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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) u9 T( o2 D K! s; j4 t! F
0 G& G$ r# a" `) Y) _- M- # 队伍最大人数
* M8 h: [( p$ A# H# ]5 w, V Q - MaxPartySize = 8/ r& ^5 ~' j9 z/ p) X8 ~6 ^
- 1 N3 O: R0 \$ H0 n$ B( t" W5 G- B* I
- # 出战人数
- N) S- C; ] H: l' [3 S. E7 M, H - MaxBattlerSize = 1' ?0 }2 K1 j" ?8 z, M- K) x
L: f( ?2 }! `- # 换人语句 l* X% {4 K3 p2 _2 n
- WordChangeBattler = "换人"* D; \1 w' N* }
- $ g' x+ m4 ~! O. y
- # 换人时播放的动画; L5 q7 n6 d* y
- AnimationChangeBattler = 26
; |' J/ o x! T2 _* t( v
. q! T8 p7 j g- end# b2 M& v4 ~1 C V0 H9 _/ o
) S8 g3 O; k0 |1 ?; y/ t, S- class Game_BattleAction N# q0 i; u( f2 m* D! }
- attr_accessor :change_to_battler
% _% W& _8 O/ N0 B& e - # 初始化
# A- w- k( ]" L8 p8 X: r+ p( ~! z/ g! c - alias lbp_initialize initialize1 d/ s4 e( L( O/ p5 J# l8 F0 }
- def initialize# A) [( L: T2 d$ y$ Y% E" c( q' E; S
- lbp_initialize; j% r) N+ {3 D$ S3 j+ ^
- @change_to_battler = 0
) h ]# v( o; S2 H2 V' X, F - end
) q& B) A% ` e5 @3 q! o - # 欲更换角色编号
+ k$ a2 q0 l, z( w2 d1 I - def set_change_battler( S! Q2 q& h6 p5 Q7 K
- @kind = 3. d7 K" B c, }* J9 \/ |$ ]
- end( ^9 w- E& w0 I u% W
- # 判断行动是否为更换角色
; Y& w i* i4 |% `9 O0 O7 e - def is_change_battler?% r# n! J3 b# r7 X0 B, v
- return (@kind == 3)6 v2 V* d5 H6 I# Q- I H& {
- end
1 g0 U- T4 M2 i1 _. h6 s9 k0 k$ A: r - end6 Q" W0 \; z6 [' |& j
- 3 Z3 y) g7 L0 |7 e
- class Game_Party
1 \4 f! V( C; ^5 [ - include LimBattlePlug( Z5 k4 Y) ~) x6 ?; Y
- attr_reader :actors2* c. T* ?8 G9 F
- alias lpb_initialize initialize
" @* y3 Y! ^5 C' D& a6 g9 g) A+ [ G - def initialize/ L& `9 z; H0 x$ o# H5 Y
- lpb_initialize0 r% F' @! D. G! \
- @actors2 = []& F9 E |! [3 V/ N( h3 s3 y
- end1 O/ Q4 S0 W6 r$ j0 b
- # 角色加入 F& S, `6 H9 Z
- def add_actor(actor_id)# u$ C" _! U' ]9 q3 o) J9 f& W
- actor = $game_actors[actor_id]
( P3 U& b6 ~5 @* \ - if @actors.size < MaxPartySize and not @actors.include?(actor)
6 M9 e3 W& n0 W7 Y, B1 a - @actors.push(actor)' `% s5 J* p; a" p! Y. W6 r0 l" h
- $game_player.refresh! }: ^. x# V4 v; M0 z, J0 l: L+ N/ z
- end$ @/ X( s. m4 U$ G1 i
- end
- P. t9 l* q- i7 G - # 设置战斗的角色
, X, j. D! Q, k8 S - def set_actor_to_battle1 s- K5 Q' A1 s
- @actors2 = []$ ?* c/ o0 X, Q5 U# K d
- @actors.each do |actor|: K6 `& V' b- t2 g; @6 x" {& t
- @actors2.push(actor)- E. F2 g! w! W
- end
' q/ Z& q8 Y7 N+ u - @actors = []
- ?3 e0 F( G2 } - @actors2.each do |actor|
" L. h& {9 W: A, W, D1 c2 Y - @actors.push(actor)7 n, r- a- A5 R) i" E) T8 t$ ~# t# F* Y
- break if @actors.size == MaxBattlerSize+ f! {6 s1 s6 W
- end
5 }5 p3 d& Z. A. y M6 x6 N - end" E |0 v/ }" I1 k- E" W7 b
- # 还原战斗的角色
, V" S2 S3 y2 a; I/ M+ B - def set_actor_to_normal
! l. _+ W# _" q e8 \& h - @actors = []
: s- Z2 W; E! m# I- C4 i - @actors2.each do |actor|
- a& F. W; o. s3 G - @actors.push(actor)
) ^, m. U5 c3 p1 O. h1 H5 Q* m - end# s2 r6 ~, x: `5 Y/ t: i7 G6 J b) V
- end5 m+ p# {- T. X/ m5 Y: b0 n5 x
- # 获取角色id数组0 r8 E; ]! e+ q! ]0 V) o- ?( W
- def get_actors_id o3 R2 L) L* g1 ~: ~! u) n+ m
- id = []
2 y& a& Y% h7 f9 T. o$ j - @actors.each{|actor|id.push(actor.id)}
. k/ G! Q! h" b9 A$ b5 W - return id$ W! f) r/ F2 {8 w2 y7 n4 q+ K
- end
8 S- U8 W! I3 n* | - # 获取角色id数组( B1 _+ ^9 c3 ^& y/ k
- def get_actors2_id
; |) \9 C9 y6 j/ o5 Z. M - id = []0 ?5 j5 h$ M) {4 [8 M# ^
- @actors2.each{|actor|id.push(actor.id)}
0 @& ], k3 s- z) k, Q - return id! [( W- c c% P, N5 F
- end
' P8 k! Y! r0 p3 W/ I9 ?8 E% T6 L - # 兑换角色2 o$ d5 C4 K, D% [3 G$ c
- def change_actor(index,id) z0 }9 j g5 t( m( ^% c/ L
- @actors[index] = $game_actors[id]5 R/ ?4 \; p. v/ k" @! i
- end* y7 T1 n; R$ t+ O& I
- # 全灭判定
* W% x/ s' ^5 n+ c) y1 g5 j/ T4 q - def all_dead?
