| 赞 | 5 |
| VIP | 52 |
| 好人卡 | 19 |
| 积分 | 6 |
| 经验 | 4394 |
| 最后登录 | 2023-5-29 |
| 在线时间 | 961 小时 |
铃铃塔的守护者
- 梦石
- 0
- 星屑
- 626
- 在线时间
- 961 小时
- 注册时间
- 2010-10-24
- 帖子
- 2768

|
加入我们,或者,欢迎回来。
您需要 登录 才可以下载或查看,没有帐号?注册会员
x
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
" R% m7 y5 `' r/ d - - o/ j- ^% e- a2 m, Y3 u4 C
- # 队伍最大人数' T0 N; [" C6 a5 g* g1 X% U( R F
- MaxPartySize = 8" F; D% o7 |5 I! k d$ h
) b# O" U7 e! [% p1 @- # 出战人数
& n- r- O9 z" \" X, g& K$ } - MaxBattlerSize = 1( h2 n W8 z* g' \! n9 @# a
- ( M1 Z% B/ n; N) a+ l* a3 _
- # 换人语句' Y2 Y$ J8 g/ }9 w0 J5 U
- WordChangeBattler = "换人"
8 f c& q3 I* ^# S% N# B) S - 0 P( r* s- N0 j5 d; G+ h8 c i
- # 换人时播放的动画
, v1 O, f/ S5 F+ T8 v - AnimationChangeBattler = 26
2 Z m5 g7 ~6 A/ b& a q
0 O5 _- g/ z: ^0 k5 a6 X D# ~% A- end# A- g) P0 p9 O1 t+ D
! M5 }& j L$ S& X' v- class Game_BattleAction
+ M, k/ U; `; e9 P - attr_accessor :change_to_battler8 W, e. @8 J7 [% B$ K% F. _; T
- # 初始化
: h! ^6 Q" K2 r& K! Q7 i - alias lbp_initialize initialize6 N- Y: ~" q* S+ p( t
- def initialize& M' h/ ^, ^2 f/ N9 w5 ~
- lbp_initialize
% }9 m$ a6 Z$ a7 j! [3 W; S3 V" a& o - @change_to_battler = 01 i ~; ~8 @( l) \( g0 R0 y
- end( B5 j) E l3 R6 m) o8 q p4 B+ z) e/ y
- # 欲更换角色编号
/ ^4 ?2 {$ t; Z# K" c( G' r* F6 T0 u - def set_change_battler) P# r/ j; p$ x' f/ T' o9 `. x6 p
- @kind = 3
) D7 f* a* p( m - end/ T; L0 S% p* m" F& E" t# f4 j
- # 判断行动是否为更换角色
: ~2 P H7 U9 W( k* y - def is_change_battler?
9 `5 ?+ K( R6 @; r - return (@kind == 3)4 }, O* ~4 z( f N( e% |& g; |0 L
- end" V! q. H) [5 |8 O
- end: M) t) n7 N/ M" R" P
$ `) e, w2 [9 \" P! J- class Game_Party) l) |& \* L' w
- include LimBattlePlug& J( [' q% Z# `- G* @
- attr_reader :actors2
; H1 j8 _/ {5 `' H6 |/ c - alias lpb_initialize initialize- ^. m: A; t" c% c0 ?
- def initialize
4 X; }8 U9 Q1 G5 ~3 N - lpb_initialize3 ^4 J( A3 e- i
- @actors2 = []) i/ ^; U- w& [% }2 q: ^
- end
; W5 N% Q# ]1 ?3 j' C9 ^ - # 角色加入9 \4 k7 x. P3 f9 u, @
- def add_actor(actor_id)
( {8 @) ~3 c( w% {$ F: N - actor = $game_actors[actor_id]& f+ q" o; `+ v E$ i* v6 y1 d
- if @actors.size < MaxPartySize and not @actors.include?(actor)' N! d* }- M# x- P0 h
- @actors.push(actor)
/ ?+ r7 g8 G4 g7 R+ n - $game_player.refresh
7 T1 Z4 N; S _2 g; u# B+ T3 g - end+ f* f* T2 @) M3 \3 U
- end
8 _8 { f- A8 Z# ?( }% b. O0 c - # 设置战斗的角色& b) M+ h( \, o& a- w1 P5 d! `; @
- def set_actor_to_battle7 u9 O* n$ G. n4 y/ @; l
- @actors2 = []
- q* l0 H0 {, W- s1 c, ]) r& e. e - @actors.each do |actor|/ c1 f, H- j6 J5 m
- @actors2.push(actor)+ ~2 b& q9 i0 I& H
- end5 j7 f7 }* u( G: W/ |/ W7 r' r& B
- @actors = []" v' s1 N& ^# G' \
- @actors2.each do |actor|
9 x2 t# H. h( x' b Z4 J4 O* o - @actors.push(actor)
) D0 K0 D Y: T4 D9 e. h& {8 r ~ - break if @actors.size == MaxBattlerSize
: a# q' H/ |7 P V, b7 n" l - end8 N$ N' L' `. M
- end
