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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 LimBattlePlug2 t; j" |. d0 x7 D2 h: i; T. r5 `
! K) \; A) r; ^- # 队伍最大人数
, w' i9 t! B0 t: Z+ q% L - MaxPartySize = 8
7 o) F1 y# I; O. Y* H5 _
: t: _2 ^( c: Z- W7 }; T7 K4 S- # 出战人数
' K+ ~8 `6 [# M/ s$ B+ M - MaxBattlerSize = 1
9 ~; a! p: m% h7 i. |" E - 9 I( }4 f$ r7 i, w
- # 换人语句
- T0 r1 y, h( v# {$ J% d6 ^3 q p - WordChangeBattler = "换人"6 Y0 `! s1 V9 M3 A& y, s
9 [4 Y+ W a# I- # 换人时播放的动画4 T% _+ ?. j4 S2 v( g* t
- AnimationChangeBattler = 26
- j5 Y' M! r3 K* k8 Z1 N9 M - & z. W8 V. s; f2 ?
- end. ^! Z9 ]! y# s" x
- 2 y4 v5 i: t& [1 a$ ~+ P
- class Game_BattleAction
: N: Y; }) `& q) Z2 u - attr_accessor :change_to_battler
! C4 |. |) X9 T5 b9 Q, ] - # 初始化9 L- \ O! f, {, F7 j1 m8 d
- alias lbp_initialize initialize& N! G$ n3 L& ]4 T
- def initialize
# g; R/ i' I4 ?4 j - lbp_initialize! @ R% i1 |# R0 |, t8 v
- @change_to_battler = 0
* R+ W0 T; c: V - end. s2 H1 h/ t" k% p% X' G0 v2 W
- # 欲更换角色编号& e$ w h/ v2 v/ M
- def set_change_battler1 a2 e3 E# L+ I: j8 L( B
- @kind = 3
9 m" }, P% s! N3 o - end6 G5 a6 |3 l9 V5 U, M0 A+ M
- # 判断行动是否为更换角色0 j6 { [$ b8 M
- def is_change_battler?- g+ S# x+ [8 m x7 D: p. I4 w' T: M
- return (@kind == 3)
/ }7 v! T: V& Y! x- r$ o, Q- P - end
! d" @0 P" K3 m" K% C - end& i6 U) p5 L$ K3 I2 S
4 ?. i* Y4 E& s4 c9 }& {% W' r0 ]- class Game_Party+ P+ b3 g" e2 B
- include LimBattlePlug
5 r) r& o5 [* E9 j, |* E - attr_reader :actors20 @9 t+ i% O$ P& T# o: {* L8 \3 W* U
- alias lpb_initialize initialize
& B' S M) ?) T8 l n+ [& A4 R, F - def initialize
; ~" j- b5 l" q& s5 s# [ - lpb_initialize! L( a4 G0 o/ N3 N# a
- @actors2 = []* f# F0 m' M0 T8 U
- end
* x' Y3 o/ }1 J+ b# S - # 角色加入
/ l" X6 R! |0 I& v - def add_actor(actor_id)
, d5 H% v" i& l0 ] - actor = $game_actors[actor_id]( u1 T' w8 V) Y, c4 c, z `- ]
- if @actors.size < MaxPartySize and not @actors.include?(actor), e# j z: m9 h- q
- @actors.push(actor)" m7 O I* O& W1 e& m
- $game_player.refresh
1 U; Z( z( B! V G& F - end& }* X6 B0 U2 R
- end) X* u) N5 V6 O; H6 L0 V" B
- # 设置战斗的角色4 X# |/ P3 t& X/ P
- def set_actor_to_battle9 [. Q2 ~! y7 F% D( z5 ?6 e
- @actors2 = []
) V `3 n, J+ l2 z. H5 V/ } - @actors.each do |actor|: R8 \8 Y2 z; \
- @actors2.push(actor)( Q* j; S! d9 R; u, l( z/ V+ o
- end
* j2 ~9 H/ n3 a$ g1 ]) K$ A$ Z - @actors = []
2 O0 g" v# z& |( L d, o - @actors2.each do |actor|
+ G8 A$ \# C# B& m" I9 L6 } - @actors.push(actor)2 H2 h* c1 ]9 c+ O% n. j
- break if @actors.size == MaxBattlerSize
) i* R% Q: T4 }( j- x - end
. a [1 x# d3 a+ h - end, k. c2 Y( B2 b3 v
- # 还原战斗的角色
9 C* |* R# }! E - def set_actor_to_normal
' C, T6 Y+ k; H - @actors = []$ z) P* i% F7 I: M5 Y! E
- @actors2.each do |actor|2 I( j! E' W# |+ D4 s' y
- @actors.push(actor)
8 u2 H5 w0 {( _) W - end
6 [- V" S, U, k4 T - end5 e; x5 @4 \8 c) K- \
- # 获取角色id数组4 h* g, e7 W4 L3 a j% p
- def get_actors_id
+ e/ U! W5 G- j; o8 L- s4 V - id = []# Q) ~& z( l6 f4 `7 M, {
- @actors.each{|actor|id.push(actor.id)}+ i0 _/ ~. {! A5 L7 N
- return id4 |2 Z$ q& L2 y2 c3 R$ _
- end
* N. e4 Q; ^, U D* X. ^ - # 获取角色id数组
% `0 K6 G y& o8 H' ? - def get_actors2_id
" l9 d! G/ |7 l' U+ W - id = []5 f2 K g4 Q+ Q3 d+ i
- @actors2.each{|actor|id.push(actor.id)}
( X/ [3 v% c) D- [ - return id, \6 \7 F4 U" o$ i
- end
$ E+ z; K+ O- D - # 兑换角色. D$ }& q, ^& _ I7 f: V ]4 P# J. P$ \
- def change_actor(index,id)3 V" C/ l6 Z9 k# O: \' i# X' G/ d
- @actors[index] = $game_actors[id]/ [7 }# X8 c6 q( ?
