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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
; u1 d5 n" I( ?+ Q
# }4 J) V+ q6 v: U! I. J4 l3 _: s5 `4 E- # 队伍最大人数
4 P6 S+ P P% C+ V5 l, Z4 z9 J7 F% { - MaxPartySize = 8
- P0 ^- `9 H- ?) S( y+ ^; W5 I3 E
G) A8 s+ _8 Q, T. \- # 出战人数
. b9 }; u U6 { F6 Z) w3 F - MaxBattlerSize = 1
. ~4 \5 |' s$ p8 q: k - 3 y! }/ B) l. [, f( ~/ A
- # 换人语句2 }8 i% U1 j+ [1 S" F+ t9 O
- WordChangeBattler = "换人"7 Z# z+ I: [9 C7 @' G" C [
" O7 ?+ y3 `3 H) P0 r) \5 W/ `- # 换人时播放的动画
/ w7 f3 Q& p( {( i - AnimationChangeBattler = 26
- l' N$ {8 x7 i; l' L: Q% c - 6 w+ I1 E. g6 x/ g& O
- end
3 @) X2 n9 i+ g, F
: G* A2 {# `; I/ p+ o- class Game_BattleAction8 E0 [% T) z2 t2 P( O. q
- attr_accessor :change_to_battler# J0 t: x2 s5 m0 |
- # 初始化
]% b |$ a( a4 {& o - alias lbp_initialize initialize7 n0 ~$ x" X& I {. \7 \
- def initialize
5 b, A" |7 K- t7 S$ h - lbp_initialize
/ `! c/ {3 |: ^. [2 X - @change_to_battler = 0) m2 k- {& A; @ J. O) q
- end! d7 V/ G7 i* H( |1 X$ p
- # 欲更换角色编号& j7 [" k2 M0 m9 U
- def set_change_battler1 W$ ]4 J4 V" H4 J& g) _
- @kind = 3, p' r, j- i- ^7 O
- end/ Q" Y4 _5 @$ g, ^ g
- # 判断行动是否为更换角色
1 `4 u" |3 Z1 u$ f+ i - def is_change_battler?0 q8 P$ s2 o4 v- h. a
- return (@kind == 3)
' X. B; R8 q* D - end
8 y7 ~/ h1 W: C$ Z' f - end i7 b+ P/ ~% B5 v
- - _# l2 h8 S; y3 L& a; }: A
- class Game_Party
* T/ u0 r0 s( _) w2 k - include LimBattlePlug
6 X& o& v: o6 a H - attr_reader :actors25 U! ?' U! Z3 h+ o
- alias lpb_initialize initialize
6 _1 G( o; O* V - def initialize
2 ?( i% s3 M. s" `& M - lpb_initialize
# K& A1 `( d; S9 S e - @actors2 = []
7 V0 Y3 k: v, Y5 h( J8 R1 a: w - end. y6 p0 p# a' w6 I( H, H4 v c0 k* j
- # 角色加入; h( K: k7 q. K
- def add_actor(actor_id)3 B9 p+ G, s. a' U
- actor = $game_actors[actor_id]
8 x. f1 v4 ~! t8 F$ g2 A) P' [ - if @actors.size < MaxPartySize and not @actors.include?(actor)
: |$ o1 k0 q) D7 `' ~ - @actors.push(actor): @# |9 d$ {9 b8 x+ b
- $game_player.refresh
# d% a1 z! c# C) J) a! E - end
2 x2 e( i* \9 }# J3 X - end
" z* \/ N2 H( S* B. Q) ]$ G& L - # 设置战斗的角色
' z( K$ \& p& U& W - def set_actor_to_battle( @- A3 s _8 P' W
- @actors2 = []
! f& k4 v h" U: L* \. \ - @actors.each do |actor|- g& k3 r3 U% D( ?# l8 ^0 m
- @actors2.push(actor)( O) C/ q1 ?# n( J# s
- end3 |' L) p5 F \- s7 \
- @actors = []' J7 S, x3 x7 h# Q
- @actors2.each do |actor|3 [! x, K, H/ K% P8 P, Q$ w
- @actors.push(actor)
# O: H" y5 e i, e' `& y* t - break if @actors.size == MaxBattlerSize& m9 D) v$ k9 L, `
- end, Z$ W& P3 D2 f8 ]# S( r. \% T
- end. X& P4 f0 R% `" f1 C' D* O9 s
- # 还原战斗的角色6 B/ N. n+ V, Z. x a) G* [
- def set_actor_to_normal
7 A i7 h T. _! z% t* z$ z - @actors = []
- x: J; V5 i# M1 l8 O6 L/ T. V8 Z! K - @actors2.each do |actor|
. W+ y+ U+ V& G0 W - @actors.push(actor)0 ~' p" N* K+ c: s+ J9 v
- end6 Q# T) W) @) U
- end
$ I$ Y) E4 i9 M5 ~ - # 获取角色id数组
5 x l1 h2 R. K" U - def get_actors_id
' j) {2 a" ]4 x( q% i( h+ N, j5 r - id = []
( d6 M& z$ C1 E9 J* W, V# u+ [ - @actors.each{|actor|id.push(actor.id)}6 ?2 T2 v+ t) ?( Y# q
- return id
; u$ Y; ]- P) j1 n# u5 ? - end
* t1 m: z8 G) S% W4 P8 Z) h* e - # 获取角色id数组
0 N ^: V; j- N - def get_actors2_id( _* V, @5 ]. H( \# G2 z
- id = []0 |! F* }# ^2 X( f! n5 T$ `3 z2 K
- @actors2.each{|actor|id.push(actor.id)}
$ i4 _' s7 y9 H- E0 T. W- L, e - return id
& a. A r3 i) ~! l% _$ @8 ]( Y - end5 W! _" q) p: a
- # 兑换角色/ K0 W& k: w! H, o. H# d; W
- def change_actor(index,id)
$ k* ?! c6 @0 s- v4 w7 u4 d - @actors[index] = $game_actors[id]$ i# t2 ^( H9 ` m
- end2 d# R' k8 ^) o. p2 P3 ?