' ]) P7 _9 c# p. U. }& J! f. J2 W - # 还原战斗的角色9 d( U: V. C# y/ X0 d' i
- def set_actor_to_normal5 _4 e) b3 I2 c* p. r8 y
- @actors = []
5 T- [" b \* c/ w - @actors2.each do |actor|
3 k n+ |5 g& b3 i8 b4 _- u9 u5 a - @actors.push(actor)( T D* H; F1 n1 W
- end
9 e% M" }3 J( X1 t! S - end4 j+ a( Y% J4 c
- # 获取角色id数组1 t9 o1 }, G1 s' f: ^
- def get_actors_id
, m7 K3 G \7 `* e( b9 l5 I# H - id = []
5 |, |) m0 T+ G" _ - @actors.each{|actor|id.push(actor.id)}
& A5 R7 |& c8 l- E- T( b - return id- Y% f& T) f" S6 ?: v5 z7 e5 K
- end4 N/ |3 g6 n# q7 f- L
- # 获取角色id数组- J9 t" D0 k8 L; ~# }6 ?7 c
- def get_actors2_id4 p# n9 |# X5 z: `) X, Z3 g
- id = []
% {$ d! K/ J3 C - @actors2.each{|actor|id.push(actor.id)}' x2 `% `) l: V8 D% _
- return id
$ J- m, n" N7 q# u+ | - end
) {' e* h( h9 E( }+ H - # 兑换角色
1 f1 q3 B8 n7 R1 H6 M" z4 Y& \+ ? - def change_actor(index,id)
1 X! U( x$ G k- F# i - @actors[index] = $game_actors[id]
& e% v, L( W: z8 |& ?0 E - end
* ~6 w" N2 b3 _# s! U$ F7 z - # 全灭判定+ v) m! S7 P7 U1 \: _" E
- def all_dead?3 X9 N$ _$ s; M* u7 R# ]2 n
- # 同伴人数为 0 的情况下 M3 s0 a- g6 e" L& t! q* `$ t1 q$ r
- if $game_party.actors.size == 0& E( U8 B# O7 G! t5 U/ b
- return false* j) V0 X" O1 H' [* ^2 L, |
- end
& U6 h+ U( c7 d4 V - # 同伴中无人 HP 在 0 以上: R4 |3 Z2 d. U7 k9 ~# x
- for actor in @actors2
3 ~6 c( w' W0 A; b- K8 z5 G; G+ F2 M8 j - if actor.hp > 0
- X: O8 l6 P7 D4 {8 g6 Y - return false7 g$ P, |3 f7 J! R& b7 L
- end
* G3 b. v9 [9 i B/ j - end
, k( \, M2 C A& A - for actor in @actors
4 k5 j. P& E, R! _: O: b0 s; o4 i - if actor.hp > 0
7 X8 u6 O2 y' B6 f; J( B- a% K - return false
, s$ C/ V+ }. I! a: B$ } - end
4 R- Y" R$ N" w! c) V' I3 Y7 M - end a7 J# s9 s4 ^3 C! u8 m( X
- # 全灭
! q9 M2 M, W% x% f0 u - return true
6 r9 [ M% x3 d! Y2 C9 j! a5 m+ q - end
d$ ^/ P+ E0 u% [ X: b3 F' b - # 其他角色
# G9 Q4 k( C+ T4 W9 u: u. G - def other_actors0 k m# k4 o) J; E
- actors = []/ o) c& u) u1 U" y! D/ k* V
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}& j9 G1 T1 j! {1 q y
- return actors
* ?* A1 ]9 W5 M4 i6 T1 J" U) p1 B - end( g7 y: b# A4 f# g X0 d
- # 角色位置互换
) q" J! A# @' u+ k5 i - def change_actor_pos(id1,id2)
9 a, z0 @) w6 d8 O6 p/ i; m( B$ B( f - actor_id = []6 S1 L/ H+ A( v' ?& y- q
- @actors.each do |actor|
" v& b. G( }( v& ?. c# Y - actor_id.push(actor.id)
% ]. S3 v# N& Y- N - end
0 V& S4 N5 y% Q - return if !actor_id.include?(id1) and !actor_id.include?(id2)
7 Y2 k4 g p5 h( z) R - id1_index = id2_index = -1, Q2 t) c/ h! e: C
- (0...actor_id.size).each do |i|- ~. z+ u. ?( o( K) Y$ N3 q
- if actor_id[i] == id1
8 S: p) o/ P9 X* G9 m' N8 Y - id1_index = i; Z2 F1 `6 i+ o* L7 Y( B
- elsif actor_id[i] == id2
, H2 h/ I4 n9 g! e% M/ G - id2_index = i0 l5 i5 N+ F) i; u! {& |
- end
5 T7 P1 q2 r, Z- N. h - end) V/ Z5 f; i9 r g0 g L
- temp_actor = @actors[id1_index]# z- B" u; p& D# e$ Z
- @actors[id1_index] = @actors[id2_index], g% N9 X8 b, Y- Q& M, ?