q7 F4 E+ P+ F/ m" g - # 同伴人数为 0 的情况下' }- a* L1 D: E. p; {* Y0 d
- if $game_party.actors.size == 0
/ B: Z1 y. ]2 l8 R# I - return false1 h* Z% P& D- t2 J
- end
+ F$ V7 z5 z$ m0 y. L - # 同伴中无人 HP 在 0 以上
$ Z Y) \3 p, I9 H a - for actor in @actors25 `5 d# W5 z8 l! y
- if actor.hp > 0
3 s! g3 W3 U" ^& t9 |0 y4 b - return false
" I. C7 i8 Q- A$ s" |2 T- L% |8 w2 T - end
3 r3 I, R6 M/ \& {) h' u8 M - end& M' l/ M* q: _: G
- for actor in @actors
0 D/ z; l8 t+ E/ y' t - if actor.hp > 0/ M9 c" T5 T3 x- @
- return false
2 g& J7 m6 E) u% w4 a8 b - end4 e1 ]% P* z3 o% F
- end
9 |& l- r- y5 {) G - # 全灭1 ]- q: Q6 x: A: S( U' f9 D/ d# ]
- return true+ m7 }! ?5 n( _, E" W! ]
- end
$ u' Y' o& o; ]( c7 m( T7 l0 } - # 其他角色; K F9 S: L5 d9 X3 w5 F& U
- def other_actors
- l: M' @! f) M. \9 X: c - actors = []
7 c3 }8 w" h2 T x+ I - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
' ]& F* ^7 B2 h( {3 N! d4 c - return actors9 E% e3 M. g1 I% }& l9 J) j& m+ d$ |
- end& v! _( I5 D# Z3 w/ l8 q6 E6 L: N$ ^
- # 角色位置互换
9 w) Q1 ^2 ?6 C" Y0 m# _ - def change_actor_pos(id1,id2)
' G- \7 K7 J X3 _ - actor_id = []
' f) |# d% m6 D1 i! g7 i& Q - @actors.each do |actor|
/ U d+ O& N: K9 J* Z - actor_id.push(actor.id)
0 c1 M2 q3 E# `# u) ^0 _ - end
# z0 H L! w( G$ D; P, @, v, p - return if !actor_id.include?(id1) and !actor_id.include?(id2)! t, B8 H6 L' U4 V
- id1_index = id2_index = -1+ A' M k1 D- `5 V
- (0...actor_id.size).each do |i|9 X& l- {) Y3 b# c, T3 \$ ]
- if actor_id[i] == id1- I( C3 b" m8 l* |4 B
- id1_index = i
|4 j0 A+ W/ I: D - elsif actor_id[i] == id2
, g& x& z) a) I6 a) x - id2_index = i
`) F$ F3 ~+ w$ q3 Y - end5 v) M2 B# }- f$ P* Y% N
- end
1 F; B( t/ l6 m - temp_actor = @actors[id1_index]5 M6 X: f( }" y9 ^* W9 o+ i# h' g
- @actors[id1_index] = @actors[id2_index]4 I$ B' p/ \9 w; K! g7 V3 G# t
- @actors[id2_index] = temp_actor) d" m, n# M) e) N! D; F
- end
& b. J% p& g$ D4 b - end
W1 E2 N" u$ W/ R" v& m
% f. ?+ D" P! Z' H! e f/ d- class Window_Actor < Window_Selectable
: n( l7 r. U: y( K2 ^! x1 H6 T" h5 `7 G$ g - # 初始化# ]0 [# ~8 W6 ]% R' ?+ p
- def initialize
: C: T) P% L/ w n3 _( G ] - super(0,64,640,256)
. v. t# A" R( ^1 Z4 k! m - self.back_opacity = 160- ~; b5 J0 b* ?2 D* K. m0 f' r
- refresh# U' Q2 Z4 {: x
- self.index = -1; _" ^3 p6 W& K
- self.active = false
5 t( p' ` e) e* K+ e% { - end/ A$ F; m" m+ ~, s
- # 刷新/ j8 [" N# q% D. J% u0 x
- def refresh
) X; m. ~! Y& N& v - @item_max = $game_party.actors2.size
4 O( l* j, Z e7 ` - @data = []$ @0 R+ R8 d$ k* Y2 G: k
- $game_party.actors.each do |actor|' M) l5 L- k% K" k( n6 ]' w
- @data.push(actor)
. d1 o4 J$ B. U+ V; B3 j - end4 ^* X) h: F* G6 B' ~
- $game_party.actors2.each do |actor|- l5 H" B. }( s/ ?6 k
- @data.push(actor) if [email protected]?(actor)
, {0 j$ I! G9 ^) w: H; s" v - end
[2 C6 {6 \8 G ? - if self.contents != nil+ B. T( \# q8 b. \% H7 B y
- self.contents.clear k+ U0 x+ Z8 J! p8 z4 [$ {
- self.contents = nil/ W+ F0 K0 s( D7 D9 d7 m
- end. J7 G5 h& p' R$ }7 a6 M$ b& J: N
- self.contents = Bitmap.new(608,@data.size*32)
