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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 S7 n) P k" ~* f( i) r) C' W - % ` A; i3 V; U. [( y( v
- # 队伍最大人数/ X: r4 J; K8 t& H+ w' H A: r3 c
- MaxPartySize = 8
. \' z% Q. O7 e - " P5 f+ l; L* [# [6 J% W6 h
- # 出战人数5 ]2 x; F Z4 V7 R0 z
- MaxBattlerSize = 1( I8 Y) O" k$ y9 C& \7 D( t6 O
- 9 }# R) E4 [/ a; o6 z8 w* h
- # 换人语句3 s) [, [, y+ t4 O
- WordChangeBattler = "换人"
3 s* j/ d2 x& d, g( T/ [
! X, I7 w9 r7 C+ T% z: w! I- # 换人时播放的动画, ~9 h ?2 P: y Z! Q
- AnimationChangeBattler = 26
7 G4 L- {( |' u2 t; H/ @) T
: p" Y! \8 o; b/ S, ?+ X- end# T: B, m3 w% W
- % ~6 |( m- B" {0 k+ y' L* H+ T
- class Game_BattleAction
( X& I7 O. ]2 R8 ` @8 g5 i9 y* V - attr_accessor :change_to_battler/ E- k) P$ v. b% |4 Y( B
- # 初始化, v- ^9 @% f/ F7 P
- alias lbp_initialize initialize
$ N* F l0 w; g- j6 Q1 Y - def initialize( z# Q {7 S& G" w
- lbp_initialize _! U" D: Z8 L r5 _7 a3 K. e
- @change_to_battler = 0
$ P: @. N! q) V5 O* E2 M - end- j; W* g" @9 a, |+ n
- # 欲更换角色编号" m9 Z6 C% v2 L; B2 [" d9 N
- def set_change_battler \: f+ M E- u2 d0 {
- @kind = 3
+ \$ `7 |$ O9 U) [. A& c; N - end" Q! F+ E( K" \; e- K* w3 L9 O) }
- # 判断行动是否为更换角色: R% }- j. P f6 G8 ~. g
- def is_change_battler?; ]% g. Q( B$ u! e8 y) q5 I0 Z
- return (@kind == 3)' k( j# f' r7 L- |
- end! h' v O D' w6 e: ?' G7 U( A
- end" m5 {7 |1 Z( U& @% z9 E7 g% z, ^
9 H3 Y# j9 E0 K# @6 R, b D( @- class Game_Party* m5 a. b( o; m1 p) B7 G( e: G
- include LimBattlePlug
+ Q9 [# H- }% d" S7 {6 O - attr_reader :actors2
3 Z& L: A4 B' [6 i( L5 Y - alias lpb_initialize initialize- n/ Q! W8 [ I+ ~* m; \, Z4 t% s
- def initialize c' h% v, k( A' _: n- r
- lpb_initialize
; u$ i) p% t6 _% v4 O) B z" Z - @actors2 = []
9 K& B! W& m8 y4 d; I - end
$ V. B" F# |: a0 u6 I9 r5 {3 p - # 角色加入
# B/ |& {/ k) J7 v8 T& U+ _ - def add_actor(actor_id)
5 \6 F# x0 k3 z9 C! M! D - actor = $game_actors[actor_id]% h" s7 h9 ]7 \# d
- if @actors.size < MaxPartySize and not @actors.include?(actor)
" u9 J' ~4 \2 o4 m) i - @actors.push(actor)
' z9 V* D- E! r0 W - $game_player.refresh9 a2 |" U `# n( I
- end% U( C. b5 a$ F
- end
0 a7 O! @! b' _' V3 O+ n - # 设置战斗的角色+ J2 R# y( V% y" b5 Y6 v1 a
- def set_actor_to_battle- Z$ y% e. {' }$ c5 x
- @actors2 = []* m: H/ V6 g, P$ ^6 o
- @actors.each do |actor|; C6 _ X3 C3 [2 ?" M. `7 K- [
- @actors2.push(actor)! _( }0 X$ v! T' W6 C* Q% H
- end
9 f. `! X2 m3 j! R0 \3 o9 V - @actors = []
, P1 B6 \+ e4 m7 @6 p - @actors2.each do |actor|" A9 w R8 G+ y/ c6 s3 h% P- L4 G+ T
- @actors.push(actor)5 i+ o/ `- P) L7 z' `" |
- break if @actors.size == MaxBattlerSize% j' u& ` w) i; ^; H
- end
" L' B9 \0 U' r1 s# Z4 b - end1 @/ q7 f: Q W" S. Z) f0 C/ n
- # 还原战斗的角色3 }6 ]' }/ D7 l9 ]8 o
- def set_actor_to_normal: I6 [; K# V8 u, o
- @actors = []: A& b/ o& Y: g* `
- @actors2.each do |actor|
) D& s, w! h, i: J# K5 y% x - @actors.push(actor)- @5 k* C; B! G g( ?5 d& B6 W' w9 n# L
- end
3 \! I- C, T! P' W4 v7 ~3 y - end5 }$ r- U* Y) Y& t
- # 获取角色id数组
, r m- r' K2 L9 A - def get_actors_id! Q8 V0 @/ a: X# P0 D F& d
- id = []: c) u6 B' x, }4 X/ o& k
- @actors.each{|actor|id.push(actor.id)}1 v3 R. y/ `. X7 {9 u7 N
- return id
6 Q- W$ r; h, k: o0 e - end. L- Z6 C6 x, `* O3 W4 k
- # 获取角色id数组
/ b, [2 ?( h9 G - def get_actors2_id
9 y% B* t' A+ N - id = []: _, ~. q1 ~0 R4 A
- @actors2.each{|actor|id.push(actor.id)}" k! {* T; T0 W5 w
- return id
+ z0 p9 U: g, ^ - end
" Q; O1 O2 C1 f+ J5 o - # 兑换角色
/ j* T) Z! P3 n2 r - def change_actor(index,id)
# {- C0 N, u9 D - @actors[index] = $game_actors[id]
: l+ Y2 o3 L# ^% n# I9 ~9 K8 J - end4 l, M2 _: e& I( x' t
- # 全灭判定
4 {& F, _' w) M9 } - def all_dead?7 Y ]& U7 R, ~* c k; S* {% ^
- # 同伴人数为 0 的情况下' ?: S- m. G7 F8 P3 @0 R
- if $game_party.actors.size == 0; y) e- K7 A7 W) i ?