- @actors[id2_index] = temp_actor
) s% G1 ^, ]2 |+ q) | - end! V8 ? t' Y. U
- end
8 o# I3 z# V5 O2 z! e - ) b4 G& u$ J% e3 X! {
- class Window_Actor < Window_Selectable
/ z" r# A, _6 e Q3 v1 W - # 初始化
6 c% X9 x: ]2 V7 T1 z$ M - def initialize9 {5 j- D9 s# k1 D. w, g
- super(0,64,640,256)
! t- M, ~# q" j: n) F- F6 I - self.back_opacity = 160
5 M2 I0 R3 U! i' J1 k- `2 H - refresh$ D! t/ P: H$ [# G4 O
- self.index = -1
8 P( A. u5 B/ |) n J; L I - self.active = false* g" G* l- S$ ]. e. \
- end' W/ K4 Y4 f, l$ w" W
- # 刷新
0 ^" \7 K7 n. M6 r- l" M - def refresh8 C! r1 N9 L" ]
- @item_max = $game_party.actors2.size3 c; ` [9 W- }/ o6 J4 g9 \
- @data = []
, z1 N9 e* x# m7 C' G. Q - $game_party.actors.each do |actor|
: m# E" z4 o6 o$ H: { - @data.push(actor)% W+ o! X6 Z4 j' I+ Z# B. F
- end" D4 z* `* \ P! g
- $game_party.actors2.each do |actor|
9 q' ]+ b/ r1 Y( g9 u8 x- j, u5 R - @data.push(actor) if [email protected]?(actor)) A8 b0 Z/ y, Y9 T$ m; J3 @& G
- end
$ D; y, t2 x! x o" v - if self.contents != nil: F8 `$ P# {1 Q k
- self.contents.clear
- i. r, @, n9 L7 t Y. Q& K# z - self.contents = nil7 v6 l+ `: q/ e3 S$ ]+ t
- end1 T5 ~$ x+ B: i' A" ~
- self.contents = Bitmap.new(608,@data.size*32)
1 p) ~% \% d3 u2 a, w6 F - x = 4
. [: e. p$ b* r% P/ i$ r - y = 0
, C+ I6 x) C$ P/ v) J. \ - @data.each do |actor|
- z5 i- v' u% e U& Y+ f. P - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
# h% ^' B6 F$ w1 ] - rect = Rect.new(0,0,bitmap.width/4,31)
8 v+ G O5 Z# q# ? - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
* R* n z# \' t9 T - draw_actor_name(actor,x+36,y)
( q: k" p9 B D2 d8 n0 H - draw_actor_state(actor,156,y)
0 y- I8 |/ l: N% z - draw_actor_hp(actor,x+256,y,96)
0 R) }/ }. I A( }2 O& c9 E, a - draw_actor_sp(actor,x+376,y,96)6 u& X3 T+ ^8 V; v, [+ [
- if $game_party.actors.include?(actor)- @. E4 c$ x/ E3 x+ R H7 M! s
- self.contents.font.color = text_color(6)7 \# L5 r1 {: Z: e- O4 g
- cword = "出战"1 }& R( n* u7 E9 h$ c$ g5 Z, m& E
- else8 ?4 c4 H3 u' D b
- self.contents.font.color = text_color(0)
. ^$ Q# J+ p) _& Q# S5 Y& t( T - cword = "待战"8 s& ^/ w5 [" Z5 t* X
- end, e% V1 c9 } j' j$ W$ I: x, ]
- self.contents.draw_text(x+496,y,60,32,cword)
: u" q. |. P, Z( d - y += 32
" g* b5 j, a* k+ G+ {9 e' Y+ I - end1 v4 g" _& N7 X7 o* K
- end
# J/ X# G; z6 x2 [+ J. A - # 获取当前角色编号4 ?( p3 b2 ]0 Q/ L1 b( w' p8 e
- def actor_id3 `. [7 `& V+ H& Q5 x
- return @data[self.index].id
) J0 f0 W; |) n, c' N# S y; F - end
5 B% t3 w$ f3 Q - # 刷新帮助* m7 V) [# O9 A3 X s" `
- def update_help* C1 B* ]+ ]: J
- @help_window.set_text(@data[self.index] == nil ?\
1 q7 `) p8 S" {# J! Q: o0 r - "" : @data[self.index].name)
' b7 G8 A3 ~% P - end
- J2 k! |3 G4 g8 g! p - end9 F1 j3 F2 V2 S0 [
- + b9 ` K& D: f2 j! w) O5 L/ |) S
- class Scene_Battle
6 q0 {" T! I% z# I6 X - include LimBattlePlug
8 P0 Z7 y9 y: U: \, U7 ^) } - # 初始化
2 N; v7 Y$ c- G/ G8 O - def initialize
6 W/ i5 E/ `2 S* F - $game_party.set_actor_to_battle8 A: n4 l' v8 A9 Y& T. w* E9 P
- end
3 A1 v$ g2 f3 Z3 z3 G! q" H' X - # 主处理* |" L' o7 W' F( |) Z% m1 o
- def main
3 f( Q T c9 \# r5 z4 w K - # 初始化战斗用的各种暂时数据