- end
8 H3 w9 X) ]' L - # 全灭判定3 _% x; b8 q% |- C
- def all_dead?0 K5 h( f! B+ c
- # 同伴人数为 0 的情况下
# m" |$ @/ U W - if $game_party.actors.size == 0
. c" n ?% m" v0 |; ?0 W& [6 ~ - return false
) e( G, ~' N; q5 O, R7 F - end: E3 t: X7 X: |) m
- # 同伴中无人 HP 在 0 以上
& D X8 _9 A0 f - for actor in @actors2
' [+ |5 ~& ^5 R7 S8 y' Y* u - if actor.hp > 09 X; k0 H. ?) C T. E4 o& I
- return false
: ]. C. V1 P, d: O$ w- T: l O - end; w8 P/ A3 _) A# h
- end1 S& C1 N2 d$ g! U$ g* I/ y
- for actor in @actors6 F0 B! O' `0 j* y$ Q
- if actor.hp > 09 J k, T' R8 H/ P) j$ o
- return false
, m9 W) R' N, h; ~: s# f* D; M3 j - end/ W' Z# y$ o: j6 U5 l- \7 a
- end
+ n7 I- y& t; p0 j) {! M* R: g - # 全灭, {) H1 l) y* s$ L* R
- return true
$ K x$ B2 y6 u$ Z - end) u7 G' X0 S; S9 s
- # 其他角色
+ K; j; t: B+ h4 w. W! x - def other_actors
8 r, N3 r4 D8 S3 Q, j1 a - actors = []# @! j( P6 p- e: ~* \8 o
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}) k5 |3 H; ^% ?2 {2 q* |1 e# Q
- return actors
& f* \9 [6 x, R; n - end# b$ j- O7 k. A
- # 角色位置互换
: _( [( O. b/ ^* B4 H( M - def change_actor_pos(id1,id2)6 I: f) P) f" L( w' ~8 N; ^4 ]' H
- actor_id = []% O" W6 g# J$ s/ }
- @actors.each do |actor|
3 k; k& H9 h$ E' ]* D* c; k - actor_id.push(actor.id)
( i, x- L# o, U - end0 e0 [6 r+ V- K0 w. M0 I& g
- return if !actor_id.include?(id1) and !actor_id.include?(id2)) {5 C0 n( e: v8 m; O% k9 O! A! J# G
- id1_index = id2_index = -1" Q$ w6 A) C' B" D
- (0...actor_id.size).each do |i|/ D5 Q& q. I$ X( I5 ?( E% ]
- if actor_id[i] == id1
0 d! W6 C$ }3 U' }2 ? - id1_index = i( K1 [1 B% M: ~; L! m: p& n2 o
- elsif actor_id[i] == id2
* H. \+ [) Z& \6 h7 R4 e4 H6 O& r8 q - id2_index = i4 q9 m' e1 L3 Q1 W0 f' K
- end
1 s$ p4 Y4 {4 }0 D- ^ - end
" @5 \+ E3 Y' d8 v3 z - temp_actor = @actors[id1_index]
, c+ [4 y# |# _2 _" I+ c' m: r - @actors[id1_index] = @actors[id2_index]
* N7 o: b( P% Y, }/ a; S - @actors[id2_index] = temp_actor
4 Z6 l% X# S" a9 l$ R - end. L' J' G" R( \3 @$ b9 T
- end! ?4 E I% Z1 z
- # f# A: _# c& ]! q D3 Z: b
- class Window_Actor < Window_Selectable
+ \' A- G7 R; r, @( j - # 初始化3 b; ?1 X( t0 Q# }' ~9 r
- def initialize2 ]0 i7 h0 @ v
- super(0,64,640,256)
# L# @; n0 N# q/ q - self.back_opacity = 160
) D5 y4 ]4 k. q: Y. K - refresh
) ?6 Z G. N. ~ - self.index = -1
! @% [8 f& M1 C' q# z; s" g/ `6 @ - self.active = false1 {: Y2 ?7 z' { \
- end+ B( A3 L/ L" V% i8 E0 q3 U2 \6 p
- # 刷新
& c0 |& j: [! i7 P5 n0 _1 C0 Z* b& Q: ] - def refresh" p8 Z- b4 A6 F3 p
- @item_max = $game_party.actors2.size$ B6 c+ J. U, a
- @data = []
, _/ H& }7 C: M% k9 L- l- T+ d - $game_party.actors.each do |actor|; V7 E P3 O& b& v7 y4 @
- @data.push(actor)7 R: E: }. S3 {
- end
! h0 s. L3 l* k! i - $game_party.actors2.each do |actor|. T5 G$ D( [0 {8 j' L5 H8 h" \; ^6 `
- @data.push(actor) if [email protected]?(actor)
6 T' G/ n! P( x1 ?+ U0 q$ K - end6 f! a$ a1 f Z& f# C1 H; |7 @
- if self.contents != nil
* n8 `5 ?: Q! ~$ M# [5 M+ | - self.contents.clear
( V: ]5 c0 W Y* o - self.contents = nil# _+ z7 c: E* }& I6 I+ ?9 M! W. ^
- end. k" \0 @3 Z) B2 ]9 Y$ m
- self.contents = Bitmap.new(608,@data.size*32)
5 z* l- {6 i, N" L, _( {% H - x = 4. F, E% m. b8 d w7 `; F: ?