3 S! g# D# G1 s. d! R6 M% X - x = 4
) z- j4 F9 Z4 K$ u M0 P! Z8 X - y = 0' P- W @: R. R7 m5 m
- @data.each do |actor|
( R9 e2 m" i0 K$ X$ G - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
- |. y6 r1 F; J- x4 w( H - rect = Rect.new(0,0,bitmap.width/4,31)
/ b% k, P5 Q* k( J2 s+ z& K( H7 K - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
! ^/ i# J: T7 _ ]% b - draw_actor_name(actor,x+36,y), v" |- u0 G/ D, T2 ^- w u
- draw_actor_state(actor,156,y)& X3 W# H! T8 a* _/ x# ]- r
- draw_actor_hp(actor,x+256,y,96)
6 z3 J4 X/ V& c/ U - draw_actor_sp(actor,x+376,y,96)1 I! K* s8 b' L2 [
- if $game_party.actors.include?(actor)
. T8 O {( @& Q F) K - self.contents.font.color = text_color(6); v" T# V8 z) ~% Y$ k8 V
- cword = "出战"' ^3 U8 m+ w/ O
- else7 c9 a/ o8 T' V" j
- self.contents.font.color = text_color(0)
) V# M& q6 Y9 A8 q; B - cword = "待战", b( g3 ?9 [5 U) p1 B
- end
8 }& v( X" _4 N; ?6 n4 J5 H - self.contents.draw_text(x+496,y,60,32,cword)4 x7 k( U7 l# k. F4 `
- y += 32
0 z) [. R. q3 } - end
+ ]0 m% c- ] t - end" g! O# j7 K4 s0 A" [/ e- a9 o! r
- # 获取当前角色编号
: @# k0 r; k2 ?! t- b8 ?9 r - def actor_id
+ i' T: l" j* }6 [3 y3 S - return @data[self.index].id% a7 x, s' v6 x+ W: n3 `
- end p& d/ }3 @1 d7 v% y/ I3 O( k
- # 刷新帮助
1 j5 ]9 O+ g1 O$ z - def update_help. ^+ `( }: ~3 W" C1 W& g- f
- @help_window.set_text(@data[self.index] == nil ?\
# C: I5 Q! a1 @ - "" : @data[self.index].name)( Q# `( {1 h1 r! V, a$ O
- end
; R+ k) p+ B, S& X- }7 p* \ - end
* H. |, ^+ U0 t" N8 O
+ ~0 q9 z3 b6 {9 y9 W7 o) T- class Scene_Battle2 H9 y0 m$ [/ U
- include LimBattlePlug; D' x2 l$ f" t; M& y
- # 初始化
" t; j( X: h8 `+ \/ T1 u- R! P3 H, } - def initialize' r3 \: i/ A8 j6 R/ @. j
- $game_party.set_actor_to_battle
- w8 }1 ~4 A/ ?( Z2 G/ W: R6 i - end: ^! n% t3 ~ i
- # 主处理0 m# S) |1 i1 J2 Q+ | g+ f: w
- def main1 @, }, U2 E p+ n
- # 初始化战斗用的各种暂时数据
& i$ i/ H2 o3 @6 A - $game_temp.in_battle = true
6 R. `) J5 j3 j j - $game_temp.battle_turn = 0
3 z* [" e/ S% f; B- q: x - $game_temp.battle_event_flags.clear- T! V% ^; ~) y+ U
- $game_temp.battle_abort = false, @* ]6 T1 E* v. a
- $game_temp.battle_main_phase = false# t/ V- f0 y+ J7 [" y( p2 t$ H
- $game_temp.battleback_name = $game_map.battleback_name
8 a' K9 R3 G+ s6 u4 b - $game_temp.forcing_battler = nil1 v, e3 g* n$ E: q2 _7 O
- # 初始化战斗用事件解释器
. I1 T& C# S) p4 C1 H' s+ X' v. h _: z - $game_system.battle_interpreter.setup(nil, 0)
& ?; U& i& V# g9 ^. U - # 准备队伍
# K; q6 O5 f3 o g - @troop_id = $game_temp.battle_troop_id
2 v. k5 v! z+ i% v - $game_troop.setup(@troop_id)
7 r @2 A# }* _% y" I/ H5 l - # 生成角色命令窗口6 X& L- k) x) L
- s1 = $data_system.words.attack0 w- N6 X U4 Y' m$ o
- s2 = $data_system.words.skill6 m# g( n" r1 F0 E7 |. C; I+ ~
- s3 = $data_system.words.guard
: p. p7 w2 l6 C, @9 A0 h- k - s4 = $data_system.words.item
+ ^. b: V; M+ s9 _/ l3 y7 T* x - s5 = WordChangeBattler+ H! S0 e' ^7 @4 J9 Y6 A7 A
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])3 P" V, _& ?6 \. ~7 X% }