8 M/ Z0 Q9 W. q - $game_temp.in_battle = true
% w/ k; y( B0 k* j9 P+ U, X X - $game_temp.battle_turn = 06 e1 a( E- t5 c( A, l# k# Y
- $game_temp.battle_event_flags.clear
4 r: W5 q+ o) h% J* ^ - $game_temp.battle_abort = false3 R( `+ w& A+ G3 {. J
- $game_temp.battle_main_phase = false' r$ i& I- f0 D( U q5 s# V
- $game_temp.battleback_name = $game_map.battleback_name
# _ L+ J$ j: p4 ?/ H( s9 E - $game_temp.forcing_battler = nil* s! @2 f4 R4 }3 J# j2 G3 c
- # 初始化战斗用事件解释器
" B& x- q" L9 H8 N - $game_system.battle_interpreter.setup(nil, 0)
8 B) ^5 H8 }) t8 M - # 准备队伍 _+ d/ G( w! b7 y0 Q/ J& h
- @troop_id = $game_temp.battle_troop_id5 L+ J5 \7 ] C2 M8 ?- ~+ b
- $game_troop.setup(@troop_id)
0 b: A$ H" ]/ b1 ~ - # 生成角色命令窗口* G: d6 ]! S4 q/ v+ y$ m
- s1 = $data_system.words.attack# m- e2 f% m1 S
- s2 = $data_system.words.skill% |# U8 }! M( j8 s. x* y
- s3 = $data_system.words.guard
1 v/ b$ |9 S6 ]* {# { - s4 = $data_system.words.item2 Y, x# |6 E8 K: M6 H
- s5 = WordChangeBattler
* B9 X- C0 r! q4 n- e5 w& M! ?: F - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])/ A: f6 }$ M9 o5 H2 r
- @actor_command_window.y = 128/ c2 Z$ ~, S; ^ Q! u* b
- @actor_command_window.back_opacity = 160; F, n) h' U7 u' Z o
- @actor_command_window.active = false
4 U7 n' Q9 W# M! o+ ?4 o" n! I - @actor_command_window.visible = false
2 u9 l4 | A) z1 \ - # 生成其它窗口5 I" v5 Y2 l3 ]9 y- H& l) Z9 N
- @party_command_window = Window_PartyCommand.new
% S5 O' \- ^4 k - @help_window = Window_Help.new
4 Z) Q# K. g: d8 {4 o1 B7 ]- g - @help_window.back_opacity = 160
& R4 C! \( p" ] - @help_window.visible = false
6 `# l& E( F w, ]4 L: k. W - @status_window = Window_BattleStatus.new" G( j/ k% C' _; J
- @message_window = Window_Message.new. ^9 n) d( A1 q0 S
- # 生成活动块
$ m7 l$ ~; \6 Z6 y4 o- U, D9 F - @spriteset = Spriteset_Battle.new
; Y ]. `; k k) x# ?$ o7 Q, R - # 初始化等待计数% w p7 y4 r. ~
- @wait_count = 0/ @3 \- C* x5 L7 e
- # 执行过渡( ]; d' o2 m7 V5 _* \
- if $data_system.battle_transition == ""
) C' {: [+ a8 Z- u: Y - Graphics.transition(20)9 J3 A ] y2 }& f3 c) B
- else1 k4 A5 j% j% \4 l; J5 ]& b
- Graphics.transition(40, "Graphics/Transitions/" +
! z& {9 _5 n& }6 t; D" L0 q - $data_system.battle_transition)
' n% h3 q' J8 B" ?; u6 c3 E - end) O! U' P+ K1 w# ?4 v# B3 s
- # 开始自由战斗回合 g7 C+ r! ?" J
- start_phase1& b) P6 V0 k; Q% u# J E7 D6 W m
- # 主循环' R1 j4 C: L4 A' L+ K( ~
- loop do
8 C! v' i6 u! J - # 刷新游戏画面/ D. ?" b" q1 v: w$ }: F$ d
- Graphics.update! x, E5 ?8 S5 x
- # 刷新输入信息
" s" j$ U# X4 A( D6 Q1 S0 p - Input.update
( I2 ^1 x6 W L2 [, O, b0 b - # 刷新画面& r% i1 ~# H$ @
- update
- z, B9 c0 `$ D7 [ - # 如果画面切换的话就中断循环
" W- M' p5 H0 s - if $scene != self$ Y& t- X& \, E% a! K: E% `7 Z
- break& A* l% J" S1 K" v* q/ X3 V9 a2 c
- end( g/ ^- H3 U5 y* |6 I A+ C
- end
R. i* _: {& t( x. a0 d" z - # 刷新地图
* S& F* K% H5 `- i9 F/ [ - $game_map.refresh- e" g: M$ w& f, ?$ H
- # 准备过渡) k X% @( o1 b* m' V* }
- Graphics.freeze
) i; C8 ?+ @: |2 y# b - # 释放窗口6 Z0 ~6 w. U8 D4 D; R$ k
- @actor_command_window.dispose# c; U# B2 r5 q/ [
- @party_command_window.dispose
5 |! t( G3 x& ?1 N1 O' k - @help_window.dispose+ n. V6 o5 ^) t4 P+ m& L7 f