- y = 0
2 \' Z& H& k4 K* y/ Q - @data.each do |actor|
+ o3 N# g! i# e - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)& |8 W) m: a* E& E1 f- \
- rect = Rect.new(0,0,bitmap.width/4,31)- f( ^2 N/ c" ?( Q
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)( `( D/ {6 c* f+ v& o9 d
- draw_actor_name(actor,x+36,y)# t6 H# f# b- [; i# {
- draw_actor_state(actor,156,y)$ o' P$ G! R4 t9 ~& B; O' ]" \
- draw_actor_hp(actor,x+256,y,96)
/ s6 j p! |4 _2 k7 y- q$ R$ \ - draw_actor_sp(actor,x+376,y,96)8 k: o4 O, f U6 ]6 R0 W l5 \
- if $game_party.actors.include?(actor)0 O* k" ?9 P" C3 A3 e( _
- self.contents.font.color = text_color(6)
4 `- H. ?( o# ~8 T - cword = "出战") p$ {+ X+ u. n6 ^$ C4 L" [7 L
- else
9 ` X& b! g* {. b - self.contents.font.color = text_color(0)4 x; @) y }" z( B
- cword = "待战"
5 p$ M; j n, p0 u - end
1 C H; v5 |" K4 ?- K# D - self.contents.draw_text(x+496,y,60,32,cword)
' w4 i$ s5 N9 w* r& Z - y += 32
0 f0 v! P! f" ]2 ? - end& O5 a. a1 |, I7 J" V; Q
- end
0 M: ^2 p( O3 Y: n) u - # 获取当前角色编号5 M, c7 e% M& C- q$ g
- def actor_id
v+ ~" \ {# f) Y. H - return @data[self.index].id
- s6 E$ I4 f7 N7 a - end" V) K5 N, D! G) r8 A q
- # 刷新帮助
/ q5 {' O* p& `9 a# h/ b - def update_help
& s& k/ T$ X0 Q2 _ - @help_window.set_text(@data[self.index] == nil ?\& q/ K; m- c6 L( G
- "" : @data[self.index].name)
" b# q8 y7 x4 V+ G - end F% @& s* H- j1 d
- end) u7 l0 u" a `" T7 S
) o/ A% l6 }8 L- class Scene_Battle
' F$ A! M& D! L5 u* l - include LimBattlePlug
+ r5 S0 H' Z E' q" S - # 初始化
+ C3 P- ?$ ~8 H9 Y - def initialize4 {+ l/ x/ r* v2 C
- $game_party.set_actor_to_battle
, q+ o1 n+ ?; h" u; J - end
# y4 Q b. L. z2 g - # 主处理, q5 ]) U7 x0 d+ l0 h
- def main" _. B% w% n9 F: |6 g- K! S/ s2 v
- # 初始化战斗用的各种暂时数据: |( o. X+ w5 ?! {5 x d
- $game_temp.in_battle = true
$ S: n& {- ^# c; ~3 ?- ? - $game_temp.battle_turn = 08 a3 b3 k( K0 [7 i9 x5 j `
- $game_temp.battle_event_flags.clear
, d" i7 u" O1 \* N - $game_temp.battle_abort = false; z9 u/ s# k, V
- $game_temp.battle_main_phase = false: ^3 }3 S! [, J4 T, ~1 R- w
- $game_temp.battleback_name = $game_map.battleback_name
6 |5 z1 l2 I/ a6 a! l* u - $game_temp.forcing_battler = nil
R) b# c8 u" [ - # 初始化战斗用事件解释器
9 T, C2 g( T9 C7 { - $game_system.battle_interpreter.setup(nil, 0)/ A5 f+ R$ P# r1 Z7 s
- # 准备队伍" M+ \( Q' X6 g
- @troop_id = $game_temp.battle_troop_id
5 b0 ]# n. e6 t0 }4 m - $game_troop.setup(@troop_id)
5 }7 [" c3 R, m- Z7 N - # 生成角色命令窗口
. a) P% t8 u; x1 \" }5 K, s/ d' w+ \ - s1 = $data_system.words.attack( E+ d/ a" [9 C+ N( H
- s2 = $data_system.words.skill2 G8 l+ v P7 b0 e0 u
- s3 = $data_system.words.guard t4 ?" p; p1 C% n5 Y0 K
- s4 = $data_system.words.item- J- t4 P' Y0 d( B5 r
- s5 = WordChangeBattler
+ @- O* V; M; F. {7 [/ j - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
5 D! j y% h, ^7 N# e& E# x, |: o - @actor_command_window.y = 128
. w0 F1 R3 o+ i, W* H& z Y+ _$ ]- ? - @actor_command_window.back_opacity = 1605 G6 @/ S2 Y8 `0 B( z