- @actor_command_window.y = 128# O4 U+ m$ {$ X5 v/ Z7 O) H7 a+ D
- @actor_command_window.back_opacity = 160
* X4 g; @$ c( ^ V - @actor_command_window.active = false
5 E+ A2 v7 v9 N/ H' d - @actor_command_window.visible = false8 N! D E2 ~' f& u h
- # 生成其它窗口
1 j* F- l0 K7 D2 r8 S2 z - @party_command_window = Window_PartyCommand.new& v6 R- ]4 U# q9 r. x9 n
- @help_window = Window_Help.new. a) ]5 T% F$ r0 q7 V0 r5 i+ C" I
- @help_window.back_opacity = 160 m4 L4 Y6 _! Y& I
- @help_window.visible = false
; h2 i7 f+ Q* [) H% {, C2 W$ d2 v) U# n - @status_window = Window_BattleStatus.new
5 `) g2 Q% J4 b! G3 e7 o - @message_window = Window_Message.new
- v8 y$ G; V4 g8 k - # 生成活动块
3 e8 |) o' @% j - @spriteset = Spriteset_Battle.new3 G m$ k# m. e& s& F; {. l
- # 初始化等待计数
5 d8 s; @# ~' \0 _' q - @wait_count = 06 O# j2 `( f6 d6 P" k d
- # 执行过渡& V. k+ u7 X Z) W$ Q9 X
- if $data_system.battle_transition == ""
* y8 ~4 l/ V2 i0 j: X2 d1 U! H! q* u/ P - Graphics.transition(20)
# L8 K$ k% x7 I. V" W - else
( \8 a0 [" V' x2 v. w4 O - Graphics.transition(40, "Graphics/Transitions/" +
/ l* @; Z& A3 j+ b: q - $data_system.battle_transition)1 P2 Q& ]8 U$ P* d( Z
- end
5 L2 N; b9 p5 B: }4 Q2 K7 ` - # 开始自由战斗回合
( `! {" l" f- S) l - start_phase1
) n ]3 ]( y C* Z: P1 J - # 主循环
' N P3 s3 \$ o - loop do* b7 H* a! F: g, ~2 C3 \9 c5 s
- # 刷新游戏画面* T/ p8 ?" s& o5 f/ n
- Graphics.update
9 @$ N: c% K, w: |4 @0 U) m6 d6 n/ a - # 刷新输入信息7 s# r$ r/ F' E2 Q
- Input.update% }1 H/ C; G* X8 \! b$ n
- # 刷新画面: q( a) X4 x- \7 Y) m$ y( y/ k! V
- update
7 D! p& J( \, e - # 如果画面切换的话就中断循环- p) Y- R/ G9 s3 f/ b
- if $scene != self7 b5 Y! I8 e, p2 W% u0 C; y
- break
1 ^3 [ t' w/ b% g. G- E: b - end' B! ~. o5 \! q" }" A$ ]$ [
- end
6 Y4 y+ x! K) r. a* y+ M - # 刷新地图: ^* Z; t+ d+ a) N# [6 ~
- $game_map.refresh
/ @ s/ j& ]0 [1 n ^9 } - # 准备过渡' q4 j( U% \6 ^5 x7 `
- Graphics.freeze
4 u' C7 d8 f9 t9 {5 F& \ - # 释放窗口
" @6 C" {- H$ X; g# q* Y1 w7 m - @actor_command_window.dispose
8 z4 X( n+ G" x/ n% r8 g# T4 o - @party_command_window.dispose
' `8 t, L5 f _, v$ P W5 }( t: P' c - @help_window.dispose+ R. e, ^' n5 S
- @status_window.dispose
8 p( J: I5 P" w# |! _4 o - @message_window.dispose5 ] M! T+ f& c* [: ~. h" ~
- if @skill_window != nil
f6 B8 {/ L% @ - @skill_window.dispose
% s+ q" x) q0 n( G A0 u7 R! U - end/ |+ s( ` V+ D$ I) @
- if @item_window != nil
8 `3 ?# I1 g+ A. f& n& H - @item_window.dispose9 z( B' Q# v' d
- end6 a! ~7 u @9 L2 I
- if @actor_window != nil
& a/ m9 w& P |- M! |- P$ b- M2 _ - @actor_window.dispose
6 _3 X8 W' s% C& K: D6 s$ g - end3 G$ t2 e7 X+ Y$ N
- if @result_window != nil
! c/ F# N/ s) ?% B- a! H# L& T/ G - @result_window.dispose
u' q) c) W3 J; x5 t6 X! D - end
3 a6 W2 X5 I, ~: L4 f7 R - # 释放活动块( N8 o: T+ J3 h- Q
- @spriteset.dispose4 y7 l& g5 W$ Y7 o) ^, g
- # 标题画面切换中的情况( z( o# F: W7 q w/ k
- if $scene.is_a?(Scene_Title)
2 q0 c& S9 E7 P' _" f6 Z4 n - # 淡入淡出画面% J; t) ?5 q" f4 z' V7 Z: m
- Graphics.transition/ R+ l, K0 A' M8 E. K
- Graphics.freeze* L, |5 m7 D8 _+ Z$ T
- end: L4 p2 p1 @2 O