- return false3 k. _3 p# V. G9 K# s0 \) Q$ ]0 K
- end( o" p' x2 Q+ E6 ~) r* V
- # 同伴中无人 HP 在 0 以上. K- O9 a. e# [ {) S# @
- for actor in @actors2. X# R2 |! b- m3 G2 r
- if actor.hp > 0 _+ K( G j6 B) ^% \, X* t+ {& g
- return false
. V! k' G# K9 p. z. H; B - end( Q& H: g4 ]8 w7 j
- end
3 y' g4 M V$ ^" v2 q - for actor in @actors/ N$ o6 k1 f, I0 ?* W
- if actor.hp > 0
( K1 {$ ]* L' w2 E! S8 ]' I - return false
( l {% M9 i2 K. O5 f - end
`* a% d1 y8 V! z' { - end
V" h$ d& k3 r5 P' j$ A( V& Z - # 全灭
g$ y" a2 ^3 C/ y, L) w- L - return true8 J: c6 y; p0 A4 |3 Z3 U
- end+ ~ A8 T# I1 H3 x7 N D; n1 J% y6 e
- # 其他角色
/ i0 s/ [# G# _/ g1 x0 H - def other_actors3 i- f' K% t9 g
- actors = []
6 ^- ] b; _( v - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
x1 }5 T. ~& ?8 W* O - return actors! B# O1 t" J* r0 {5 h8 R/ D4 V9 `
- end
+ [3 R) |6 d4 [6 U$ J0 D, a - # 角色位置互换
1 J; }, ^8 O! L1 c - def change_actor_pos(id1,id2)8 L& T* d- O. o
- actor_id = []
- `1 [9 Y- y0 Q% k - @actors.each do |actor|3 p0 t, l( |+ m A
- actor_id.push(actor.id)
) z( u1 |. A3 H C% E C2 G( N. b - end
7 W2 F# ?4 i7 ?9 D9 K - return if !actor_id.include?(id1) and !actor_id.include?(id2)
" T0 I1 p/ P% ?. x' |* B - id1_index = id2_index = -10 n) M8 X ]0 C" [' W M( h# u6 J3 ?
- (0...actor_id.size).each do |i|' h* y3 D9 b& d/ j. `# q3 ^5 H
- if actor_id[i] == id1, J" _& G' L R+ W
- id1_index = i) H/ S/ g6 ?+ ~3 g, j" f
- elsif actor_id[i] == id2: g( [& ~( X" t4 D4 e* e, c2 E
- id2_index = i" ]" S" W+ D9 O
- end
, Y" ?" m! y* R+ l/ }4 `" X - end1 s0 @9 E. S# Y( G3 Y, T- C
- temp_actor = @actors[id1_index]7 o0 L7 ]' I' ~1 @
- @actors[id1_index] = @actors[id2_index]
& _1 B( o7 k. a - @actors[id2_index] = temp_actor* P* R& H, I4 u8 c8 S
- end
' D! a |2 w5 t; o* u/ ^ - end, l2 s! c3 Z6 k/ a( q+ p7 V: I
! I" v* c4 _# m$ X5 D5 i. C- class Window_Actor < Window_Selectable
3 s2 R/ U l" \$ e - # 初始化1 h. Q$ S6 `) R* C7 n
- def initialize
$ [" e' E4 t7 n1 | Q0 e - super(0,64,640,256)+ ^2 H* F5 ]3 j* V3 h( ~
- self.back_opacity = 160( ?$ Z' Y& U; s9 M0 X: I, q+ W
- refresh
+ _ n& W/ n: ~4 r H+ u3 c, J9 e - self.index = -1
E2 b0 \" l) c6 X" C+ `8 X; U - self.active = false
9 E- X! O2 Q, G: W9 b1 T - end
! F. i! L; d% j( e0 u. p% J - # 刷新. I2 I4 X8 m7 @0 k0 Y% W! a
- def refresh5 F, L( Q, v- y
- @item_max = $game_party.actors2.size
' K' i( E6 a7 }) d - @data = []' X: W4 F, V; k" H1 }$ o H9 i6 A
- $game_party.actors.each do |actor|. |0 _( `( B) C/ \
- @data.push(actor) }3 r5 ?" U5 I4 K+ L
- end
9 {" I! g8 V3 V9 K" Z; C - $game_party.actors2.each do |actor|
6 T( N$ n/ V' J# H- L - @data.push(actor) if [email protected]?(actor)
7 @( w$ p7 _0 x - end9 r5 p6 V+ Z5 x* D6 [3 F5 [( k
- if self.contents != nil! x4 A5 b5 ^( M- K: u5 A$ s& ]6 p
- self.contents.clear
; d- _5 m' J7 w0 t! R" i5 I - self.contents = nil
) n; I0 p/ V3 a - end
7 \9 q# q0 J$ { - self.contents = Bitmap.new(608,@data.size*32)
5 _, c9 ~! P$ r' G( A3 r - x = 4" a4 K# w9 E8 X, O/ g
- y = 0! h2 l" ]& a( D2 X4 a
- @data.each do |actor|2 T% C2 m4 E6 E