- @actor_command_window.active = false' |5 a& p" _+ [. a
- @actor_command_window.visible = false
- g, y" I7 d- ^! @: |* H( { - # 生成其它窗口- [6 E! A+ ~2 r
- @party_command_window = Window_PartyCommand.new K4 U6 r9 B0 q! a* O0 j
- @help_window = Window_Help.new* e( Q. @" V" E
- @help_window.back_opacity = 160
& R' B# u8 C R: w7 Z' T - @help_window.visible = false3 I2 U1 w) k: I# e3 c
- @status_window = Window_BattleStatus.new
3 Y4 A4 [! ]! {$ M- |' J - @message_window = Window_Message.new3 L2 @3 V+ e" I8 A% X: _
- # 生成活动块# y, ~1 T# P" g: ^. v- I. B
- @spriteset = Spriteset_Battle.new8 ?& m& K/ z2 |" Y1 ]) H( y
- # 初始化等待计数
" A! ^$ k7 y. v* e/ ]+ j T - @wait_count = 06 L" z8 {7 t' m# t! _' A2 B' \
- # 执行过渡* C: W) `- d: Y
- if $data_system.battle_transition == ""7 V, o7 X9 z8 H$ U( n: x" B% d7 s8 X C
- Graphics.transition(20)
2 E4 s: A, N) V9 E5 t" b( n& j - else
4 Y- c3 K; k6 r9 D - Graphics.transition(40, "Graphics/Transitions/" +
8 S* a3 T* {, t9 Q2 x - $data_system.battle_transition)
( L& H6 E1 W* J& L( _ - end! S: g/ v: O3 Z' V9 L: Z
- # 开始自由战斗回合; ~1 z1 `8 j8 o& c0 B- ?& {" \$ K
- start_phase1
. m/ f/ Q3 ^4 E Q3 @ - # 主循环
7 ?( X ^7 ~% T( D/ ~- e# A - loop do( Z7 {$ w& L E; |6 ^8 `4 r
- # 刷新游戏画面( C! d& D& ~! \3 F [/ K) O
- Graphics.update! {8 C$ G! C0 W5 O C
- # 刷新输入信息
! f% `- ]) {2 o p- v; {. a9 \" D - Input.update
2 _4 k- {" z9 v7 G6 C - # 刷新画面
1 V' O$ f% W3 {+ {# k - update
3 g- o" r7 W& [3 \; L0 p/ ` \ - # 如果画面切换的话就中断循环
) j% z7 \( K% a$ C - if $scene != self3 Z. H: V0 H' z" [& g) E
- break/ A3 N( Y# \; S
- end
& ^4 J! ~1 x: e - end9 C2 H, Y- M, c# X7 O/ f" O* n* n
- # 刷新地图" o' w. g$ i$ U) {" n. c
- $game_map.refresh, n$ j5 A: o( b3 r8 H I9 V0 I
- # 准备过渡
: K" K4 ?. V& G - Graphics.freeze
* ] \" {' N+ n& |; y" j4 m' q - # 释放窗口
! |7 X/ \5 ^# |3 {5 _ - @actor_command_window.dispose
2 D) r' a E# b; C4 A' D6 f* | - @party_command_window.dispose& \+ v% J9 _- Z' X% y# ^, p3 C/ e
- @help_window.dispose1 @) ^' t0 X# n8 \
- @status_window.dispose% y3 ^" b5 R5 l! L4 u0 r
- @message_window.dispose* y$ p/ I, I' i* O
- if @skill_window != nil9 e# b- e! `% n$ n: n
- @skill_window.dispose
& B, X7 m! b+ w7 y6 c) p - end+ G1 X) z A/ E: W8 T2 ^; M
- if @item_window != nil$ Y* c. j* V( _7 j1 d, l( |
- @item_window.dispose+ @( p$ w' V$ P4 C
- end
* \) T/ s+ E) t: F - if @actor_window != nil) |; P! X% \7 s3 h. p
- @actor_window.dispose5 i$ Z" w+ ]; w1 K7 N
- end& g& c4 M# r! S+ d+ J2 P4 W
- if @result_window != nil
2 h! k- M, K5 e- p: ] - @result_window.dispose/ x K* `! P) p: m+ E3 F! ~* W
- end
- ^2 T3 ^/ K* B" F; z* q. Z - # 释放活动块
" U3 ]2 Z- m1 B: \% ]8 K% K: E - @spriteset.dispose
4 z6 k% b p, ^ - # 标题画面切换中的情况
' m# T' K' Q) A# \ - if $scene.is_a?(Scene_Title)/ d+ E8 J/ ] D# b, ]5 b) ^: J
- # 淡入淡出画面
. M i c( W ?3 @+ m2 o) N - Graphics.transition
, l9 K9 T8 V; ~5 o; Q0 m - Graphics.freeze6 _+ i a+ v/ v
- end" ?8 S3 S( S* r, ]: _- a$ X
- # 战斗测试或者游戏结束以外的画面切换中的情况% `( m( _( |; q0 `- G' A3 Q8 R
- if $BTEST and not $scene.is_a?(Scene_Gameover)