- # 战斗测试或者游戏结束以外的画面切换中的情况
! b- b# z3 G: ~+ Q' A - if $BTEST and not $scene.is_a?(Scene_Gameover)+ r ~' T! a0 C' E; _# v
- $scene = nil% _7 x$ q T, }; w% j- r |* D0 y6 T
- end
" q9 d0 B( h7 q4 {" I - end
/ T! K0 E l4 [4 G; ? - # 战斗结束7 O \7 Z8 G! ~" K' a
- alias lpb_battle_end battle_end+ F# Y. c+ i. t7 Q3 `5 ]. w
- def battle_end(n)
1 I" E0 i$ C5 K4 ~6 Z1 v4 Y - lpb_battle_end(n)
& Y/ I- V' t; m; H$ r- ~ - $game_party.set_actor_to_normal
# o5 P' c, [' I0 E, }$ u9 y$ q- V - end' e3 b& [0 r9 C
- # 开始回合3( A1 l' F# t- ~9 x
- alias lbp_start_phase3 start_phase3
- k+ J @) `, ? b0 n4 I X- m - def start_phase3
9 h1 q6 y! ]" \4 n1 W - @changed_battler_id = []" G* v ~0 s# e
- lbp_start_phase3+ e* j( M0 w0 B- V1 }) l7 D
- end" _0 b& ]1 U' w& K
- # 刷新角色命令回合画面! _+ y7 s% W/ n {) \! Z; k7 |% S
- def update_phase3
# i0 h. b" e* o+ P! } - # 敌人光标有效的情况下0 X3 r# Q% g2 L. E6 h
- if @enemy_arrow != nil
7 e7 A. A1 ^" s8 ?! R6 [( p9 c - update_phase3_enemy_select
, _9 A1 r. `9 r# I) _2 f8 s8 j2 } - # 角色光标有效的情况下8 F% {) h; O% s: X& C# u S
- elsif @actor_arrow != nil0 u: p8 k4 F1 D5 N8 N/ ?
- update_phase3_actor_select4 u3 w; ^# m4 R
- # 特技窗口有效的情况下7 \8 V+ q6 H5 ]$ T) E' U( t2 W
- elsif @skill_window != nil. l' x0 x; u8 Q& F
- update_phase3_skill_select- f8 |- D9 N" f, J
- # 物品窗口有效的情况下& o* T; e0 W. c9 I ]- p( [7 ?
- elsif @item_window != nil1 m3 h8 ?6 N% H% Y
- update_phase3_item_select% s5 @1 h# a6 i* H: {8 p5 X# Q
- elsif @actor_window != nil
2 b% _4 D% g1 \3 M% Q/ t$ s - update_phase3_battler_select0 l/ t7 y7 ?- j/ X% b/ y
- # 角色指令窗口有效的情况下3 }5 p" j$ o h5 v9 B
- elsif @actor_command_window.active
* J c" S, v* f' q: b - update_phase3_basic_command
3 \* t' A4 Q v6 g - end
' K; n% w+ J! A4 W - end6 `& l" \3 B) a+ x/ B8 Z+ a" U
- # 角色基本命令
4 _, l' M: j" F; e2 c5 c$ {3 O - def update_phase3_basic_command
, P4 ~# K, m) S1 K6 `% E9 A - # 按下 B 键的情况下" O* M6 m, H9 ^5 {. T
- if Input.trigger?(Input::B)+ F: X- \. V H8 C. v* S) L. i
- # 演奏取消 SE
8 \0 q, k& w3 x! n+ r - $game_system.se_play($data_system.cancel_se)
; G( v& U+ q2 Z- A - # 转向前一个角色的指令输入2 a% w9 E6 ]8 j Q
- phase3_prior_actor
4 Z+ M& t" m4 x! E - return
8 w W* L; n* z W5 o+ q - end; m' g0 h% R' j. {- s8 d# Y' C
- # 按下 C 键的情况下
% Y: T- E [, Z - if Input.trigger?(Input::C)
, h1 Y8 F1 w; }) M# l - # 角色指令窗口光标位置分之
/ j5 w) q. I: u" E! Z! I# H, Z - case @actor_command_window.index
$ |: L0 o# y& S - when 0 # 攻击7 B7 H. p! B3 L( |
- # 演奏确定 SE
% D$ R9 K5 `" i - $game_system.se_play($data_system.decision_se)
% q! O- s3 ~! E' B! s5 r - # 设置行动6 v( c8 m& R" Y+ _! ^/ g
- @active_battler.current_action.kind = 0" N6 `( v! H- p; h2 p
- @active_battler.current_action.basic = 0* X% K$ W! ~1 I& z1 U: k' O- {, v# `
- # 开始选择敌人# [) D, f7 s$ m$ a/ Q
- start_enemy_select
6 ~ s p( m) }8 y& d+ r - when 1 # 特技
+ n- D0 l- l5 p4 \ - # 演奏确定 SE$ h3 S* m4 o" i. {+ l# X2 f+ U0 T2 N
- $game_system.se_play($data_system.decision_se)& W+ u' O7 b! V, z# _
- # 设置行动
4 x1 y- u# i) b% Q - @active_battler.current_action.kind = 1
/ B, B5 a) _9 q - # 开始选择特技! {7 v- ]$ M* U7 ?