- @status_window.dispose0 q: U1 Y4 f: Y% g) U! ?, r
- @message_window.dispose
! H, m1 M' g( _" {! J - if @skill_window != nil
/ w# B5 w1 M2 y0 z& M - @skill_window.dispose) x0 `! H" G) E
- end
, O' ^* e2 n' l, I) G: o$ ] - if @item_window != nil
S9 g' U7 ~/ r, t1 y( S" Y - @item_window.dispose
' b" [; g1 V0 t2 o4 |. d* N+ ?$ e/ V - end
. t, s# U; S* |3 t - if @actor_window != nil. A( }- ?- a! \& O2 e* `& {
- @actor_window.dispose1 G: G& h9 B! \% C J. ^# b7 A
- end
0 m0 y* F4 d3 d6 Q2 q - if @result_window != nil
# ^% J: S- S* R: R - @result_window.dispose
4 x# O; W* w/ p2 C3 k - end
/ _ @5 q* f K [# x - # 释放活动块7 O0 B. J4 t8 k6 N$ J! G5 e/ Q
- @spriteset.dispose
! n3 m- x7 K, z6 Y, ]% Z0 {/ g - # 标题画面切换中的情况. K/ K1 [& ^1 E" m* D$ X7 u
- if $scene.is_a?(Scene_Title)- I3 N9 H0 m" Y# a) n
- # 淡入淡出画面6 B/ I0 a5 Q" d
- Graphics.transition
! h! j5 T4 d) h - Graphics.freeze& M% O8 [% c" z- i3 J# \ S+ `
- end
6 l! ]+ h( b+ k& H3 P- i2 Z2 X - # 战斗测试或者游戏结束以外的画面切换中的情况 O, J" ]( }' \6 V
- if $BTEST and not $scene.is_a?(Scene_Gameover)
9 N- G/ C. _4 [ - $scene = nil# W; p4 L8 n: F
- end
# t, y6 I' X" Y: X4 m - end
6 [% Q, u7 `& ~! l' j6 Z - # 战斗结束
|' W( P* M4 T7 W* G M+ O! H - alias lpb_battle_end battle_end" I: W. _$ r. N; H( R
- def battle_end(n)
, c' j' v" V6 y8 Z" a4 m' n) b n& z - lpb_battle_end(n), H* Q" a( ?5 h v; V
- $game_party.set_actor_to_normal
2 F: Z0 [: {2 d7 y2 N - end
7 d3 z0 B( A( C. N/ h" M- S - # 开始回合3! g9 E& R9 z" b3 O3 @( c' W- v7 X
- alias lbp_start_phase3 start_phase34 W9 w- f5 e0 l+ t5 c* p; T2 Q) H
- def start_phase30 x& Y$ Y4 ^0 K
- @changed_battler_id = []! X4 _; i! v: l( P! x' E- {
- lbp_start_phase3
- e# k& N7 y; |1 j - end
# f- G9 E/ \: p6 o7 F2 r: Z/ X O6 ` - # 刷新角色命令回合画面; n8 { h- M I2 S% c0 z
- def update_phase3
: I' m& t. t- q7 B' u4 g% s) ^5 ] - # 敌人光标有效的情况下" g# l e! V1 _/ d$ Y3 M
- if @enemy_arrow != nil
+ ~9 Y6 \: \5 p$ V# y) ^ - update_phase3_enemy_select4 b: @. ^/ ~+ T+ [. Z
- # 角色光标有效的情况下: J5 f5 w+ j5 @/ e4 u! u
- elsif @actor_arrow != nil% Q7 M1 P* L, `/ w. I) ]2 {- s
- update_phase3_actor_select
( H& z5 _9 p; y7 G4 s# u& w P, W - # 特技窗口有效的情况下+ U% P6 s( h/ f3 l' x9 z7 q
- elsif @skill_window != nil
* T; r" U; u: d4 x% U7 N2 @5 l - update_phase3_skill_select
. V, s2 a9 Y3 D; [+ T# A- Q" S - # 物品窗口有效的情况下
) U5 F5 C: R+ d& ?# \( g1 C - elsif @item_window != nil) ]% J4 ^6 Q+ D. W
- update_phase3_item_select" o1 l8 d( `- A' I4 h! O
- elsif @actor_window != nil
2 u3 p2 K" ] B5 l7 b' \ - update_phase3_battler_select% p6 b% o( m$ l& d+ o4 O
- # 角色指令窗口有效的情况下
1 t6 o M6 Z( N& x5 S) S7 k - elsif @actor_command_window.active$ {! h' @ J6 W+ {" I
- update_phase3_basic_command, d, Y7 y4 [* c! Y
- end
$ f2 R0 Q* o# z& D, m - end
+ N" x5 {/ b( @1 }- x - # 角色基本命令- O3 V9 p, A* k$ d
- def update_phase3_basic_command9 n7 f* W& u" N( L8 Q6 G
- # 按下 B 键的情况下0 q$ u. ]) y9 G/ j
- if Input.trigger?(Input::B)! U0 A, r: \6 r: p* e! z5 W. M9 j2 w
- # 演奏取消 SE
3 f% y( c0 I0 Y0 M% T9 r - $game_system.se_play($data_system.cancel_se)
6 H; X: U i- U3 E; U - # 转向前一个角色的指令输入5 h: Q6 I# |+ l1 j$ @* C/ e
- phase3_prior_actor
9 @0 k- V; m! e% D$ r - return3 U' U4 y. \" b; p/ m7 O
