actor2_id = @active_battler.id9 V% ^+ v3 ^& T* y7 a. _/ O
- (0...$game_party.actors.size).each do |i|$ u- I6 O5 W9 E X2 T4 P
- if $game_party.actors[i].id == actor2_id
S9 F7 i" S- X1 A2 q - $game_party.change_actor(i,actor1_id)
, [$ Y3 N) S: ` - @active_battler = $game_actors[actor1_id]1 ~& f8 [+ {% a* n W5 j
- @status_window.refresh
, E) U! p6 L$ ~" y6 [( r - end7 \: w8 [6 k5 X g N/ ?5 j O/ v
- end
( w6 ~. F0 Q) m/ z& [$ N - end0 F8 I" x4 q" e! J7 O# M
- # 对像方动画4 `. K) i: K1 F% I
- for target in @target_battlers7 V# I, u* j* M5 o; ?/ O' l
- target.animation_id = @animation2_id1 b+ F2 r" Q1 ]& k
- target.animation_hit = (target.damage != "Miss")
, q o9 r2 b9 H$ N0 P* e) @& l - end) c/ i2 L/ X# e4 M8 {- N: [2 Q- y
- # 限制动画长度、最低 8 帧
3 f. `( ^" v7 D& a; G' m8 D+ [ - @wait_count = 8
; K' m' {) q G9 Y - # 移至步骤 5$ i" {3 ?) I6 m# ?; c" X1 M( {
- @phase4_step = 5
- f1 w; U8 G, | - end5 @6 `% r. E |, c; A7 q+ j
- # 公共事件+ U/ d* ]8 E L+ X; r2 ]% u3 Y; I
- def update_phase4_step65 M- s- @: \9 T i- e! P. I
- @target_battlers.each do |target|
# n6 L& c5 ^/ T: d* D( {- } - if target.is_a?(Game_Actor) and target.dead? and
* _1 U' ^: S# Y8 d0 d: s$ a - !$game_party.other_actors.all?{|actor|actor.dead?}
3 k3 \) V! W9 C3 v9 N# f- ? - @actor_window = Window_Actor.new
2 i8 \: N. z1 z - @actor_window.index = 0& o, K/ T: Z- e4 _. s
- @actor_window.active = true
; Q8 K0 k- z% T' O% {7 k, J0 S6 W - @actor_window.help_window = @help_window6 Q4 t r7 e+ f
- actor_id = -1
( Z' m, P( ?7 | - loop do/ ~# T/ v8 ?: |, [
- Graphics.update
w( G' ^! q) D - Input.update
! f, i# I3 ~, s5 j! p% v" p - @actor_window.update2 ?+ B; P8 u. @% q( V$ W
- if Input.trigger?(Input::C)' K7 ?# P" h, `4 Y7 Q6 z% `
- actor = $game_actors[@actor_window.actor_id]
* G+ S; m }! u8 \ - if actor.dead? or9 q- w1 \6 w1 @% f8 a" b2 l
- (@changed_battler_id.include?(actor.id) and / M- O3 M. U( A" R3 C; [
- target.current_action.change_to_battler != actor.id) or
. S* A: a) T9 ?. L5 f# W. A" K - $game_party.actors.include?(actor)% [" A3 ~9 L! D1 I& j% c
- $game_system.se_play($data_system.buzzer_se)! \9 ?$ A3 r0 r
- else$ ]7 r! b1 Z' _: R
- actor_id = actor.id6 \. E# H3 D4 X8 s- v
- end* U* z' T4 T) B3 E `+ r
- end
1 W) w5 M- L$ ` - break if actor_id >= 0
' q5 ], X) K' Z" j; ^ - end
1 E: s A9 y. Q/ D+ C - @actor_window.visible = false( \2 Y' Z( i4 E d5 U2 w3 F
- @actor_window.dispose# y$ R5 U+ f) `! ^* S3 f9 l- i/ w& V
- @actor_window = nil# L) `( y$ q) `* q4 Q( {
- @help_window.visible = false
, K5 {) N6 A* x0 }+ i - (0...$game_party.actors.size).each do |i|1 I9 h" F6 f1 E" k/ H8 H4 y; G
- if $game_party.actors[i].id == target.id
% m d3 q- I9 ?' A - $game_party.change_actor(i,actor_id)& T& ?( ^$ L# g& U9 w. i* |# B1 o1 G
- @status_window.refresh$ N3 }$ V) y6 D: x, k
- end/ h- k% t$ B3 ]/ C
- end
. W- J( h' B# P) ]0 A% K - end6 O: U! Z' [9 E. j2 ^7 S; S, s
- end
F3 c, ]( o1 m. q' `; \# M+ r8 m. h - # 清除强制行动对像的战斗者
3 x8 P0 m) _7 I6 q# X, w - $game_temp.forcing_battler = nil
1 q# n- i- O3 o. t. Z: u% r - # 公共事件 ID 有效的情况下2 ~$ ~# P1 s1 A A) y$ v$ _. {
- if @common_event_id > 0
h: ~ A% Z q( ~ - # 设置事件& c7 v; N) g- U% Q# \/ E
- common_event = $data_common_events[@common_event_id]
# o8 @3 S& A, {0 y0 \ - $game_system.battle_interpreter.setup(common_event.list, 0)
" ~! s$ g% o/ T i g' |$ u0 t - end% V' a1 u7 l9 t- p S- L
- # 移至步骤 1
+ ~0 W) D& `- |" R" h! k8 i - @phase4_step = 10 ^' r# B0 K2 S8 o
- end
" r. T* X! g; a4 A - end9 {3 K+ V& m: D3 |0 p3 C
9 t e0 q( x; \6 l5 U- class Window_MenuStatus
# S# e1 F' x, I; I - def refresh
- L( I7 Q$ r9 a4 F+ _; g- O/ x) J - self.contents.clear
. X0 g% f( m* G, T7 |8 R - @item_max = $game_party.actors.size* N! `5 w) L8 U: w
- for i in 0...$game_party.actors.size% R ]6 l: E8 C4 r3 c: H7 A
- x = 4
( A" `$ s( a- T( u! l - y = i * 326 Z4 p; }# y, B- ~& t) \
- actor = $game_party.actors[i]
' D4 u4 U; g6 ~, p0 c - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)! ?$ n6 o1 g# Y7 O T: U
- rect = Rect.new(0,0,bitmap.width/4,31)
7 [( l5 B" w8 z1 P L7 O2 r; P - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)' Q3 F* i3 A( y3 l8 a
- draw_actor_name(actor, x+36, y)
6 N6 R- D, c+ |- |. ]* n, x6 u - draw_actor_state(actor, x + 136,y)! i9 k3 F) j) \6 s8 W
- draw_actor_hp(actor, x + 236, y,96): r Y% S6 ]* {" J# Z
- draw_actor_sp(actor, x + 336, y,96)
" |8 ~9 ?& g+ \- P& X% S - end
8 ]: c9 {/ I# {3 K! G3 F+ z8 C - end
% @6 f' \4 w$ a+ E4 G: o- F' @ \7 a - def update_cursor_rect0 C& S& j8 h9 v7 V4 ?/ C8 t
- super* }+ E C0 z5 {- c
- end+ d& T: K3 o2 _, h9 X* q* t5 Q
- 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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