- # 全灭判定8 g, {. E* s+ |& O! b3 {2 l* T
- def all_dead?
6 c6 X' N8 ]4 e6 q$ V - # 同伴人数为 0 的情况下
. b! F" u# z0 T; d - if $game_party.actors.size == 04 S$ M/ n# x& c" ^2 h7 B
- return false
: K- F4 E8 Q5 U5 A" q( O - end
0 Y% V, o5 _8 Z/ s6 E$ X3 ^ - # 同伴中无人 HP 在 0 以上& e+ g0 M Y5 A9 V$ X6 J8 S, A* f
- for actor in @actors2
6 i* V! l0 A. A. Y7 w - if actor.hp > 0# y3 O" g# B1 j+ q2 L7 D I5 y4 v, `
- return false* k* K6 p- t4 x. w: p
- end
7 J- X) \4 b- W) ` - end
* S' E/ u- Z: |' S5 z - for actor in @actors
) q& q# r8 u7 b( w - if actor.hp > 0- L8 C+ j# e/ F. L! h# Q& w
- return false/ f, b/ ?' V- B: J" o C9 P
- end6 T. A' n+ y* j
- end- P ]. a7 x/ @- r
- # 全灭
" ]1 O8 l. r- Y" |0 J; ?( `$ V5 L - return true
5 ~. R& n ]% t! J! H: X - end, G% {5 ~+ U' | H' H6 l3 E" f
- # 其他角色
$ o3 d+ p2 H# b2 }, c9 {% _ - def other_actors, ~0 Z/ b! f, }3 k
- actors = []0 ]: I/ _, q) o" O
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}3 B( ~4 {* j0 v) c
- return actors$ a- y, E7 H: c; X i
- end
& I" @2 T7 V& T& m5 D$ {- r - # 角色位置互换; d% J, }5 h! N( e/ @
- def change_actor_pos(id1,id2)
( J7 w) v6 f2 m; c9 Z' T - actor_id = []
( N; @: e& `& _# b( Q% W - @actors.each do |actor|
9 c4 S3 f- U/ `- n4 ^ - actor_id.push(actor.id)$ R1 x+ W5 I0 r( T
- end
8 Y; T5 r/ X1 O$ e - return if !actor_id.include?(id1) and !actor_id.include?(id2)
4 h. ?4 u! C- ^9 B& j3 E+ l - id1_index = id2_index = -15 A1 Z" x+ O% x5 f- l
- (0...actor_id.size).each do |i|" m; z, ], p1 _2 e
- if actor_id[i] == id1. O4 o( Q& T/ U
- id1_index = i0 i; S. a" ^0 b u" p
- elsif actor_id[i] == id2* B6 O9 u2 M; z9 i* ~2 L
- id2_index = i+ R" g& {" G1 f7 K/ F% \
- end3 D* s( Y) [ D& |% }
- end
' |7 r' `. H( \! G - temp_actor = @actors[id1_index]4 ?/ M/ @- k6 K- X: G$ A
- @actors[id1_index] = @actors[id2_index]# w7 I/ x8 O6 n8 l Q
- @actors[id2_index] = temp_actor, R! `6 x, k2 D& Q
- end/ }; ]+ Z. n) N* X/ g: M. p& M) m8 W
- end
5 `1 o8 y5 E1 P8 |4 a - 6 ^+ Y! S: c! u3 z$ ] m
- class Window_Actor < Window_Selectable
2 S/ A$ c) X' M. h, D' Q - # 初始化
9 P {4 L5 H- I+ p! k3 e @ - def initialize
! s# R, @( F: @- h! ^2 w - super(0,64,640,256)
$ n. I5 {! A9 d2 D - self.back_opacity = 1600 j2 D, @& _; X b: @3 w- `: V
- refresh
% E1 P3 U- x$ D( z6 U p - self.index = -1; \6 ?& Z* `" Y2 T
- self.active = false5 A$ X( ^0 Y4 m) G; `
- end) I" B9 e5 Z2 B7 I: o
- # 刷新
; p2 P y- D' h3 f! X; K2 P7 e - def refresh0 {, [7 h+ l$ Y: C. R) q1 P
- @item_max = $game_party.actors2.size
+ {. W" W" F8 C" R3 N+ p* S - @data = []
& F0 l J; V- h: f# G - $game_party.actors.each do |actor|
9 A# \7 m. i& X' b! O4 z0 J& M5 T - @data.push(actor)8 k0 s; D( Q: \- a
- end: H1 _1 `0 B# q. G! ^: _
- $game_party.actors2.each do |actor|; g1 c; q# {$ N, m" j
- @data.push(actor) if [email protected]?(actor)
9 F6 \0 {1 A0 v6 v1 v- ?9 j# I - end( ?) w R5 d. B6 V1 R
- if self.contents != nil/ ~2 h2 |3 I0 j* y" A
- self.contents.clear
% ?( V3 I% q' X9 {4 q; ^" _" c - self.contents = nil
6 T" n5 C5 d3 C o, F9 v - end
0 |4 `( c6 c8 z3 g+ h - self.contents = Bitmap.new(608,@data.size*32)5 t3 P7 N$ w/ H3 C% x8 x
- x = 4
; @$ r9 N) y2 M7 j0 S" c - y = 0
% I8 f, f. n1 ^8 I' `9 c - @data.each do |actor|
$ @& z4 M0 Z4 l$ `( a - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)5 a5 U9 \; x& R2 |* ^5 v7 F1 {