- end3 s" F# p' t) P! {
- # 按下 C 键的情况下$ G5 r5 ~. p) \, E# d
- if Input.trigger?(Input::C)) P; w* Z8 U. Z* }
- # 角色指令窗口光标位置分之) {& ^! R$ w# @: }1 I+ a6 u
- case @actor_command_window.index
$ y8 W# g5 Y( _. K8 @ ?1 ?/ @ n - when 0 # 攻击
/ F2 q: l) _4 n+ l - # 演奏确定 SE" [5 i& I- ^; C2 j/ `. D2 P
- $game_system.se_play($data_system.decision_se)& _- F4 n; q. c4 ?4 M: S
- # 设置行动# u+ Y# f7 e+ ]6 u ~9 Y
- @active_battler.current_action.kind = 0
. ~1 r9 K) x, b: n w1 Q - @active_battler.current_action.basic = 0
9 c4 D+ C7 K- E- Y4 f; Z - # 开始选择敌人
5 F6 Z+ e: L' V - start_enemy_select) B$ h4 t9 b1 C/ F
- when 1 # 特技
3 o; R, B, J2 F' F) r E - # 演奏确定 SE- G$ J- D. q; ~3 g* Q+ A
- $game_system.se_play($data_system.decision_se)
7 K& k' o, G4 x- N( a; E4 \. { - # 设置行动" }( E9 X4 {7 s+ O7 [, I) C
- @active_battler.current_action.kind = 1
/ O' |/ m/ \: U7 t. W+ ?$ m: f - # 开始选择特技; c. ^1 g6 O- q# H3 F E
- start_skill_select
' H A* f% v6 B8 X/ b - when 2 # 防御* W6 |" ?7 I0 x5 U$ i
- # 演奏确定 SE6 m& v' ]# _* [- w a6 \# g( Q
- $game_system.se_play($data_system.decision_se)
) t0 L& m5 M/ [$ ]$ X: j - # 设置行动
* n5 V1 g8 d) {* o$ k - @active_battler.current_action.kind = 0
, [$ R* Z6 Z! p. `/ p - @active_battler.current_action.basic = 1) f+ \6 @. S( d- t: N
- # 转向下一位角色的指令输入" o# E6 O' X, J Y, S
- phase3_next_actor
4 a k3 f4 E. k - when 3 # 物品
0 _: U7 l9 o7 A0 d2 R; L7 D6 A - # 演奏确定 SE
. q( o* Q& n3 g5 _ g& {- r - $game_system.se_play($data_system.decision_se)
0 e* r9 z. z3 ? - # 设置行动6 D% P. @# s7 ^5 B
- @active_battler.current_action.kind = 2
' e' o& n/ w: ^7 R1 c% k4 A: `- e - # 开始选择物品6 z1 v- o: j7 ~, b+ v/ m8 _& l
- start_item_select
0 ]& `5 P: ]1 L - when 4 # 换人6 ^$ W, U2 g3 ^5 @/ l7 T
- $game_system.se_play($data_system.decision_se)- F9 a- E6 |& y( U
- @active_battler.current_action.set_change_battler' s' A( s' U* R; N* _( Z' Y0 S
- start_battler_select
2 [4 v! i5 U9 a - end! Q) B6 `& q# v* R9 _: Q" B
- return% A) A- @( I8 {8 H$ ^4 g
- end4 x' {6 i* ^& _7 C
- end
( o' q k( _; ]" S7 s/ ?! m- M - # 开始角色选择6 f7 ?/ `) c: B5 w. H
- def start_battler_select
4 }& c: r9 J9 [8 z! z# ? - @actor_window = Window_Actor.new
/ i+ @7 X0 K3 Y7 K( @; r - @actor_window.active = true
; ]& Q& \0 E4 e/ C3 P0 ? - @actor_window.index = 0
* Q$ X' n& M6 p - @actor_window.help_window = @help_window' G# I, O! _/ C9 l; y" m& F
- @actor_command_window.active = false
- a: k% U. V) J v/ c$ E - @actor_command_window.visible = false" w% k% {5 u% `. c! I: n
- end
; {3 K# K1 Y+ d( K# J - # 结束角色选择
- n$ S% }: a* n - def end_battler_select3 w1 @+ C, q, g: l+ U" s
- @actor_window.dispose$ W) E4 |$ @" O9 }4 }
- @actor_window = nil
$ F d( O& ? H' o - @help_window.visible = false
8 a* ]8 g8 p5 V% a$ m - @actor_command_window.active = true% {6 k, N6 x6 w; f8 U: c! `( k
- @actor_command_window.visible = true
& J4 L! c$ ?/ y5 D6 M4 } - end
, e( J j* `& J ^* X9 ? - # 刷新角色选择
- n; f: c2 T# U* l: A/ ?5 W" p - def update_phase3_battler_select
, y& T/ e% Q( ]" V* C - @actor_window.visible = true
7 U5 M" m/ r8 a7 w6 |' g. E9 C - @actor_window.update" ~8 ~% C! T" b& z: s0 ?
- if Input.trigger?(Input::B)4 E" ]9 q# G0 A# ?