. ^+ B6 ~0 J7 b; y. } - $scene = nil, M! @% |- g$ j1 ?+ D
- end7 B/ i; r5 C1 Y. l; r
- end$ p; R9 P# d2 K! \/ G$ H, A) |$ [: i
- # 战斗结束
. U# Y( W( n( p0 R8 F - alias lpb_battle_end battle_end
( m0 O, e" O. L8 n& q" \ - def battle_end(n)
8 k% j3 J4 \/ j) J, I5 |: Y - lpb_battle_end(n)
) y9 b X& z# J - $game_party.set_actor_to_normal
+ h2 o! d2 O1 }0 Q5 D+ z2 |* A - end
" y8 |! m$ d: w# u& o5 B% J. E - # 开始回合3
6 y: i5 G6 E% Y' c- c - alias lbp_start_phase3 start_phase3
- U! k6 m# |: s4 m - def start_phase3
+ G# c* }4 R' a+ T2 R0 a, ~+ P2 M - @changed_battler_id = []* f: a: z! n2 k. m3 s
- lbp_start_phase3
- t E9 `' F- c5 p! \" g3 z8 R - end0 |8 u [. y, P
- # 刷新角色命令回合画面/ s, \4 B7 C) C4 T
- def update_phase31 F6 M. j/ O d
- # 敌人光标有效的情况下
) F# L* y; i4 V* I i - if @enemy_arrow != nil" J7 F F2 ]0 E' Z$ Q8 p
- update_phase3_enemy_select1 s( ~5 Z2 P& y3 B( ]* O2 ]8 G1 O8 f9 M
- # 角色光标有效的情况下
7 u' z# f+ j7 i - elsif @actor_arrow != nil
; S7 ~6 R$ U% a! M! l9 p+ k! a - update_phase3_actor_select
: ~" {# Z2 Y; U& h9 R' S8 D7 } - # 特技窗口有效的情况下- Q9 L0 p4 Q, C& p
- elsif @skill_window != nil
- c" o2 t$ { P: s& e$ O5 V - update_phase3_skill_select( R1 z* }. U* \: V, l6 L
- # 物品窗口有效的情况下
- ^3 m3 y1 f% q - elsif @item_window != nil
" E) ~- F/ g6 D7 D$ p0 Y& \ - update_phase3_item_select7 I/ j5 {# ~/ a9 r) T
- elsif @actor_window != nil
! g0 U8 M( `0 E, w9 L - update_phase3_battler_select
) k7 U z: [# r. A - # 角色指令窗口有效的情况下
9 ]; i& G8 e. r# U1 ^- A - elsif @actor_command_window.active
4 R3 w: v* J9 X. ^ - update_phase3_basic_command
3 I- ^9 c8 o, g) P9 } - end! C. e8 l3 X! c, T) q
- end
, w- F6 ~* r: [. Z R" ^ - # 角色基本命令
. E+ S% C6 T* | - def update_phase3_basic_command# R( d3 M6 D. f5 v9 E1 ?% G ~
- # 按下 B 键的情况下
' {- d5 i4 w2 {1 e' G6 o: Z/ A - if Input.trigger?(Input::B)
# F$ \7 d% m, l/ M' [ - # 演奏取消 SE
! y- a. L5 J( q! g, H" i6 X; b& R' l - $game_system.se_play($data_system.cancel_se)* }+ A7 g, c) q- o. {/ M# A3 ]
- # 转向前一个角色的指令输入
7 e6 _ C9 b* r5 m5 g8 e1 ] - phase3_prior_actor
* i& W& {$ _* v' E- h! v - return
8 _- {4 j* [0 L - end/ v$ T; M8 L2 X. p4 L+ i. \5 u
- # 按下 C 键的情况下
: {. l! S) @6 c3 y' _* V% a - if Input.trigger?(Input::C)
$ {8 u0 Q2 Z/ U g4 \ - # 角色指令窗口光标位置分之& `; r) n1 A, K+ ^. Z9 Z
- case @actor_command_window.index" m! P; M/ e) b: f& K5 m
- when 0 # 攻击; s+ f$ x. U0 I( }
- # 演奏确定 SE
0 q6 [/ [, ~9 H5 B+ x+ K. d - $game_system.se_play($data_system.decision_se)
/ h; K+ O c7 G# L U% ^ - # 设置行动
8 G- w& x* k2 G7 [ - @active_battler.current_action.kind = 02 a# A( w9 b2 O$ Q
- @active_battler.current_action.basic = 0
, f5 `: s& n1 A* H, t# O$ U2 Y2 G - # 开始选择敌人) c- J8 k+ ]: b+ n
- start_enemy_select. ?9 p, P# c2 b7 N) n
- when 1 # 特技8 ^0 _, ~) E5 z3 P0 h
- # 演奏确定 SE+ T6 C$ a; ~# i" ?/ i7 {" }
- $game_system.se_play($data_system.decision_se)6 i5 c- f6 T4 z5 n3 w
- # 设置行动
6 x" k" h4 w) w1 ~0 y5 J4 Y - @active_battler.current_action.kind = 1
- J3 H# `4 {, |8 e R n, } - # 开始选择特技