- rect = Rect.new(0,0,bitmap.width/4,31)* ^; [+ o$ G0 \) e z" Z# y* V& F
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)! l# Z5 W) h+ c9 k6 Y
- draw_actor_name(actor,x+36,y)
1 h$ @" V$ z/ Q u/ ^7 e) x% a" ~ - draw_actor_state(actor,156,y)
, D7 f. x" Q: z" |; ?0 M( U8 K - draw_actor_hp(actor,x+256,y,96)+ C9 P: U$ i: m. y, `8 J
- draw_actor_sp(actor,x+376,y,96)- M# V, v1 F9 t' h+ V _
- if $game_party.actors.include?(actor) F A; B- u8 C5 J7 M ^9 o
- self.contents.font.color = text_color(6)
$ ]$ R/ q t" p9 d* |- ^6 T - cword = "出战"
! _! P2 {7 B% J! D( ] - else
. {7 o% F: `% [* p: q% } - self.contents.font.color = text_color(0)% r# P7 y& q" R$ I% T' B
- cword = "待战"
7 R& |/ e/ V( o - end
" }& t2 m( o/ {, T+ S. I - self.contents.draw_text(x+496,y,60,32,cword)
1 G( a1 w- X' F) _ - y += 32
1 y8 n* w$ b( F - end
( r% c! h' k" X1 P9 C0 k - end% F! ~% R! w# ^* d3 j8 c/ L: O- I
- # 获取当前角色编号& q9 A5 f0 N: a0 Q
- def actor_id- K5 M2 ^ I9 e3 O
- return @data[self.index].id( k; X$ _5 O: Q) Y0 B3 Q/ z F
- end8 M9 U; C. O: g$ `: m
- # 刷新帮助, L0 c: |/ L, F0 D: }* S
- def update_help' z! W. u: b; F
- @help_window.set_text(@data[self.index] == nil ?\
1 ]4 S0 ~5 _( Y1 Y9 l9 |& k* e2 z - "" : @data[self.index].name); ^" |& q$ O9 C8 R
- end
5 P2 l. L, o; N6 c - end: x" V" b; O* d2 n( r
- 7 `: r" M' F# `: k: O: d
- class Scene_Battle2 f8 _. f6 d/ y2 r, ^+ H
- include LimBattlePlug- o1 D8 T6 y& r4 `! O% y
- # 初始化6 T5 f6 B- G# |6 j! n$ x/ f! K
- def initialize; G! G) c7 k; f+ N! _3 I- u3 Q3 V
- $game_party.set_actor_to_battle1 j; u, e! V- r! x
- end
) U6 p8 s8 g# y2 P. @+ D. I1 j% [ - # 主处理
+ l3 G9 w X" f9 O - def main2 |+ P( C# [' {
- # 初始化战斗用的各种暂时数据
+ u, N# V5 R4 m$ D7 B4 A# N - $game_temp.in_battle = true
- E5 w4 F# ^' J2 g' Q8 N! w2 b - $game_temp.battle_turn = 0
! x9 h% M) I$ \0 \ - $game_temp.battle_event_flags.clear
8 X- ]9 t- k1 X* U M% }7 O2 a3 f5 N - $game_temp.battle_abort = false
m L" E6 R+ Y9 d2 ~. M - $game_temp.battle_main_phase = false: ~2 q/ s! a s, {6 d
- $game_temp.battleback_name = $game_map.battleback_name
3 ?9 r \+ w, V0 E# m3 C3 k& H - $game_temp.forcing_battler = nil. r, m- a" ~. `$ P5 C
- # 初始化战斗用事件解释器1 B# T2 F2 ~! Y1 K
- $game_system.battle_interpreter.setup(nil, 0)
" a2 B& _1 _% b9 J0 ?% g - # 准备队伍' Z8 `6 Q5 G# {, |
- @troop_id = $game_temp.battle_troop_id
: v) b% ~' k3 a - $game_troop.setup(@troop_id)
$ Y* s" I0 Q2 R" r6 p/ G - # 生成角色命令窗口) V+ R; N( i# h+ @' f3 C b
- s1 = $data_system.words.attack
3 w t. R) n8 A+ W& y8 E - s2 = $data_system.words.skill
W% M$ A% q/ ^6 e5 v" F# O* g - s3 = $data_system.words.guard
3 f2 z4 M# _: b3 k8 e# ^ - s4 = $data_system.words.item' }) t6 Y% H- K7 l9 m4 ?& C
- s5 = WordChangeBattler* O! m* a* D: Q( Q8 P( Y" g4 Z
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
) O2 E6 j: O$ ?$ F - @actor_command_window.y = 128# r9 l8 j3 y, d% ~# C2 k) } q
- @actor_command_window.back_opacity = 1602 e8 r- w% L* f" m3 z
- @actor_command_window.active = false
. s7 Q4 H0 C% N& Q9 r! g* P% P7 J, v - @actor_command_window.visible = false$ X2 r3 @. b5 Z( u$ Z5 Q
- # 生成其它窗口! L! K7 L g P% _
- @party_command_window = Window_PartyCommand.new
5 u( l8 ^& u' I - @help_window = Window_Help.new0 w+ o6 ?7 r7 W" E& o% X4 ?