- $game_system.se_play($data_system.cancel_se)3 o. `( d7 O$ J9 b% Z m
- end_battler_select! h5 x! L; }; j1 T4 A) A- }
- return3 o: c( w8 V% ~. _
- end% I5 T5 f$ M$ ?+ t6 i: m6 f, b
- if Input.trigger?(Input::C)2 k. B# h& Z8 Q; g- h
- actor_id = @actor_window.actor_id! Z$ z9 e3 {( c. p( t0 F# j
- if $game_party.get_actors_id.include?(actor_id) or
& V4 }' i7 F+ q3 e( B9 j% Y - $game_actors[actor_id].dead? or - Q7 A, r( L" g& m" u& b/ @( c. o
- @changed_battler_id.include?(actor_id)
! v2 o- ]' s3 e8 C - $game_system.se_play($data_system.buzzer_se), ] O$ c$ M5 n) S7 Y% r
- return( p% B6 b( J8 B1 o$ \; c( |, V( v
- end
1 A7 p$ j( e& c/ }5 D5 ]7 f" w - $game_system.se_play($data_system.decision_se); v8 _; R% u0 {, z
- @active_battler.current_action.change_to_battler = actor_id+ I/ M0 `; w/ g. L3 D
- @changed_battler_id.push(actor_id)% H( S3 r& I, A$ z$ J. u
- end_battler_select* I1 m# u7 w/ `5 {6 H. g2 g8 v+ d
- phase3_next_actor
6 h8 V5 q# B0 w4 d8 [ - return
; c+ ~: d. T2 y - end' W& `4 {0 z7 _1 n% k* x
- end. z) }9 P- }' z- C- J9 u
- # 行动方动画
- a4 T4 _! j( A0 u - def update_phase4_step3& W2 ?% P& u/ H5 j V6 G. k
- if @active_battler.current_action.is_change_battler?
4 Y: }) h$ w' x% l n# l - @animation1_id = AnimationChangeBattler
# K% K4 t* d+ { - @target_battlers = []- X- Q2 y! A" u7 d/ J
- end. @4 E2 L$ K T7 N& f A& @$ Y
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)& `: W1 _7 t o& z7 Q5 ~
- if @animation1_id == 0
) L$ X: B7 h5 K- J - @active_battler.white_flash = true1 O D& x3 f& d! U
- else
% H, `4 i0 G# D6 g! ]) u5 D* p9 Q - @active_battler.animation_id = @animation1_id% {9 v9 X8 c) D9 C6 B# @/ H- p1 V' @
- @active_battler.animation_hit = true
0 J w/ Z8 o: D - end
1 A E! Y0 `, D! r& v5 |0 X. [ - # 移至步骤 4
5 j+ n j2 E9 K% ~' F( A - @phase4_step = 4
9 n, w; {! G4 k% {) e& z% | - end
2 G+ y# V2 V7 P- e, d; f6 m - # 对象方动画
$ H4 ]9 ~8 x3 P6 j1 ~ - def update_phase4_step4
) P! H% ^0 C& j0 Y% k( s1 Q& u - if @active_battler.current_action.is_change_battler?) C O: k5 r! g$ c% T
- actor1_id = @active_battler.current_action.change_to_battler
, b) M! i4 |' H$ @; m ]3 @ - actor2_id = @active_battler.id4 t, |; Q) d4 Z1 Q
- (0...$game_party.actors.size).each do |i|' k6 Y: J3 ?, V: Q) ?3 \/ y
- if $game_party.actors[i].id == actor2_id/ d: P4 v9 p- Y
- $game_party.change_actor(i,actor1_id)
- l3 _4 z: n' H x9 ~ - @active_battler = $game_actors[actor1_id]; I5 K1 @8 ?: o
- @status_window.refresh4 C4 t7 t' C( z6 E9 R; i% F
- end
4 w; a7 Z' u5 w# z: h- S7 l2 @ - end
8 }) ~& Q4 N& O. D8 N - end
3 {4 |6 F8 C' R0 n - # 对像方动画
x' o3 O5 W# f - for target in @target_battlers
+ D: y# T0 F! S. u4 E: ^ - target.animation_id = @animation2_id
+ Z( f& v8 S" x9 O+ l" A. F - target.animation_hit = (target.damage != "Miss")5 ^5 x% h/ u' q, e: d
- end
! b+ g& a4 s; V+ @9 @; S& t3 O - # 限制动画长度、最低 8 帧% Z) A, J; Z5 e6 p
- @wait_count = 8
7 j: s# o; l8 ] - # 移至步骤 5) E+ ~8 f1 W2 }
- @phase4_step = 55 }( O0 [' ~3 C$ C/ a
- end
5 s6 P/ j5 S {8 S1 X - # 公共事件
$ ?' }6 Y7 f4 n H: q4 {4 Z - def update_phase4_step66 S E; O( v6 y' j4 q
- @target_battlers.each do |target|
" [) N. C' A% T - if target.is_a?(Game_Actor) and target.dead? and
! ?: M3 N7 U1 ~ - !$game_party.other_actors.all?{|actor|actor.dead?}
; _" i; M* U& D1 N6 e" | - @actor_window = Window_Actor.new8 x, g9 n3 @+ `4 F
- @actor_window.index = 01 g. w' r; y; A& x% H6 L0 i0 N' M
- @actor_window.active = true' I8 M. e. e1 V. o1 v a
- @actor_window.help_window = @help_window
! a7 p8 o" O% U6 n, E" _& w7 G - actor_id = -1/ Z- [2 s% u0 w+ h- y: ?