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue): ?8 W9 P) ^" _, b r
- rect = Rect.new(0,0,bitmap.width/4,31), a9 X1 o( w- q) H# q
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
( `3 G0 A9 @) |8 {! ?* ~ - draw_actor_name(actor,x+36,y)
: s7 I$ ]$ |5 p4 ?8 n - draw_actor_state(actor,156,y)
8 z" K! H6 y6 y- E - draw_actor_hp(actor,x+256,y,96)# S' j0 H$ c7 x9 k- m
- draw_actor_sp(actor,x+376,y,96)
: ~4 B' |) `1 i1 B' A# i - if $game_party.actors.include?(actor)6 H( W m! E/ i! S$ W7 B
- self.contents.font.color = text_color(6)8 B- G! e# M! q1 F
- cword = "出战"- t- Z6 s ]5 R" A! d) N: g$ g9 [
- else+ Z, L# w: D1 O8 B" f( B) m
- self.contents.font.color = text_color(0) O% s! z1 ~: O$ u- u% v
- cword = "待战"
. t9 q( M, C) @0 ]% l) O% @ - end" l! i# \& O8 F( ^
- self.contents.draw_text(x+496,y,60,32,cword); P( L) P( I' X1 e: c
- y += 32: m% E( v) k1 p
- end
. c8 F. l* A5 @3 r" ^, Y- h - end5 u7 G7 J! \1 o3 s+ U5 v
- # 获取当前角色编号
7 f8 d; V3 L: C) i5 | - def actor_id* g" T! {, X: N% x s
- return @data[self.index].id2 |% G0 |; q. A" p. U8 N
- end
; k& o ?, f, z - # 刷新帮助
" m/ N u4 x8 C6 @$ L - def update_help
, ~" z5 i" u: h2 t - @help_window.set_text(@data[self.index] == nil ?\8 `# ]* h; v$ b1 `) T, t
- "" : @data[self.index].name)
( t. f% p }- R2 w - end
' G: w+ Z j, F. K1 T! ^ - end' P# D; w: b' h, I7 E
- 9 O, S3 q9 f: g w1 w
- class Scene_Battle
, M: b0 ]# c o: q" h# | - include LimBattlePlug# z9 p0 }2 J2 C/ m- ]& D2 ]
- # 初始化
1 Z' H; C$ I9 v+ n - def initialize5 f; {( R( l* A# O4 O; e1 i
- $game_party.set_actor_to_battle- w/ k, i9 F, l4 x/ W+ N- R
- end
% i }. P* x/ T - # 主处理9 T( F6 ^4 T0 l
- def main% `* s4 I4 D) ]6 T6 y h# D
- # 初始化战斗用的各种暂时数据
, X9 e7 J6 q$ Y. z r - $game_temp.in_battle = true
5 [6 q% Y) Y2 B% h( S - $game_temp.battle_turn = 0: l& Q. R# N. o$ p" ~1 n
- $game_temp.battle_event_flags.clear' o7 T3 ?- X7 p( P) \8 J
- $game_temp.battle_abort = false
. x# z5 p6 w8 R4 g% N - $game_temp.battle_main_phase = false
) Y" ]- w4 T$ \% b) b$ j$ N - $game_temp.battleback_name = $game_map.battleback_name ?( T0 g. [* A# F0 L/ y/ f
- $game_temp.forcing_battler = nil5 x: s' h& x. h# n- [
- # 初始化战斗用事件解释器
; z( u2 k/ n9 u% k$ c7 B! o* l' z - $game_system.battle_interpreter.setup(nil, 0)) e9 y+ c$ \6 K
- # 准备队伍
$ P* u. R5 F8 ]& s9 i) U. k$ z - @troop_id = $game_temp.battle_troop_id
; Z" g' {6 g2 z, K1 o$ _, q - $game_troop.setup(@troop_id)
, L- x! E0 A3 ~% Y5 e - # 生成角色命令窗口! }2 [+ A' B; J+ c" o) n$ |2 W
- s1 = $data_system.words.attack6 j3 s6 `( g0 ]' V
- s2 = $data_system.words.skill) {5 k" j7 K, D# O9 w
- s3 = $data_system.words.guard
9 G. x1 j4 N1 `' h* G - s4 = $data_system.words.item
/ _. ~4 [( ^5 A8 \! X% z3 e$ y8 a - s5 = WordChangeBattler2 K$ U# d$ g& C# _
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
0 S5 t& I$ T4 Q: F - @actor_command_window.y = 1285 c* V) T+ \! M4 l/ y
- @actor_command_window.back_opacity = 160
% H' O7 O' {; O( x, U - @actor_command_window.active = false, F' n8 d0 s5 n5 H$ Z( P; C