- @help_window.back_opacity = 160
8 L9 T( p6 X; J, \9 J - @help_window.visible = false9 x6 S) e) S3 N4 M
- @status_window = Window_BattleStatus.new
1 @4 e( p# F! I! Z - @message_window = Window_Message.new
1 p) R+ D# C, V1 W9 [ - # 生成活动块
$ A# T) ~3 @ {7 O& n5 E - @spriteset = Spriteset_Battle.new
. u3 s- S* N( m0 z0 L - # 初始化等待计数, ]7 C* \* d) I2 H; N% p
- @wait_count = 0
8 ?9 p9 K- y- J. I! e! Y. Y( O - # 执行过渡5 J+ Z5 D' K/ N& ~: Q8 y/ e: n2 v
- if $data_system.battle_transition == ""# m- L- H: P8 Q7 K) B7 v: P( {
- Graphics.transition(20)
8 Y4 K: K8 m y$ T3 x" V/ w3 T - else
8 g2 @2 f `' X/ x' p - Graphics.transition(40, "Graphics/Transitions/" +0 I+ w4 x5 K! z' J) V5 _/ q6 b
- $data_system.battle_transition)3 f8 ]3 O6 c5 \
- end
3 I" I" h* e6 l; n - # 开始自由战斗回合
) K7 f# j* B4 m1 W2 |1 y( O. ^ - start_phase1
4 |1 T8 i% `% C9 v7 T/ g- ?( ~0 V - # 主循环: ^- u, C8 Y8 q: W9 d! {
- loop do% u! _- Q, k) _! `6 \9 B
- # 刷新游戏画面3 D2 A* a# g0 A9 u5 L
- Graphics.update
/ @' E9 s/ }( t& A$ N, t( [ - # 刷新输入信息8 |5 D: }# e: k* ~5 G
- Input.update8 {7 P8 G5 k. z
- # 刷新画面/ N, m l" {# D g9 o& ^4 A
- update* N/ z6 J: e6 {9 d0 j) |, F
- # 如果画面切换的话就中断循环
6 v$ f+ O* L. b - if $scene != self a9 o4 x# b* a3 x" ]# r
- break
! c2 s8 I9 F1 L0 R* X$ E - end
1 a% G9 P8 i6 u9 {* ? - end
7 }0 w9 z3 P4 y& }7 ^* E - # 刷新地图
9 V% M0 K# l, W6 e8 J( Y% A) W+ | - $game_map.refresh( W" _1 n! d3 i4 u- d3 a W" u
- # 准备过渡 d% L/ j3 V) D" V" \
- Graphics.freeze8 B# p9 A& o# \& l0 x* i
- # 释放窗口- h) q t1 R; N8 X
- @actor_command_window.dispose# {2 Q" P* ~ {2 D5 e6 }
- @party_command_window.dispose5 B9 I, l" O, K: b( f+ ?1 m
- @help_window.dispose
, L# c+ a( D9 }& p5 V& k& F - @status_window.dispose, s% @4 e# w. {' h
- @message_window.dispose1 w0 N% e+ ]+ K! l; {
- if @skill_window != nil
% v7 I9 I1 E& Q/ h0 r5 z: N7 o5 i - @skill_window.dispose
8 P( {9 S) |0 }( i; h, `. U' e5 f' z - end8 i- r! _3 u; Y7 H) @2 \
- if @item_window != nil
, w7 a# J2 N4 V& ~9 A) O - @item_window.dispose3 [& {6 b% f# @. u4 p: w
- end. v( {7 i" @$ Z6 k: s
- if @actor_window != nil
W# L8 y3 S9 j+ @1 S$ X* f5 {) n - @actor_window.dispose
2 Q! P9 G- U% f4 V# A( o: ^* x& R - end
, R6 U0 @0 g+ N. [3 } - if @result_window != nil$ `/ z5 ~3 F! l/ e
- @result_window.dispose
: w2 b: }% v" d$ O& }1 l9 w2 \ - end) f7 L, x) ]0 G1 d# h
- # 释放活动块1 F9 k2 ~4 s( D
- @spriteset.dispose1 x0 `9 l8 p% o% c% ~2 X
- # 标题画面切换中的情况; `' {% _; J; z* f/ L. ~
- if $scene.is_a?(Scene_Title)
- g; F& B# f8 c, u) V( B/ V9 e3 S - # 淡入淡出画面0 _6 j' B9 G; O5 x2 j' \
- Graphics.transition
- O' F6 e2 u w F - Graphics.freeze$ W3 n% c* M$ ]0 |5 v) u. X6 S
- end
$ Y% d2 E, i0 Y8 a7 \ - # 战斗测试或者游戏结束以外的画面切换中的情况
' F( {: m( f8 l- H6 m2 \1 F1 v - if $BTEST and not $scene.is_a?(Scene_Gameover)' F( z# o" b7 g9 Z) B% Y8 G" c