4 u; R6 M9 V; P+ l3 F/ O9 R1 R - start_skill_select
+ A# f' u T- P9 m4 H* p8 E - when 2 # 防御1 t2 t3 a$ U# v# S) f8 D
- # 演奏确定 SE. c% S0 C/ A( X8 c! o* V
- $game_system.se_play($data_system.decision_se)
9 h& V' C* |, [' R3 r( b# T$ g - # 设置行动
' F; p' l1 [" `. u - @active_battler.current_action.kind = 0+ b% a+ d7 |. }2 M, q1 |0 c* H" \
- @active_battler.current_action.basic = 1
* C% C' q% _; Y1 C* O - # 转向下一位角色的指令输入1 U0 w4 K+ y& s- C
- phase3_next_actor
+ P! J: s$ m* L" ]) \% h% T; q - when 3 # 物品
; @+ y9 j- t+ H - # 演奏确定 SE
7 C: e0 O+ _- Y3 t7 ? - $game_system.se_play($data_system.decision_se)1 m: ^, _! A* T+ m( L# F' ]6 r9 V/ T
- # 设置行动. {5 Z* Q9 F! T4 ` _
- @active_battler.current_action.kind = 2) ^2 Y* Q b: R- x( R& I
- # 开始选择物品
4 [! H8 J1 T( F - start_item_select J" d6 G. S$ W' `+ r7 o
- when 4 # 换人 p& U/ G) ]% V3 y
- $game_system.se_play($data_system.decision_se)
8 h. k) u7 ^0 H( B' O% I - @active_battler.current_action.set_change_battler K: ]2 n+ e* L
- start_battler_select- N9 o# P' m& j8 w% B1 x
- end' s5 [( a# c3 z) d: _/ R3 u
- return3 z0 l3 M" a! u: F& r. {
- end: S( p {' n+ c4 y3 j
- end
% Z& Y i7 ?* e# n6 O+ i K - # 开始角色选择2 y- c6 X8 R8 Z
- def start_battler_select; s# w! @! ~6 ~% g2 |$ V
- @actor_window = Window_Actor.new
$ P, k. {% |4 Q& D. o1 [& n - @actor_window.active = true
8 Q$ N+ M0 t! {6 q, O - @actor_window.index = 0+ {* b1 S& S# M3 K- y
- @actor_window.help_window = @help_window9 X. [6 N$ R8 |9 u
- @actor_command_window.active = false: o6 ~) ~; k1 x) u! [
- @actor_command_window.visible = false8 W7 G" n- d/ h! }5 D% S
- end: N; D) s% \1 p. I6 u
- # 结束角色选择
# h& q) ?- V( T - def end_battler_select1 U4 X, M. A& o, N3 Z$ Z" s
- @actor_window.dispose
( i( D0 y4 f R9 B6 ?! M: M - @actor_window = nil
0 A& K* B: s r3 v0 I( K - @help_window.visible = false
" z& ?; j6 s8 X# h& P/ @" m* q/ n4 t - @actor_command_window.active = true
5 P3 F+ F$ S0 @+ _% }' |/ O - @actor_command_window.visible = true
* S' d2 {: a, J5 R7 A2 o I0 { - end
1 M6 r0 x7 D3 b8 @- D6 y - # 刷新角色选择0 i5 l6 M4 T7 D9 z9 q6 \2 E
- def update_phase3_battler_select* x+ C9 [+ ?: p$ w
- @actor_window.visible = true/ H! u8 O0 |, V% Y
- @actor_window.update
( N' z$ U! V( `" i5 B' N" A$ }3 i( | - if Input.trigger?(Input::B)
8 a; b' ~% |' ^3 t: { - $game_system.se_play($data_system.cancel_se)/ K. Y6 P) ?5 K- {5 G: ~1 W
- end_battler_select- y! k7 k" R' f. l# A5 ?. V
- return
2 B' {# R O+ N- @0 I" ~ - end6 f2 v4 {/ G8 E
- if Input.trigger?(Input::C)
4 w7 p* s5 l4 U! ~" F - actor_id = @actor_window.actor_id
% }* ~3 ~9 ]5 t* v: [ - if $game_party.get_actors_id.include?(actor_id) or
2 g( ~ m9 K5 ], Q9 t - $game_actors[actor_id].dead? or 6 _. J+ {4 \; r l# H
- @changed_battler_id.include?(actor_id)9 l5 i4 @; `4 L7 I0 G8 h1 a
- $game_system.se_play($data_system.buzzer_se)% |/ Z9 R8 p) h: E; H9 a. p! c
- return
, w7 a! V1 V6 X! n, A6 q1 j - end
0 N% [7 J; q {2 d5 G0 R- r: R - $game_system.se_play($data_system.decision_se)% |- j6 z2 D; E' |5 B/ b% s8 P, A! p