- @actor_command_window.visible = false
( R2 w9 s6 m& a& x - # 生成其它窗口
5 J) V( R+ X+ }! l' ?4 R - @party_command_window = Window_PartyCommand.new
/ s/ k: S, l- w/ T+ B' n' h - @help_window = Window_Help.new/ M4 U u4 f. G" {+ F
- @help_window.back_opacity = 1606 n* x$ D) c6 l+ ^; k
- @help_window.visible = false5 P6 g n3 I+ S% w1 n
- @status_window = Window_BattleStatus.new
& L+ M: y! s/ D' @9 P l - @message_window = Window_Message.new1 ^4 }) P/ Y3 Q* y. i
- # 生成活动块2 J* r+ C. F, q$ _2 z
- @spriteset = Spriteset_Battle.new
c/ u) v' Z: |- S7 J0 V - # 初始化等待计数
8 }, E2 b$ g8 x6 [; L" a0 X9 W# M - @wait_count = 0
2 ^- n9 c" d! }" r# B - # 执行过渡( F4 p- k e: u' d0 t: g0 I4 O5 ^
- if $data_system.battle_transition == "", {# @! @5 ?$ O
- Graphics.transition(20)
0 {: W5 V# E* p& t - else4 \, D5 I! ?+ h# R
- Graphics.transition(40, "Graphics/Transitions/" +
7 c6 Z1 G0 p, z$ W7 ] - $data_system.battle_transition): {- h+ ^+ @ S# |+ `9 v# M# X3 W
- end5 H3 u2 ^: h/ F' C( ?3 v
- # 开始自由战斗回合0 a& d) n3 Q1 v" ~2 P
- start_phase1- R+ d. Y$ a, c9 n* H5 J! }) t3 N
- # 主循环6 a5 }7 M4 O. ^& g
- loop do) ^5 c6 L0 |! J
- # 刷新游戏画面* Q3 V' O" `! T1 m7 t* m! c/ p
- Graphics.update2 d1 {4 c7 Q# i! U) m6 f+ Q5 }8 `" C
- # 刷新输入信息8 c$ a* s: ?7 m* C" s0 u
- Input.update) N! G- w7 u& J+ C; F
- # 刷新画面
9 R9 O4 J& e5 m t( I - update2 g8 H' c. B/ @7 W
- # 如果画面切换的话就中断循环6 g: f; X6 b! l/ t" e, h
- if $scene != self
* p; }' T% ?8 p4 Y - break2 [' z' g! |4 z/ o) x
- end
& {, ?* i' Y/ N8 T3 D - end
4 U) T) Y! G, F( p' p) `5 D1 G - # 刷新地图
: }: Y7 c0 A1 L, g* a! w - $game_map.refresh
5 H9 A$ }5 E& k' [9 D+ Y+ n" \ - # 准备过渡
( _2 ]; S: N3 M, l( V - Graphics.freeze
& [) Q6 }0 E8 J; i6 e @1 P* y, [! i - # 释放窗口, i( v/ c( f3 N
- @actor_command_window.dispose2 l; e9 \5 ?( k0 X4 B, \2 v: i
- @party_command_window.dispose7 x" x$ m/ S! K Y7 ~* Q: R
- @help_window.dispose6 C7 [* {) ?; n- Z0 C
- @status_window.dispose2 ?) q' M; o# Y& h, l2 ]
- @message_window.dispose& g8 h; t: M3 G/ n( m/ _9 s0 @
- if @skill_window != nil
1 `3 m b7 M, b3 C, J - @skill_window.dispose
1 k9 j8 t# S3 h$ S - end3 x1 D% y$ w* C- ?5 y- u2 B
- if @item_window != nil0 W/ }0 D8 ~& M5 v. `- p
- @item_window.dispose
$ y8 `' L! L+ v5 n$ ~ - end% P3 h5 y# k$ K( a5 `
- if @actor_window != nil- p& y5 _8 u% A" K( |
- @actor_window.dispose3 E# b2 J; s5 G! M/ ^
- end; p7 I- W: U$ O2 o- w) W/ }
- if @result_window != nil3 _: z- J) m# k3 p: H- J* E
- @result_window.dispose
$ T V9 z% w. X. L( k, K+ k8 K4 T - end
# c: k1 h7 @' `! G9 T+ y" ` - # 释放活动块
8 `' J% ^/ \9 D7 c' W - @spriteset.dispose
3 }7 P/ J/ @; Y! S- f U( m - # 标题画面切换中的情况
, ^+ M. o/ \5 H+ s; h' d1 p# k - if $scene.is_a?(Scene_Title), a" @3 Z6 a- E* [" k
- # 淡入淡出画面; g# ~) Y+ c& s! O
- Graphics.transition
0 H1 S0 N3 Q4 k" I! m" t: z: d - Graphics.freeze
9 C, _5 @: M) D - end$ d. ]+ j5 j3 i* Y# P6 R
- # 战斗测试或者游戏结束以外的画面切换中的情况
/ l/ o0 O' S& j4 x2 u - if $BTEST and not $scene.is_a?(Scene_Gameover)8 \. H5 W" I, `7 T9 `7 X
- $scene = nil
7 o4 x4 X' R+ H* ?) v - end% e4 M: x; A$ f9 O, c% _& ?