- start_skill_select
" X! F2 P" e+ O+ t+ F - when 2 # 防御' \2 u( @0 O4 y' t) O
- # 演奏确定 SE
3 S2 v$ l- m" j* A c - $game_system.se_play($data_system.decision_se)' n% y5 T* R `; X
- # 设置行动; F: ^4 i! H& j# E$ Q' i' t% R
- @active_battler.current_action.kind = 0. E' m3 Y6 L% b0 c
- @active_battler.current_action.basic = 1% {3 E& C( v* [
- # 转向下一位角色的指令输入
1 Y/ V& L$ r& u! d/ v - phase3_next_actor- x' k( k: J" C% G/ i& ~: Z. S
- when 3 # 物品
: @/ u( E) D- v - # 演奏确定 SE g, f2 H1 L% X- h( g
- $game_system.se_play($data_system.decision_se)
3 q" S/ E2 Q$ ~/ l - # 设置行动
: W% j* Q% P' R - @active_battler.current_action.kind = 2
5 j! y7 M: z: Y6 W) I - # 开始选择物品
. ^- b, E* `( F7 V+ q - start_item_select/ ~ [; h; \1 X; ]! s0 L
- when 4 # 换人; N/ U* i, b0 H" {
- $game_system.se_play($data_system.decision_se): H8 U! S; K- I8 r/ E9 O ^- d7 C
- @active_battler.current_action.set_change_battler8 ]( ^' [. {" Q9 w3 @
- start_battler_select
1 r6 h0 e- Q8 n' a - end4 K; z2 \+ |! ]3 I
- return0 e! N: O# v. o7 ~, M1 U/ [ K
- end6 c) w7 p* j+ B3 u, B' P# G
- end
. t3 e; w% g- i! {4 [ - # 开始角色选择8 k: q, `" x3 A+ w% E) B0 U( n+ D+ W
- def start_battler_select$ Y. \- Q. K2 |* x
- @actor_window = Window_Actor.new
4 k3 [2 {! c2 F0 p! B; P( k - @actor_window.active = true/ Y6 t' \& G: o+ d3 b( |! R
- @actor_window.index = 0: o$ z5 S" @8 a- U: F
- @actor_window.help_window = @help_window- e+ t" `+ y5 K# ~- b
- @actor_command_window.active = false4 ~# G( t, `/ C$ C
- @actor_command_window.visible = false9 t. Q. y8 C0 h% k+ S& U1 u/ T
- end
4 j& e& Y& g/ B" l; _ - # 结束角色选择
( U# P* L: X0 L# b - def end_battler_select
6 G5 |( O5 b: ?- R- p3 s8 q1 W - @actor_window.dispose
) V9 r1 C* e" v( O - @actor_window = nil7 R9 L8 }+ w6 d* J! P
- @help_window.visible = false2 _- Z. i% C% E' z$ r. b7 w
- @actor_command_window.active = true* K) Y/ L% c0 t! b! }# c. ?" P
- @actor_command_window.visible = true- G0 V3 i4 _7 [7 K- F4 @/ o
- end
4 m6 S0 z( z0 ~. K - # 刷新角色选择
# P ?/ V1 l4 t4 l- m: i& y. I8 s - def update_phase3_battler_select
+ X& j7 B. n. i$ @! Q& M' G - @actor_window.visible = true" h5 @. E$ B/ \4 G1 F" q; z
- @actor_window.update5 k' K5 N& R, i' X1 V, X# {7 |
- if Input.trigger?(Input::B), R0 p* ^5 V |5 Y" s
- $game_system.se_play($data_system.cancel_se)
2 k: o$ v; ^9 b0 }3 l7 o0 C - end_battler_select* b' L+ a$ L! h0 ~* @7 {
- return
# F* U' g3 a6 P5 M$ e - end w& j* s0 m+ U6 z4 Q
- if Input.trigger?(Input::C)
: i- O: o$ o4 i. Y% _% |+ H - actor_id = @actor_window.actor_id
- h$ \4 C- k& _ - if $game_party.get_actors_id.include?(actor_id) or* j( G* e1 @) S: J' s1 d5 {
- $game_actors[actor_id].dead? or / L/ [& w; [5 p( d& [
- @changed_battler_id.include?(actor_id)1 N e, J! ]5 {7 H
- $game_system.se_play($data_system.buzzer_se)2 A% C) m* H. ~
- return4 n2 H& O5 f4 V7 \0 }1 F% U
- end
9 i# Y- W- t( W" w; i - $game_system.se_play($data_system.decision_se)3 M8 O' w5 B: y$ L. w
- @active_battler.current_action.change_to_battler = actor_id& e- F" M2 [4 G8 D