- $scene = nil# ~5 j$ L* I' X9 K
- end
* l3 b* M, }5 m1 ~; v$ h - end( C. B: {: K s& `, s
- # 战斗结束/ b: E# h8 M' G% i* ^8 X+ c
- alias lpb_battle_end battle_end
) y3 L0 [0 B3 l ?+ S5 i4 X - def battle_end(n)
- [( J& ~3 [% r9 h* L! U - lpb_battle_end(n)( J' v/ [# V0 m4 l* U2 V
- $game_party.set_actor_to_normal+ r. P: S( b% p/ c! j @
- end* o4 v. Q, G6 B$ a: N! Z3 J
- # 开始回合3
( y# ?" Y6 u& e$ |0 y& t4 A: m( l - alias lbp_start_phase3 start_phase3+ s- r0 G5 L4 z4 n3 l: U% u
- def start_phase3 y. S2 ]2 \' m. [7 Y
- @changed_battler_id = []
8 q: U! g$ o5 N2 M8 E - lbp_start_phase3
4 q: J' b1 |2 P* f. K: T* E - end
/ o+ m0 B, y2 \0 b7 y: d7 \ - # 刷新角色命令回合画面: B3 t% v' w8 I/ z8 n3 E
- def update_phase3
, P( f+ w% A" n4 B* `+ r4 s5 @ - # 敌人光标有效的情况下
a: }$ k' L' y3 ? - if @enemy_arrow != nil
8 ^6 {, m5 X6 s# p; A/ C - update_phase3_enemy_select
* B, O: O0 N* ?0 h - # 角色光标有效的情况下, m: b4 D6 S% F: F9 L
- elsif @actor_arrow != nil6 t5 h- Q+ p4 K' ]% v% ^* t# h
- update_phase3_actor_select
. l( @( s: X/ j* g- o - # 特技窗口有效的情况下
5 M( B" v* a P7 s - elsif @skill_window != nil+ }% B* k [- @* `2 M! R& O2 F( z8 }
- update_phase3_skill_select
' K! I1 E/ E& t u - # 物品窗口有效的情况下
* _6 P S: M9 s$ Q - elsif @item_window != nil5 u$ w, U& e) @
- update_phase3_item_select2 T6 T* [. e% u1 ~. V- h
- elsif @actor_window != nil: X+ P- n% _1 |+ D% a# m
- update_phase3_battler_select# ~3 ~7 f/ u5 i9 c- Y
- # 角色指令窗口有效的情况下
0 r) Z# C! s. F7 Q8 }6 m - elsif @actor_command_window.active0 q$ t2 S" @( y5 z2 q7 o+ [" e
- update_phase3_basic_command
- ^1 S, m- ]+ { - end# Q7 V& J: u7 m
- end$ X" Z! R+ t4 p1 |9 [6 k' O
- # 角色基本命令: k, W( e" j. h d* k5 o+ ?# x# M
- def update_phase3_basic_command0 b! v4 h; d6 U& f$ t# q
- # 按下 B 键的情况下
6 k0 o# a) o8 Q( Z7 J8 l - if Input.trigger?(Input::B)/ U" u/ x, G, C4 V( Y, N# P
- # 演奏取消 SE
- Z; b! l! u4 d' a1 N% I6 C2 }# [ - $game_system.se_play($data_system.cancel_se), [' z& e. I) G0 j9 d/ r! Q+ o( ^
- # 转向前一个角色的指令输入# P- f9 r- x1 E! V, u& u! e
- phase3_prior_actor
& \# x& c+ p5 |- a5 B" S0 [ - return( t, A; ?3 Q/ w" H1 S& R0 G. m
- end5 Z2 M& V/ k5 _1 G& A
- # 按下 C 键的情况下2 [' h4 G) O" t$ c" l" _" x
- if Input.trigger?(Input::C)
* H' n( T. ^; M' _ - # 角色指令窗口光标位置分之( @; b: p% U1 j" y9 z" ~% v' U F
- case @actor_command_window.index% [; G6 T; o8 B$ ~
- when 0 # 攻击
( Y- S5 u1 I6 L5 I- s. y, { - # 演奏确定 SE7 w! j' J, h5 H' `9 |. n6 E0 ?; I
- $game_system.se_play($data_system.decision_se)0 R, e9 L' j3 k$ v+ o0 X/ L
- # 设置行动
^/ A7 P: i) I - @active_battler.current_action.kind = 0& X' F1 A' f1 y
- @active_battler.current_action.basic = 0( i- ]" f$ G9 T2 i- @
- # 开始选择敌人
5 p3 _. B& ]4 A" \0 ~+ N - start_enemy_select' G: n/ b( @8 e' T8 T* F2 W" ~
- when 1 # 特技
2 J; X; P. v- }4 w ]* G6 B - # 演奏确定 SE# c( z G Q) N: r% o8 @