- end
# c1 h8 [. Q4 n6 l - # 战斗结束& ]$ n- e+ g' ^% [, E6 G! }& ~
- alias lpb_battle_end battle_end
/ T. K/ ^2 G) f - def battle_end(n)
+ Q4 T( R! u% z8 Y4 b9 r - lpb_battle_end(n)$ u9 f' y# H, {3 O6 A8 }; d+ q5 J- B8 _
- $game_party.set_actor_to_normal( V2 `. K( P1 s0 P( c; j9 X& s& J
- end
& D3 @* g) ] g8 o2 d4 N' d, @ - # 开始回合3
, g6 A. Z6 d* k' o, M; ^* C - alias lbp_start_phase3 start_phase3 t" o# m+ x/ z/ i4 T) T8 A5 B0 F
- def start_phase37 F8 E! f$ K/ R! x
- @changed_battler_id = []8 \& {! J1 c% W& Q
- lbp_start_phase32 K/ B- I+ j4 h( f3 A
- end, ]9 g7 w8 v# ?: z( L5 |; X
- # 刷新角色命令回合画面
, H' v: B7 j* g* } - def update_phase3: c# L6 p7 A! T. r# c' b
- # 敌人光标有效的情况下: t' y) I; I, A7 H9 n0 z0 ]
- if @enemy_arrow != nil$ C' H9 N8 `) t$ M4 m1 }
- update_phase3_enemy_select. p3 m I+ p* ]4 G0 p: ]
- # 角色光标有效的情况下* O" \8 Y: e+ ^ m, u4 n) z I
- elsif @actor_arrow != nil& [# v7 q; E. n
- update_phase3_actor_select# n$ q' H: m: u$ G
- # 特技窗口有效的情况下5 h1 P: w- `" G# f
- elsif @skill_window != nil s, d0 M* Q' M* A% b
- update_phase3_skill_select% X( D' i0 g( Y! a" W1 |1 a9 D
- # 物品窗口有效的情况下
# k2 o: G, f6 K1 I J# D - elsif @item_window != nil
/ r! R& }& N8 d( b, T - update_phase3_item_select0 A% U& g$ J. s3 |+ r" F, C3 [; }, z
- elsif @actor_window != nil
, O: \9 D% c; p% e - update_phase3_battler_select
\$ R' c6 X$ `7 d: y3 E) F - # 角色指令窗口有效的情况下
& G- j, E: k9 a6 g' k - elsif @actor_command_window.active+ l+ T- Z7 }; c- H! p9 j
- update_phase3_basic_command% T8 b0 [! p* m
- end
& c) D$ L3 f! G - end
& c" j: |- U5 Q/ m1 Q: W - # 角色基本命令
6 v8 H# m; L3 w( R - def update_phase3_basic_command
4 @) O0 U$ B8 H" v& c$ v - # 按下 B 键的情况下
; M4 } F8 J, a# K% ^ - if Input.trigger?(Input::B)
`2 ?* \/ {, } - # 演奏取消 SE
6 C& n+ M0 B$ y5 c0 r2 X& j% U - $game_system.se_play($data_system.cancel_se)
- T1 q5 L9 s& ?+ r6 g - # 转向前一个角色的指令输入# Q( B/ q Q& ~, j7 z/ ` f% l5 X
- phase3_prior_actor
8 M! _+ ]1 O' \8 L- h9 s& A - return2 {) L8 X7 G* ?4 y$ g2 G( n
- end$ W9 @7 I. h" _5 T# e$ I2 R
- # 按下 C 键的情况下 E. V' G2 ^! R2 q. J$ ^
- if Input.trigger?(Input::C)! U* u5 a& X4 z; A, \
- # 角色指令窗口光标位置分之
( G8 _: b0 _- V8 ] - case @actor_command_window.index$ h- K4 ~5 ]2 n. d
- when 0 # 攻击4 A7 Q7 O$ ]1 v0 Z
- # 演奏确定 SE3 \, M, _* F) P' N4 S2 A- x6 }
- $game_system.se_play($data_system.decision_se)/ Y% I: J5 \! h: d. W
- # 设置行动
; p4 X& Q A: j6 i X - @active_battler.current_action.kind = 08 B$ ~6 O/ U7 e# |1 p' o
- @active_battler.current_action.basic = 0
5 K# g+ u! E$ R0 b# U% N1 N - # 开始选择敌人: a+ ]1 t; y2 W+ o
- start_enemy_select
I- I# D) x$ S7 }1 O - when 1 # 特技9 [( I5 G+ n" B1 c
- # 演奏确定 SE
$ {$ E+ q& y5 B8 U) @ - $game_system.se_play($data_system.decision_se)$ Y% |. u% w$ E0 o, F9 A
- # 设置行动) G! k) h' n! D8 o" f
- @active_battler.current_action.kind = 1
. H6 _# a1 {$ {1 j* j! S- Z9 l - # 开始选择特技$ X' s: r8 J2 y4 m' F9 Q2 N
- start_skill_select
& J# [, U" R, f5 j; m3 ~2 S' i - when 2 # 防御) Y! z$ ~- _; ]# m. Q5 x1 t& x- y
- # 演奏确定 SE1 i+ V3 @' D @