- @changed_battler_id.push(actor_id): Y/ }: U* u8 M! v
- end_battler_select2 W6 a2 \' N1 _% W
- phase3_next_actor; s8 p# x) ^8 X4 y% V
- return: L+ e q6 {6 g- q; I
- end
2 N2 g% Y. v# L' f0 D9 i - end! i7 N: R2 ^7 {1 x& \+ I. s+ j
- # 行动方动画
* |" J" }: Y5 e. z9 a6 f - def update_phase4_step3, ]: ]& ^ A q/ a5 v& d1 G) t7 {
- if @active_battler.current_action.is_change_battler?) }* b2 ?& c; Y) L
- @animation1_id = AnimationChangeBattler% q: M0 B, {. u8 v( j) l9 t$ G4 l
- @target_battlers = []; t7 [: W( v- f; U
- end
|9 I9 R' S* r) @& s5 w* A - # 行动方动画 (ID 为 0 的情况下是白色闪烁)8 ~1 S# l* l" B9 Z. g) R+ [! d$ v
- if @animation1_id == 0
" G& P' w; _' X8 | - @active_battler.white_flash = true1 u* j; I! ~# E5 c% \
- else
3 O f( Z6 z; f5 ~$ P - @active_battler.animation_id = @animation1_id5 t# C! ~- N B: S y: S
- @active_battler.animation_hit = true
0 n$ e; c3 X& o' `7 M# @ - end+ r1 E) H u l& }0 w! u
- # 移至步骤 4
* z6 I- L: B0 s - @phase4_step = 4" D/ ~9 |; ^2 ` ^5 M; |. b
- end
- [2 t" `+ x$ b5 S, A( q, X8 y - # 对象方动画
1 u! M' ~2 h3 E$ G2 {5 a8 P& Q( N - def update_phase4_step4: P2 a2 M& N6 O* k
- if @active_battler.current_action.is_change_battler?
3 i; c% I9 M- ?) ]2 e6 v - actor1_id = @active_battler.current_action.change_to_battler6 L: I0 M( {4 M, |7 Q/ T
- actor2_id = @active_battler.id' k+ t2 C T( c8 T
- (0...$game_party.actors.size).each do |i|8 {/ ?2 ~" W2 r' X
- if $game_party.actors[i].id == actor2_id! W; I, H- [; ~2 `1 O+ E
- $game_party.change_actor(i,actor1_id)# t7 U( L, D! y! R
- @active_battler = $game_actors[actor1_id]% n0 {% p% H1 g! ]* v8 J! K' H8 E! C
- @status_window.refresh
$ ]9 q T9 h, Y% i - end
: v! S" d5 f; D. I; S% V4 ~ - end
5 P( }0 F5 V: y5 t+ l - end
' L4 e0 I6 h, m - # 对像方动画
7 O! N: P+ h' K" }+ F0 I - for target in @target_battlers5 A O& w Z+ Q6 e5 v9 m: m/ X
- target.animation_id = @animation2_id
8 c* c6 V( q0 ^0 Q, [) w9 D) w X - target.animation_hit = (target.damage != "Miss")+ L q @5 Q/ L F3 r9 s
- end |8 ]; t: J- i# d* S: G! B6 x6 F0 @
- # 限制动画长度、最低 8 帧 |4 V1 G2 Q' U7 {
- @wait_count = 83 S1 I% A) G5 m3 t3 U9 y! R
- # 移至步骤 5
& B" F9 a1 T {: I5 l8 O. v& d - @phase4_step = 59 `# {9 u- U0 Y
- end
2 S. `. i% R# ?8 l7 h) c- N( `- H: a. D - # 公共事件, N" w- P, E2 w) r$ f
- def update_phase4_step6
: d$ K6 \4 s2 L( W; y/ e0 d0 t - @target_battlers.each do |target|
" ?; M( `; C- j - if target.is_a?(Game_Actor) and target.dead? and9 }& H" N; U/ d5 w9 i
- !$game_party.other_actors.all?{|actor|actor.dead?}
% x/ b0 U4 }$ n1 s - @actor_window = Window_Actor.new. t3 k, U. q; t" N4 O8 M7 x0 v
- @actor_window.index = 0
1 C8 J: y6 S' S: \; w6 q6 d2 C# U - @actor_window.active = true
; O S1 r& b4 S" H/ M3 Q# Y6 c$ ` - @actor_window.help_window = @help_window
. k! k2 c# q1 J$ I1 p' ~ - actor_id = -19 W$ }( w: ?* [9 `3 x1 c
- loop do6 h' {3 [% P# E' H( o
- Graphics.update
: a) z" U* I' F4 p - Input.update! S6 ^. X ^5 K3 s" K" E