- $game_system.se_play($data_system.decision_se); ?8 j8 C' ]0 d3 W; [8 T
- # 设置行动 z u7 _) c- {$ J& m
- @active_battler.current_action.kind = 1% K9 p+ q0 n* N
- # 开始选择特技
* r, m! U4 c6 O: M# _* k& `7 X - start_skill_select5 t$ y# k$ g8 J. c V9 y
- when 2 # 防御
: S3 R, T `; v/ o2 A. {/ X# b - # 演奏确定 SE* H {2 @: o5 A" k% C2 C
- $game_system.se_play($data_system.decision_se)0 C3 N1 n8 G5 J3 E: n0 N
- # 设置行动
9 g/ V" A9 m4 | - @active_battler.current_action.kind = 0. P; C: P) S4 e2 K5 ^' d
- @active_battler.current_action.basic = 1' W: f4 Z- ?" [3 q' Y0 ~$ S
- # 转向下一位角色的指令输入6 g; S2 P; O0 a8 x: `
- phase3_next_actor& H l1 j. G# N6 R) P5 I- K
- when 3 # 物品8 J4 k3 c1 G1 e4 a& ?/ e9 ^% f; A- o; }
- # 演奏确定 SE
- G0 o( V- A% W5 [: W: f- G - $game_system.se_play($data_system.decision_se)8 ?( L7 G _4 {. i) R) f
- # 设置行动
5 M4 C! [$ z1 k2 }2 s6 w/ j6 d - @active_battler.current_action.kind = 2
, f* F# w' P- j - # 开始选择物品
) K! V' g4 Y2 v0 x. Z" f' i - start_item_select. e) Y4 @# |$ Y) [. b
- when 4 # 换人
! `5 {! c4 z4 W( M! V - $game_system.se_play($data_system.decision_se)% g" ^' W9 F" ^( T( U
- @active_battler.current_action.set_change_battler
- @: z5 k, W7 ?& T - start_battler_select
9 V3 I3 a) P9 Z) |1 ]1 F# o0 U - end5 q; b# F% x" L. f( ^
- return5 u( Q3 h" q. M; h9 m
- end5 n8 o& o8 ^$ a, q) S. t$ w
- end
p$ G9 K; o6 t. s+ h - # 开始角色选择
, V7 {: H ?! e. L6 @) N( g {4 } - def start_battler_select
- U) ^0 K0 G; V4 ^# b+ O% y - @actor_window = Window_Actor.new6 c$ T# ]6 i: w
- @actor_window.active = true
% ? S% ~- ]- c - @actor_window.index = 0
8 A2 s- K) g# l' D; T A* q - @actor_window.help_window = @help_window4 P4 ?9 b P+ C8 w8 Y5 p, [5 e' ^
- @actor_command_window.active = false, w3 J5 A5 b# S
- @actor_command_window.visible = false
7 l) ~. y. P6 ] - end7 `& Z& _) e( H% r! f+ N7 `
- # 结束角色选择$ ?& T! G" l. R
- def end_battler_select
$ C2 R6 \; E8 ?( B* @7 }6 Q* W - @actor_window.dispose$ M/ J& m! W+ v! h/ X+ t
- @actor_window = nil% Z* V, N- a+ F( Q$ v3 ]" z
- @help_window.visible = false" v8 L( ^( c7 ]
- @actor_command_window.active = true
- v3 x0 p; |; K# | - @actor_command_window.visible = true
) g8 T$ _+ i$ I8 K6 b; w - end
% v4 ~! O4 c2 \3 U6 i" n - # 刷新角色选择: s/ W( ^6 M) P7 x
- def update_phase3_battler_select
6 Y9 A7 ^* l9 E: E: r, }: I - @actor_window.visible = true3 ]+ Q% Q- c8 K/ m4 ^
- @actor_window.update
- g$ m1 w/ M$ U, J - if Input.trigger?(Input::B)
' n) o" u; S5 C - $game_system.se_play($data_system.cancel_se)" K( H4 g! ~$ V6 N9 j
- end_battler_select A* o: {- J8 x4 T
- return9 N7 J; l0 F2 i$ n. |
- end2 B! a! u* Y6 v4 p% |8 \2 L
- if Input.trigger?(Input::C)
5 k- j3 h: Z- ]* c1 p - actor_id = @actor_window.actor_id4 C* g6 t6 J6 {: s& M7 d! J
- if $game_party.get_actors_id.include?(actor_id) or' u! z) k1 w, m8 i2 ?