- @active_battler.current_action.change_to_battler = actor_id: k- M$ r' A4 F9 _6 G3 E+ l/ s, L
- @changed_battler_id.push(actor_id)% p; b: p7 v. g7 L/ k9 M9 |
- end_battler_select: I$ {& m+ x. U/ z
- phase3_next_actor+ ~( D2 _& `! p0 M
- return
" p4 @* h6 d1 c6 z C - end
1 D! g; U' U* N' i, P( E* ^ - end6 R1 G5 H) P5 Y( t; u. n" Q" H/ o
- # 行动方动画4 x3 C. `$ x* m, j# a
- def update_phase4_step3) m) v% \5 u% v3 O
- if @active_battler.current_action.is_change_battler?: ?2 W" O: d/ k
- @animation1_id = AnimationChangeBattler
% Y* C7 h9 I6 }) v - @target_battlers = []+ s. s8 j) A- {4 @
- end% m* I8 H* {, I: V5 Y
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
9 s8 ?+ n) j- h/ E - if @animation1_id == 0
! S& T, C, w" `9 Y, I) i - @active_battler.white_flash = true
# V$ K, r, I4 F9 L G - else& G& T# X/ ]( Z
- @active_battler.animation_id = @animation1_id
8 o$ e9 E6 x9 @ - @active_battler.animation_hit = true
3 k! ?) x& M' D7 V - end
+ F% R' F3 ]# @ - # 移至步骤 4! t* O5 L3 ?0 T8 X+ P( O$ Y
- @phase4_step = 4
/ E# K# a' {6 [! N; m - end% ~, u. J7 A9 D5 B. }
- # 对象方动画: y% [- j# [& @- S. @8 X3 B3 F
- def update_phase4_step49 D; O4 B- u6 J- |% o' o/ J
- if @active_battler.current_action.is_change_battler?
5 S8 U; W/ }1 F `0 t# o - actor1_id = @active_battler.current_action.change_to_battler9 I3 ~( w9 T. D. h5 H3 Y
- actor2_id = @active_battler.id
% M9 J6 W/ f4 ~7 R! M) a - (0...$game_party.actors.size).each do |i|
" H" m+ r0 L G - if $game_party.actors[i].id == actor2_id
1 n1 Y+ Q% C) @' D - $game_party.change_actor(i,actor1_id)
( P) `/ g$ {5 x8 f* p, W5 g - @active_battler = $game_actors[actor1_id]
k. _; u5 Q! w" [+ f - @status_window.refresh6 ?9 F0 |4 _4 @$ @7 _
- end! a& P$ w2 g3 t
- end
. d7 ?5 w0 x3 }1 e. _' j - end
8 ?# }3 f% F" K0 e# g - # 对像方动画
* ~( T5 Y4 P' p3 l. _8 a - for target in @target_battlers! |9 c2 ?; V" `2 l+ Z
- target.animation_id = @animation2_id
6 A- g* S1 d4 H; a) Y) h7 b - target.animation_hit = (target.damage != "Miss")# `- G n1 C- z
- end
' ?. ?( ^. V8 ?5 A! i, a0 r( z5 q - # 限制动画长度、最低 8 帧
$ T4 J' N0 [' r" l5 k3 ]6 J: k! N - @wait_count = 89 S1 ]& X+ I% G2 {# }, Q9 }
- # 移至步骤 5" r/ z8 p9 ^' h" I4 C
- @phase4_step = 5% z# w5 W/ K, \. Y1 \( t
- end! K/ b( c0 X+ `
- # 公共事件2 X# o) a7 G, y' T. {
- def update_phase4_step66 _" @! F. y( w' a7 B5 P3 E
- @target_battlers.each do |target|
( j h O; G1 p+ Y6 l, A+ n0 g - if target.is_a?(Game_Actor) and target.dead? and
9 s! ^# a$ k6 a" P: O6 k - !$game_party.other_actors.all?{|actor|actor.dead?}
+ _& F/ z. _- h$ ^5 r - @actor_window = Window_Actor.new
" F! U/ v; y/ \* t; [0 R2 ` - @actor_window.index = 0
9 O6 [2 [2 l* o" T& X, e5 w, l - @actor_window.active = true
4 K& ]# a, L( o - @actor_window.help_window = @help_window% p( x8 L& B7 C7 B2 S' ^
- actor_id = -14 r2 Z1 L) r4 X0 f
- loop do6 v9 b, Z" _7 `6 {3 ~6 n
- Graphics.update- R+ ]- o! x: b& K
- Input.update
9 J) U* z- r8 w$ [5 l6 d2 R' F" L - @actor_window.update