- $game_system.se_play($data_system.decision_se)* X; d( a v4 o& [% N% t( n3 s
- # 设置行动
" ^3 Z- O& |. ~5 A z% P) H - @active_battler.current_action.kind = 0
: E% F( \: N. _2 B, p9 I. b - @active_battler.current_action.basic = 18 @& z, p& m. V: }2 ?0 y
- # 转向下一位角色的指令输入
0 j( b* Y# f! n# B( s( O# Q4 J - phase3_next_actor
3 y: _( R/ C) K( W2 F) {; s( { - when 3 # 物品" O+ ]) _1 D( a+ x. E& J/ Y
- # 演奏确定 SE
$ Z+ d4 Z$ n' m! N- `$ _$ [! s+ B$ ^ - $game_system.se_play($data_system.decision_se)
5 Y1 g' w' j$ F! |" m - # 设置行动) x: B& n4 e# V! a, Q# O( e8 s3 w
- @active_battler.current_action.kind = 2
& |9 q, A; ~& p: Q- \; ^1 _ - # 开始选择物品
' x9 h3 w& O. ~0 G/ c( Z - start_item_select1 X* D; L+ E8 Q! x! j4 i
- when 4 # 换人" s9 V! C6 R+ Z; B6 t! h* `
- $game_system.se_play($data_system.decision_se), Y7 d0 E* m" u# p( W7 A
- @active_battler.current_action.set_change_battler
7 P7 L8 G' n4 z3 R- [+ I7 i" u - start_battler_select
" }1 `0 Z, {2 d! l6 A8 u& _) n - end
: L. ?9 l# g" J/ o, T n - return" e1 s" W1 @. U! m; h
- end" y1 P- |. D; d. c& n7 p
- end
6 u2 x+ Y1 P* s i/ d - # 开始角色选择4 K) P2 C0 Q8 V' j& n: B6 o6 V
- def start_battler_select
6 P. q- ]+ K7 K - @actor_window = Window_Actor.new7 B2 @$ Q/ D, S! a
- @actor_window.active = true
( d# f) `+ U8 H! N/ o - @actor_window.index = 04 Z( I" X n* j
- @actor_window.help_window = @help_window0 A, {6 G8 [/ s' r- g7 ?+ ]
- @actor_command_window.active = false
x) M: f( W q" \3 J4 v! t- O - @actor_command_window.visible = false
/ h3 P" ^! c& J t. M. g - end6 K# T1 g' V' ]8 W- E9 p; E
- # 结束角色选择1 _+ j% R& q `2 Q
- def end_battler_select
- s9 ~2 T* f, \* b) l. ^& d# s - @actor_window.dispose1 q: ~1 T1 ^' i0 W% h/ ]2 s
- @actor_window = nil0 h4 o$ E3 B$ H7 l0 ^
- @help_window.visible = false
% k ^4 G, i. p+ K! G; D% G - @actor_command_window.active = true0 X. z3 r) m5 [2 [$ o" e- P7 m; G
- @actor_command_window.visible = true
$ i0 T/ n( T( l1 t - end
, W$ n) ~0 d) ]% I - # 刷新角色选择1 f0 J6 x9 c& Z4 n1 [
- def update_phase3_battler_select
2 q" c/ [- [6 H2 K. V - @actor_window.visible = true
' ~( H8 ^( |- w( H- t0 M - @actor_window.update" X2 N; l2 J& x: @
- if Input.trigger?(Input::B)8 k5 B) y/ {- S& l$ }! y# t
- $game_system.se_play($data_system.cancel_se), M1 P6 u" c, K' x' h8 V( e! h
- end_battler_select
% x1 O! h- k2 _ m, D - return
. M5 s+ B3 Q& ?2 V - end( A# H* f0 H& K" [: A) E. Z$ e: `/ R
- if Input.trigger?(Input::C)
, @) m; m" H; L& D1 u$ c - actor_id = @actor_window.actor_id C1 v! ?1 \! T$ m, t! G0 R& s
- if $game_party.get_actors_id.include?(actor_id) or `5 D& l0 F n) \
- $game_actors[actor_id].dead? or
' }% z" F1 M# J( U0 I7 } - @changed_battler_id.include?(actor_id)+ z3 a! u1 r6 V. G; w! Z+ e1 |7 g% {
- $game_system.se_play($data_system.buzzer_se)
P/ Z8 Q+ Q$ G, o9 n - return
' o/ L( R# \- p& O4 q Z3 K: [ - end4 m1 r) d" v( l/ L. ~
- $game_system.se_play($data_system.decision_se)4 K6 c: _4 @7 d, _) L; S" s