- @actor_window.update$ k% L8 l" c8 `
- if Input.trigger?(Input::C)& x7 C# l6 _& t5 W
- actor = $game_actors[@actor_window.actor_id]7 V; f- I$ X e- h3 Q& {
- if actor.dead? or
k$ L+ z1 g4 L1 J& L - (@changed_battler_id.include?(actor.id) and 7 J* q( _$ T* R0 a6 E. N% y
- target.current_action.change_to_battler != actor.id) or
$ u6 H$ c4 l- c - $game_party.actors.include?(actor)
- s W5 i5 T% v; n* M/ P - $game_system.se_play($data_system.buzzer_se)
+ @4 |& W7 L" `" u0 _ - else
' y# ^! R" w# q - actor_id = actor.id
3 J O. h. y% ^+ d - end7 c5 ]: n! W O( i( U
- end
' F- ~7 Z6 c9 P( v - break if actor_id >= 0
, A6 f) m7 | [' a' V3 j - end
W- i/ Z" X* O G# t - @actor_window.visible = false9 j! M: ~2 o7 M E$ e) c
- @actor_window.dispose
' a$ x$ U" ]+ H5 C" A) W - @actor_window = nil
/ M$ ^' I: d# o# E - @help_window.visible = false( u; N. S8 Q! g- l& E" a# T
- (0...$game_party.actors.size).each do |i|
5 R5 t" \" M+ e) T* h' z8 | - if $game_party.actors[i].id == target.id
; c! w8 k9 X4 J - $game_party.change_actor(i,actor_id)
9 B. F6 O1 S0 t0 i' H0 U+ I% ^ - @status_window.refresh
+ o: n4 [/ H# g7 }0 j4 p - end
$ ?. p! U7 i, s7 `' h" [1 N' Z - end
. k/ P, c7 ~* j7 q! T - end
, ~7 X$ [( z1 s0 R: p - end
) Y: g1 V+ y- z; E1 u( A - # 清除强制行动对像的战斗者
; Y( v) K6 x* G/ P0 H! d! J - $game_temp.forcing_battler = nil
( `0 D$ ~$ G* U6 y2 X! ?( D% e - # 公共事件 ID 有效的情况下
4 I3 |3 q. C5 Z% [' h - if @common_event_id > 02 i+ G0 r! t+ T3 X
- # 设置事件
3 S- M0 m* H3 P; H: o/ c ~ - common_event = $data_common_events[@common_event_id]2 C0 D' b" [$ G2 E/ j
- $game_system.battle_interpreter.setup(common_event.list, 0)8 x* l* i* L# T! P- W& ~2 S
- end
/ X2 W; S# `4 i# w# ^& x - # 移至步骤 1: O! F9 D( @) ?% ?
- @phase4_step = 1
: B0 T2 r0 s7 I" J M( p7 | - end
7 u# j9 u% z9 t - end, F& k- w1 m( x. r5 D8 A5 _( J5 |
( r. b# U; x8 R2 {4 m- class Window_MenuStatus; A* ?+ G; X8 o6 a$ H9 c
- def refresh2 r( E; g( `' }
- self.contents.clear
! [4 c8 r- A* s4 k* S - @item_max = $game_party.actors.size
" B1 ]' \2 L, @' I* E- p+ b - for i in 0...$game_party.actors.size
9 A3 E- O+ j& u - x = 49 i- w9 Q% b; B0 K. K; d' p8 K/ M
- y = i * 32
0 Q; ~7 X. r; J" ~ - actor = $game_party.actors[i]! S, Z C3 K/ H) ~/ Q K
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
8 n, y5 [/ [( w- P0 {' ]: w) ? - rect = Rect.new(0,0,bitmap.width/4,31)
. M9 H8 k6 f, m& ~ - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)1 B: a' P! m/ ^' r9 M; m
- draw_actor_name(actor, x+36, y)9 y9 }2 w8 u- X1 E% E) p/ s+ g
- draw_actor_state(actor, x + 136,y)
1 r6 k; V: {' \- f - draw_actor_hp(actor, x + 236, y,96)
- b1 k Z1 u, q, n+ U# F& | - draw_actor_sp(actor, x + 336, y,96)7 M3 _6 R, G7 n5 d
- end5 F1 k0 G) t1 j! x ?
- end
% m G5 E8 p3 {! Z. j0 n) b - def update_cursor_rect, q% L& {, n/ m+ s _
- super
! O# H( y J0 B% k- z4 D - end
- ~0 ~8 ^3 X% [" q8 I0 j - 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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