- $game_actors[actor_id].dead? or " U+ |5 o6 D. I; {. N, K n, a
- @changed_battler_id.include?(actor_id). @# d7 d3 s( {$ N% @
- $game_system.se_play($data_system.buzzer_se)1 K" O& x6 y% @. S, }$ x
- return2 F- |+ p* a# o7 O; m5 C
- end2 J# ~% K" q3 j0 W
- $game_system.se_play($data_system.decision_se)% Z2 @" N/ K ]- Y5 }0 H
- @active_battler.current_action.change_to_battler = actor_id
+ s4 ^# A( W* z: }' O - @changed_battler_id.push(actor_id)9 Q. S; |( k1 m# n; Q
- end_battler_select
! d5 y0 r2 r' P6 Z1 y& E$ U1 p4 O# b - phase3_next_actor; G0 H8 L1 k8 F. i% g7 @* N
- return
6 G) @% T+ b$ w* S4 N+ w - end* N N' D' H; X3 p8 Z& ^" x* ^
- end) k- T. a' t* b/ a' A, ~2 z! T$ @
- # 行动方动画" I4 F/ m) k! V$ N( o
- def update_phase4_step3
- }$ C4 }) D, `' Y0 ~3 ~ - if @active_battler.current_action.is_change_battler?* j0 \$ d/ P% {' x
- @animation1_id = AnimationChangeBattler7 R4 P7 Y+ @$ k: }
- @target_battlers = []
d9 @) {. {8 l {3 N2 M# |) X - end/ \4 a: A+ k8 P2 W8 O# @* K
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
$ S5 H; B3 ?" ~" N- x* I& W% ` - if @animation1_id == 0- s' E5 w) @( s- l2 m
- @active_battler.white_flash = true4 _8 @) b8 W4 f/ a/ u& F
- else+ i# ]1 o6 ?$ j
- @active_battler.animation_id = @animation1_id
* E7 m: s$ S1 k# V a; Y - @active_battler.animation_hit = true
/ ?6 ^& U5 F! [ - end
% V/ [2 B2 e' M - # 移至步骤 4; y+ Z- U- m5 ~
- @phase4_step = 4
! y9 l l- t& r8 Q g# p - end
4 N. f" W- j) c( b - # 对象方动画: q4 h( z3 L. ^8 u
- def update_phase4_step4& N& u7 p B3 Y% N( S' r
- if @active_battler.current_action.is_change_battler?6 R5 K) w: |2 j% N4 d- W
- actor1_id = @active_battler.current_action.change_to_battler/ P& T* |' a5 X
- actor2_id = @active_battler.id
: N3 v: R( _+ I0 n& B - (0...$game_party.actors.size).each do |i|
9 c! T' p+ g f& ] - if $game_party.actors[i].id == actor2_id
* _0 V0 j- y. E1 B* L" t - $game_party.change_actor(i,actor1_id)
4 A4 g H( i+ Z2 Y2 }8 T+ T, Q - @active_battler = $game_actors[actor1_id] S, O' X3 b) u! r- F2 Y
- @status_window.refresh/ m" e6 q9 d8 H% F0 L9 Z! O
- end0 v+ U/ G$ b7 [6 o
- end
) a2 ?' \6 v% R; Q* ~ - end% |8 l) l6 T7 |% d- _1 D
- # 对像方动画; H4 C4 s2 Y9 [+ F0 n
- for target in @target_battlers6 Z6 M& K" z( K d4 n
- target.animation_id = @animation2_id
+ M5 \1 {! D4 T - target.animation_hit = (target.damage != "Miss")
( h0 b% s' W, F4 {/ x2 g - end
: G3 Z! ^3 O4 } - # 限制动画长度、最低 8 帧" @) b _: p" t2 l
- @wait_count = 8- D$ w; P) \, ~
- # 移至步骤 5
# a2 @5 a' t# q/ o - @phase4_step = 51 n; X& F/ x0 S) b" R- I* |, y
- end$ e- l! r) n+ K
- # 公共事件
* D1 I g4 O5 ^. Z% d - def update_phase4_step68 E1 B! q4 z, M
- @target_battlers.each do |target|
& n& H0 w: t) h; k - if target.is_a?(Game_Actor) and target.dead? and- b1 L/ Q/ [% U, @8 e5 q
- !$game_party.other_actors.all?{|actor|actor.dead?}- m1 s+ a" x) L8 h+ y# ?) F/ q
- @actor_window = Window_Actor.new
( m' F9 c! ?1 T+ [$ [" Q+ f( G - @actor_window.index = 0
: g6 q; `$ x: W - @actor_window.active = true0 x1 ?- |) Q7 p+ |+ W! p' z
- @actor_window.help_window = @help_window
$ w9 {% s& Q7 l: X! T/ U" l - actor_id = -1
8 [; g& a1 s2 ]. L* J+ [ - loop do