- @active_battler.current_action.change_to_battler = actor_id4 M& S. U4 P+ r6 ]/ O9 w/ o9 Y. c3 x
- @changed_battler_id.push(actor_id)
9 f% i0 F6 Q! ]- Q8 N+ T, z5 J - end_battler_select
! u: K$ U3 f& U$ Q/ l, r - phase3_next_actor: D, y: S* y6 A' \
- return
z. E5 K- X$ o- @$ t6 m9 w - end
) S, u6 s5 V5 u/ S6 J - end' d n. m' q% {0 c0 ~* t% g1 n
- # 行动方动画
! H& V/ m$ r5 A& Q7 _! M& o; n0 J - def update_phase4_step3$ y- ]0 o& ?) J6 D/ Z. ]9 q
- if @active_battler.current_action.is_change_battler?
5 ~# ]( p) l7 h! \/ X - @animation1_id = AnimationChangeBattler+ c5 W5 h, l+ S! X/ R( o( z3 u' {
- @target_battlers = []( ~2 f3 W# p) i$ t* x
- end- u& Y7 S0 o' [
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
" t6 {1 g' I# k5 z/ q9 V0 M% t - if @animation1_id == 0: ~& [9 A, {! P3 Z6 a, T
- @active_battler.white_flash = true
' y7 X9 Z4 m) }2 c7 h0 Y j3 @ - else3 U0 i- n& O" C% F9 |7 F" W1 h
- @active_battler.animation_id = @animation1_id
; R( H# C, l6 ?3 @: Y+ P - @active_battler.animation_hit = true
! e& t; c2 o& f2 k# B - end
1 p1 [" X+ W$ Y8 i* o! R - # 移至步骤 4% l8 v: c! y; D2 x) @- E
- @phase4_step = 4
7 ?* _7 S/ s. S, f' m/ x - end* Z' ~) v0 {& l3 H6 m/ E& @
- # 对象方动画4 E9 k7 [! q- w& L
- def update_phase4_step4+ @9 [" Z6 N# P) x# y$ v& \
- if @active_battler.current_action.is_change_battler?0 y# K# }4 m) p" O2 k$ Z) H
- actor1_id = @active_battler.current_action.change_to_battler6 V e0 i! O2 p2 @
- actor2_id = @active_battler.id
2 y# ^9 F4 v; m* B. ]3 c' r - (0...$game_party.actors.size).each do |i|/ Z% O; s- S& Z2 `: s9 @: T' J
- if $game_party.actors[i].id == actor2_id
7 W3 m! t/ L* n' w6 Q - $game_party.change_actor(i,actor1_id)
) Y) X+ h! e8 Y$ r% V+ ]" I5 j v - @active_battler = $game_actors[actor1_id]# k& Y0 y6 P2 Z& G
- @status_window.refresh2 X$ r6 O6 d* @- D+ l
- end
8 a7 U7 @; K, W2 {) D; r' ] - end
/ n* i# C8 t* ^/ H+ m - end
; c! n' E2 k2 f) `( r* M" w6 W - # 对像方动画0 `1 L9 x! T9 Z
- for target in @target_battlers
) b8 E' m# C" K; J' ` - target.animation_id = @animation2_id
$ L2 M$ y5 p2 R - target.animation_hit = (target.damage != "Miss")" Y- ^+ l: t& k) U4 g
- end
( J0 z9 C+ Q' ]- a) m- s1 ? - # 限制动画长度、最低 8 帧
: h6 o/ {9 ~5 N/ w1 A - @wait_count = 8
1 G) Z. |( o3 u! x. Y - # 移至步骤 52 [! ?% F4 o7 n8 ?. a0 x. X
- @phase4_step = 5
' Y; n( T( D, t) T( V - end1 R" G6 p. G7 S2 [
- # 公共事件( v* [2 a' r0 o1 l0 ~' w* X' {5 b
- def update_phase4_step6
( x5 y- x8 u$ T; y% ` - @target_battlers.each do |target|
8 n% O( P$ c3 i5 z) s9 V- ?4 r - if target.is_a?(Game_Actor) and target.dead? and
( s4 p; s& `7 U9 F - !$game_party.other_actors.all?{|actor|actor.dead?}
. b" ~0 j+ U3 m - @actor_window = Window_Actor.new
# g+ I# S9 L* [0 i! b4 m& e - @actor_window.index = 0
! i" f/ \; K/ @, y' Y& c - @actor_window.active = true0 t7 d6 |5 ~- M
- @actor_window.help_window = @help_window4 M. j# O" |8 f
- actor_id = -16 O4 y/ P8 ^. \4 B
- loop do' j x% p8 \9 [! }; a/ [
- Graphics.update7 D: ~# X& {! S$ R2 K
- Input.update