- loop do
, F9 l( c% M2 u6 B$ D; K$ Z - Graphics.update. m t/ M( I9 {$ ]: H' R
- Input.update* o G* l9 S1 a- B
- @actor_window.update
: `6 B% x8 N4 o; `& r - if Input.trigger?(Input::C)
0 K5 s' n8 H" Y9 K" d - actor = $game_actors[@actor_window.actor_id]
" i7 f' ?0 T# Y. b - if actor.dead? or5 b( y- s0 c* k$ t
- (@changed_battler_id.include?(actor.id) and
& ~* R6 D9 `' |( y2 H1 W: A" `( W - target.current_action.change_to_battler != actor.id) or X2 h" o" n5 m3 [: z
- $game_party.actors.include?(actor)
0 v2 u5 ?0 @0 G# D2 ]9 p7 e - $game_system.se_play($data_system.buzzer_se)
- X/ G( Z& X4 h; _ - else& G6 r) a$ M8 K) B$ ?1 Q7 P
- actor_id = actor.id
0 T @1 j2 U z( g; T - end
6 y7 @) V; K5 D" e - end
, v0 A* z. s& \. j. I9 D - break if actor_id >= 0
, o5 r, H+ X4 D - end' N* d; ?) H5 W& _5 H! n- e
- @actor_window.visible = false! l, [# P) H* _2 D; t
- @actor_window.dispose
9 g9 w: H) O- D+ U! E: C# | - @actor_window = nil
1 ?; Z1 e7 H/ {- ~% n - @help_window.visible = false
* i( d1 a5 t* s# V$ [0 l$ m$ G - (0...$game_party.actors.size).each do |i|# i+ ~3 K' U4 r5 i% E
- if $game_party.actors[i].id == target.id
7 V7 R H* T* ~, T0 e - $game_party.change_actor(i,actor_id)
5 x5 Z7 U* E) {# O4 ^! {+ A( R - @status_window.refresh
% a1 q. C9 G! g- z - end$ a5 ~' @3 ?1 s
- end! \! b! D/ p) L, S$ ~
- end9 F" m3 Q1 u O
- end7 w: [( M+ Y- j+ w& c
- # 清除强制行动对像的战斗者. Z/ b q4 |- Q& |( {
- $game_temp.forcing_battler = nil
+ k. [$ N9 P x0 W9 t) D. K8 G! s8 u - # 公共事件 ID 有效的情况下
# y! N0 n% ~0 a- @% X" a. P: ~ - if @common_event_id > 0& ^ \' f9 j, Y2 g* x
- # 设置事件
( `0 v2 ]4 P3 E% V - common_event = $data_common_events[@common_event_id]/ t! q4 A0 i( V/ \% u1 C9 K j
- $game_system.battle_interpreter.setup(common_event.list, 0)
! C; X$ z, D* |) Q1 x A - end
& D/ x* B4 Y, c6 ]% U$ q( G - # 移至步骤 1
: A" m" ]- ], q% T R* E# b, J - @phase4_step = 1; G2 L+ G" d6 A6 C
- end- z' c5 i! J+ v5 O. F0 R
- end6 Y6 U+ D. D# g9 _4 N2 x
- / {- n3 ]2 e/ C9 Y) L* U! y
- class Window_MenuStatus# H3 @6 X+ n8 g7 p8 ^
- def refresh$ k0 c7 f6 v/ R& w
- self.contents.clear5 o- Q' D5 h- s. V& S
- @item_max = $game_party.actors.size* Z+ X$ P6 Y9 W$ `! t$ L
- for i in 0...$game_party.actors.size* @+ _" ^6 A) J3 F0 Q
- x = 40 ]- e8 L6 g5 p% Z( N2 M6 L! \
- y = i * 32" W# j/ Q' J1 N7 z' c
- actor = $game_party.actors[i]/ a+ u1 ?/ I$ M% ]! u. Z
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
5 E- c* L; \1 b+ C# L - rect = Rect.new(0,0,bitmap.width/4,31)
2 j) C& n* o7 L/ _ - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)' I7 h$ c( Z, H
- draw_actor_name(actor, x+36, y)8 w2 }' _: b, A. }
- draw_actor_state(actor, x + 136,y)
7 h+ p1 \0 } F9 P9 |" ^ - draw_actor_hp(actor, x + 236, y,96)0 f+ M# _# O; ~. M; s5 }5 z
- draw_actor_sp(actor, x + 336, y,96)7 M5 D7 \: `! t2 w: b: Q
- end8 h3 h$ j* {8 @* I/ n
- end
3 ]) x- b( l; ~. o- J; ^: q' x - def update_cursor_rect
5 M6 w8 W" G# F* r - super
# u- J! K8 T W' I% S - end) X1 r5 u9 m# l7 g
- 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。 |
|