/ \8 _1 z; M/ N u% {/ z+ h - Graphics.update R$ m3 {5 e. { N, L4 e! K* S/ D
- Input.update
0 I* h7 P% f. \1 q# S2 T% {/ r - @actor_window.update
# o0 k' m8 l! A9 v - if Input.trigger?(Input::C)
1 m; L r; c$ t3 ^ - actor = $game_actors[@actor_window.actor_id]
% b( F& Q7 {" K4 r( w) \! _* F- | - if actor.dead? or
( ?- i1 b& Y8 W. ~4 v# _# ~5 e! D: ] - (@changed_battler_id.include?(actor.id) and
4 f8 o" f0 \% y2 S* f% D - target.current_action.change_to_battler != actor.id) or
" V: i0 A, X: O4 \: R - $game_party.actors.include?(actor), \3 u T& v9 ?, m7 g; s8 g
- $game_system.se_play($data_system.buzzer_se)
# H: R3 M4 b! | - else" `0 L3 r) r$ k- u( l
- actor_id = actor.id
S ~ ~& a/ h, t0 x7 o2 D. [3 F - end
& q+ M, _) s: E( A7 S% s - end
9 @9 n3 l2 ~. d- w - break if actor_id >= 09 }1 V$ J4 l+ ^7 {7 V
- end
( |3 L: a7 V9 K% m8 ?; g - @actor_window.visible = false
% T$ L" l: \6 m; b ], z# p5 ?$ C - @actor_window.dispose
& t. a# Q. z- W o" Q8 q% p - @actor_window = nil$ P9 \5 f9 S5 L. x0 p9 }
- @help_window.visible = false5 M( w5 u4 V9 W, a
- (0...$game_party.actors.size).each do |i|9 Y3 h v# M4 I! e
- if $game_party.actors[i].id == target.id
" K8 ]) U1 U% g! f% c - $game_party.change_actor(i,actor_id)" Z* b' A3 e! S9 v5 r
- @status_window.refresh0 [) \0 c# j' g2 } n. }+ {& `1 S
- end B m) W$ Y, E( r! M2 ~
- end
. r1 I3 W3 x7 F& ^ - end
7 o- c4 v. e! l - end+ d7 Y3 H/ s+ x7 k+ R7 i
- # 清除强制行动对像的战斗者$ E# R# P q9 V( k- d
- $game_temp.forcing_battler = nil9 c; n! G% }8 x& o0 U
- # 公共事件 ID 有效的情况下
, v0 m, q- {1 i: _* o' @- G+ a" I- h - if @common_event_id > 09 |0 S* U7 }+ O- j' a& u8 T; A4 M. H4 M
- # 设置事件$ V" _1 J2 ~$ v, x! w6 C8 U
- common_event = $data_common_events[@common_event_id]
4 \8 U* S; B" b! O A( C! }& D! q - $game_system.battle_interpreter.setup(common_event.list, 0)" r9 l' M1 r" e3 U) {) f+ W
- end
" U" }% J+ d* S0 g, ] - # 移至步骤 1
6 P: q0 z0 u T9 [7 k) W2 P9 v6 N - @phase4_step = 1
% l. x( Q, a. |) Y - end. n5 o9 ~4 n/ d1 b2 Z
- end
4 v+ m( {: ~) L$ c
% q$ z7 w3 J2 u7 R- class Window_MenuStatus
2 C+ h9 i2 _4 c$ ^6 | - def refresh; Y0 \" m7 }$ d' S
- self.contents.clear
, J3 B6 G/ H* r) {& S1 D - @item_max = $game_party.actors.size; F/ {/ }8 O9 {0 L
- for i in 0...$game_party.actors.size. C9 U1 a+ h! t7 a: H, o: w; e0 q) L
- x = 4" B0 o$ ^7 f; l7 {# |/ s- F
- y = i * 32* j- Q. n$ g( \2 b& I& i' ~3 L
- actor = $game_party.actors[i]! L" j' R% F& t+ K3 ]
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)1 T5 j5 h# q9 \' V; R4 z2 q
- rect = Rect.new(0,0,bitmap.width/4,31). s8 {5 z3 Y, p8 S+ N( B7 s$ V
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
2 G9 ?! p, T4 Y! t - draw_actor_name(actor, x+36, y)' N- w5 B( r8 p0 X
- draw_actor_state(actor, x + 136,y)) ^& H. ^( E$ q
- draw_actor_hp(actor, x + 236, y,96)0 U, ]6 t$ d# X" m
- draw_actor_sp(actor, x + 336, y,96)
- B7 A* z5 ?4 C3 H, B - end# e; `* `9 n2 e1 `8 [# C
- end G# {+ _6 k: h( O! v9 q; N/ }
- def update_cursor_rect
: c; \+ l8 T) b - super
# O V. y& _$ V8 S" [ s) ` - end9 `5 x; T, n0 R. Y
- 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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