u3 y3 N5 s) B! ^4 u4 l - @actor_window.update; \. {- O$ d1 \6 Y0 S
- if Input.trigger?(Input::C)
( S5 p Q% u$ {$ | - actor = $game_actors[@actor_window.actor_id]
' [* ^/ J; L6 P, O1 i$ a - if actor.dead? or
7 O. P8 s& v9 F; R1 n - (@changed_battler_id.include?(actor.id) and
8 y6 Z0 l; m0 V& C& _ - target.current_action.change_to_battler != actor.id) or: U( d; j9 t1 K; ?( [( Q
- $game_party.actors.include?(actor)' C/ K! C T2 s- q
- $game_system.se_play($data_system.buzzer_se)
' T. {7 Y3 |0 u" |7 C% I - else
7 f( C4 F7 C4 u$ K) o) _! C - actor_id = actor.id6 O7 H& f( n* g' B B; X4 L
- end
1 q. p+ [# Y4 U - end
' W1 Y( L7 d$ U; Z - break if actor_id >= 0! G, E- b f" Q# O- }: [- q! ]5 A- f. U
- end
/ a9 ]. Y; \1 ]7 P" U/ _ - @actor_window.visible = false3 A3 j! K$ O. C% ^: o
- @actor_window.dispose, n ^- Z" s, H( Y- b
- @actor_window = nil1 f7 j4 d& h; P# f0 a! [# U
- @help_window.visible = false
& b" |! u" b8 ]: [5 S, n( A9 K - (0...$game_party.actors.size).each do |i|$ J$ k- ]/ y7 z
- if $game_party.actors[i].id == target.id& b" _2 C' A; a6 a1 |$ R- h
- $game_party.change_actor(i,actor_id)# ?0 ^: ]0 J5 b! O6 t
- @status_window.refresh
! N% X4 j9 r* w, F: ^5 y6 C - end3 B, J. u, b5 O" L. l3 R
- end# M3 \* l6 b6 o+ _
- end
( r3 H, z4 H+ A. W1 ] - end
, W6 D2 o; a: m) J - # 清除强制行动对像的战斗者$ O3 u/ [( r+ j- T
- $game_temp.forcing_battler = nil
1 y( }+ W# V/ W, Z/ p - # 公共事件 ID 有效的情况下
& d! s8 K$ l2 p1 h - if @common_event_id > 0
! n, {, j, k, Y7 {: | - # 设置事件
0 @2 E$ b% X' h' S: c' p! t* N - common_event = $data_common_events[@common_event_id]
: U: f& y; Q" |) f& B - $game_system.battle_interpreter.setup(common_event.list, 0)" h/ d# t# T+ k4 z- ?
- end
?# \7 ^2 r4 f! x8 U/ y, \; | - # 移至步骤 1& ^# W. ?6 n' S# N A( G
- @phase4_step = 1, ^0 I! k% f7 U+ q$ e P
- end# {' ?2 p# L9 }: Y) W% ?( |
- end
7 c$ @# w; ?* W' c S4 B - - x2 r3 G& ?% ?& F' c
- class Window_MenuStatus
5 P. T5 n3 t) I, J% U# i - def refresh9 K# t" R; M# \7 [
- self.contents.clear) V6 F& _, x5 ~ _ q$ ^7 g
- @item_max = $game_party.actors.size: Y5 Y* Y+ _2 [2 p
- for i in 0...$game_party.actors.size, }1 e+ \7 e0 y. C2 Y' a
- x = 4- w% f& }+ N" F& T$ {6 U
- y = i * 32
( Y$ a9 Z- ^' I6 q0 U5 X - actor = $game_party.actors[i]
5 W; \3 B4 r5 y# H - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
) `4 D6 z. O( Z9 e5 X - rect = Rect.new(0,0,bitmap.width/4,31)5 B; n4 G0 X$ @! e# O
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
/ ^0 N: _$ s9 D+ u7 L8 T. g! I - draw_actor_name(actor, x+36, y)
C1 S# J' G, {8 q - draw_actor_state(actor, x + 136,y), q/ Q J' r5 n
- draw_actor_hp(actor, x + 236, y,96)4 W5 h! _0 B, f- \! ~/ ^8 D$ }
- draw_actor_sp(actor, x + 336, y,96)0 z* n4 |6 j: G! h- ^2 K
- end
1 N. J$ P6 K. f9 N - end
1 \, `! U8 a, h A: s2 O9 E, d - def update_cursor_rect
7 E5 Y) @! u4 m2 g' i3 I - super
. Z0 m& Q2 e/ c- q# s1 f - end/ |( K9 w; u# }3 x% ^
- 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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