% V( G7 d. I5 G - if Input.trigger?(Input::C)3 c% K$ P) h" K% ^, p
- actor = $game_actors[@actor_window.actor_id]% |' \) J) @# G+ Z# Q H3 ^
- if actor.dead? or
( a' h/ B" |9 \8 O: l- c( L0 ^ - (@changed_battler_id.include?(actor.id) and 7 v0 g$ T, g+ G) D/ g: V8 R
- target.current_action.change_to_battler != actor.id) or
% R; a' s) Y: G2 u$ U5 u - $game_party.actors.include?(actor)
. v4 i" V$ { _6 ?) f& i( V - $game_system.se_play($data_system.buzzer_se)
2 f% l% g: W, k5 o ^ - else' u0 {; k7 G. j0 W8 [2 o
- actor_id = actor.id6 T9 } O4 }9 ^$ L
- end9 `- j5 ?8 f8 w- L
- end3 P. b- g V' V) _0 ~, b
- break if actor_id >= 0( c3 w" U8 ?, g, T# `
- end
* l% _/ H, X& {# H$ `: o/ m1 y - @actor_window.visible = false7 a% i5 P, R9 @, p6 U/ L* e% N0 c
- @actor_window.dispose5 ^9 T- |: w! @# S& E" L
- @actor_window = nil$ v7 [& }" ^; r5 O& U* |: d$ T
- @help_window.visible = false
5 n1 o( B7 H8 `/ V - (0...$game_party.actors.size).each do |i|
C$ C$ g' g2 D: j: }" ~ - if $game_party.actors[i].id == target.id
; V4 x0 z& j' u) N - $game_party.change_actor(i,actor_id)7 b: d: T8 q2 J) j/ K1 x o& v4 J& f
- @status_window.refresh
/ O5 `4 Y) ^8 T( e - end3 ^5 A$ b; \2 j, n+ c7 [( Z
- end
0 ?5 Q- v3 k* [+ F9 h. I - end* U; K3 n" A/ m% Y
- end
8 H+ t* W8 n. C4 B7 s: {% r5 e/ N - # 清除强制行动对像的战斗者0 w; ?) D/ k& _/ D A2 h
- $game_temp.forcing_battler = nil9 A* C' e) N. |5 j' P6 v9 S
- # 公共事件 ID 有效的情况下
5 ?3 M( Z: j) p$ L4 e - if @common_event_id > 0
6 K0 D: h! P+ U. g' y - # 设置事件
- S& ]7 Z+ J4 N1 x - common_event = $data_common_events[@common_event_id]' E) l) K; w+ {
- $game_system.battle_interpreter.setup(common_event.list, 0)
/ e1 Q3 q, h3 C - end
R: }' m+ | B - # 移至步骤 1
: g9 d& ~& ]3 [: c4 W- ^9 p - @phase4_step = 10 S) ?4 H5 V0 h2 P6 c/ B
- end
3 N! `7 q$ U* ^) o. d, i - end
, V" N, `0 D0 l- X
P; L ~% s8 a% \, J& v$ P- class Window_MenuStatus
" E: w- F5 M1 q+ N3 }6 {' s - def refresh
) Z( x5 T1 s& _, t# N( ]% s - self.contents.clear+ t1 X0 b I( I4 E( Q# H
- @item_max = $game_party.actors.size( R' y& v9 A, N. e' m+ j
- for i in 0...$game_party.actors.size7 W7 |( ~3 R2 }& I7 J
- x = 4
) A# `) f- l$ S. X f0 C2 R9 b - y = i * 32
+ c* ~* M: Q$ ^; r - actor = $game_party.actors[i]- ]. T: U. ?" T4 @, o: q
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue), ?7 \- ~( G2 K9 C' ?& {
- rect = Rect.new(0,0,bitmap.width/4,31)
6 ?, z. s+ f. _0 y1 q+ [ - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
" a, i) O+ U3 Y" q - draw_actor_name(actor, x+36, y). L' a5 n3 r7 A6 |. ?/ m( z9 C
- draw_actor_state(actor, x + 136,y)
% ]% ^; W7 {: Q3 G. P2 K - draw_actor_hp(actor, x + 236, y,96)! ?6 s! B/ y" Q( C9 N1 k; v
- draw_actor_sp(actor, x + 336, y,96)3 M ?# R) X) M' {! o [# `% {
- end5 \+ i( P: K9 w( O1 C
- end$ v* O8 e$ ^. X% e, Y$ V: i
- def update_cursor_rect
$ g0 J$ C y s$ G - super
3 P6 J( d/ y. I+ w t6 m - end
4 E( ?4 L8 ]; O0 L: m. s - 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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