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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
4 A, P% j* p3 V
9 \3 q' R4 h* y2 E% V$ f# ]- # 队伍最大人数
. b4 D/ L: r% L - MaxPartySize = 88 Y2 t+ I6 ^. K
- # a8 U/ w' C3 Q1 H5 K; H" f
- # 出战人数: S9 t* z' @: \3 C8 \$ e' l1 g
- MaxBattlerSize = 1
8 l# D J4 z2 c: N0 _7 C+ i - 2 F: R& B" W! z! i0 @
- # 换人语句
p# z; i+ n5 p. h - WordChangeBattler = "换人"4 A3 p7 v: s& Q2 @$ O2 M# h% J
- ' J( n; j0 a+ h! a" G. z+ W3 J
- # 换人时播放的动画9 \. d" _& v# }9 Q- f2 \
- AnimationChangeBattler = 26
$ v0 O ~$ U% V' e' T. c8 n
- W3 J; a$ A: f9 G# R1 ?! }- end3 X* H2 O8 |) d: ^6 n
- 6 N7 m [" U6 }! U' b
- class Game_BattleAction3 q; F& z( y4 b
- attr_accessor :change_to_battler
) t) q' w' `+ U" A8 `8 ~% Q - # 初始化
% {/ N, O9 W/ c7 j - alias lbp_initialize initialize
: H* J a/ {) V/ j - def initialize
% _( }+ F8 x; a - lbp_initialize
' \* m3 f. q+ S9 M - @change_to_battler = 0
) l9 F* w; E' x& p5 t& v( K+ K/ S$ L5 r - end
4 P+ C4 O- P8 ~ - # 欲更换角色编号: b$ x$ V0 R. U6 N" T1 T
- def set_change_battler7 `, ?* e7 D; u9 ~/ H% W6 W
- @kind = 3" ~, w3 Q7 ^0 n9 x
- end5 J4 ` `) `/ P2 d/ l
- # 判断行动是否为更换角色
- b0 c7 _7 D' @ - def is_change_battler?6 l ]; _3 E _" [6 a* Y
- return (@kind == 3)5 X% W" D. n6 S9 `
- end
, E7 V' e/ E5 z7 k! v - end5 x% Q2 s [; [
- 1 W2 f# f/ d5 d3 j6 M8 r) D9 V0 V; N
- class Game_Party
+ E* k/ { ^9 c4 _5 F6 B) h4 R - include LimBattlePlug! g+ ?; Y* Q4 q& J
- attr_reader :actors2
: ^) T( u7 {* `% [3 O) V+ B - alias lpb_initialize initialize3 O: ?9 W! E# D( m
- def initialize. e+ F/ G5 a4 O; a A* f; e, E- E* I
- lpb_initialize
( R/ ?: h9 [2 d - @actors2 = []
4 e* `% e1 x$ I4 V8 [ - end" ~" J' {9 ], T ?# U
- # 角色加入
5 t! v% b& m1 r - def add_actor(actor_id)
) O( w3 Q* x+ n( Q - actor = $game_actors[actor_id]8 o; @* A) J$ F5 B8 F5 m" r) c
- if @actors.size < MaxPartySize and not @actors.include?(actor) o2 u. O8 `& h# h9 N0 X9 S2 p1 u
- @actors.push(actor)
' N0 `2 N+ H3 |' L. u - $game_player.refresh
, o! o m2 T' n3 |9 N - end, m. b/ V5 E4 ]1 N1 r0 p/ E E
- end
* m, F) f! x1 R$ F+ I U: c! Y - # 设置战斗的角色
$ A3 R# F3 c& _7 R, X) s/ I - def set_actor_to_battle
( Z) y9 K- J) {/ r, b6 q' V - @actors2 = [], I/ `2 v4 Y( a
- @actors.each do |actor| J9 U& a3 d9 A: A4 C
- @actors2.push(actor)
' j7 Q \% z9 V i/ ^ - end
: i) a% p' O7 e+ ?; R9 ^0 o! t - @actors = []
' P8 S! Y0 J6 c, B - @actors2.each do |actor|
$ v4 O* u2 L( ^% y - @actors.push(actor)- i' R( X g0 T& ~5 @4 [
- break if @actors.size == MaxBattlerSize
/ l9 H }! Q0 P( L: w; @ - end
3 S% A2 [ J" ~5 G8 D- i, K. B - end( S. H2 U0 s3 e3 ]8 }% v% n6 I% d
- # 还原战斗的角色
" W% Y. b* t& U6 W6 f - def set_actor_to_normal6 T3 J) z( Z2 f; p: L
- @actors = []
4 x% L. H6 Y! F* s7 F( [ - @actors2.each do |actor|6 Q# G9 k# B% T# j9 G
- @actors.push(actor)1 p$ V* a. n4 e4 }+ w7 ]! c
- end
8 d1 _$ F, K1 ?3 }( ~ G - end) g P2 a X" c5 U
- # 获取角色id数组
* n3 V. v2 ?2 O: P5 U. z+ v - def get_actors_id
8 B( {7 q3 j2 u! ` D - id = []
2 C! n& C$ o$ s5 N( B- t - @actors.each{|actor|id.push(actor.id)}# m! j2 _+ D8 z- q8 o6 ]
- return id+ F" c A( a; P x8 v
- end% g; w1 \+ Y& ~* ~2 w! o
- # 获取角色id数组2 Y+ e( D" r8 e- Y* X5 Y
- def get_actors2_id+ ?9 `0 ^) }/ i; H5 O
- id = []
% x% j. o1 Q5 D `3 m( A7 _0 @ - @actors2.each{|actor|id.push(actor.id)}: L# p, M% o. L# t- [
- return id. Y3 ^" z8 t% [$ y6 J
- end4 V8 z5 S# C9 {( s; P# t6 `8 ^
- # 兑换角色
! t8 ^! i. ~6 r. S - def change_actor(index,id)
a0 t4 i" m) q" o5 j, \- m - @actors[index] = $game_actors[id]
, A+ s% d: p7 d+ } - end5 O- V& V; Q7 s0 P! n
- # 全灭判定6 D4 r, M, `8 N; o. J0 Y
- def all_dead?
: y( b& u0 J% Q+ z# u - # 同伴人数为 0 的情况下9 E1 A& t2 O1 _8 K, T( J9 q. X% h* _
- if $game_party.actors.size == 02 J; A( ]4 R# l8 F M1 n
- return false M" O% d8 Q. x
- end
! p; r' ^( |* |4 ~ - # 同伴中无人 HP 在 0 以上4 u# i8 ?& m+ Q4 D
- for actor in @actors2
@2 z9 ?& n( i& e - if actor.hp > 00 [$ r. B) P2 {/ N" y9 C
- return false
5 w9 l8 U: W }4 f - end
. P8 W, O! K, [. ~ L; z - end
: M- I3 a& y1 u9 d D4 l: ` - for actor in @actors
( o9 ~* w- b( } - if actor.hp > 0$ {9 o" K0 E/ j
- return false. ]9 E- v# r( y* B
- end- _7 I* O7 h& a5 N# A7 w. V# ^5 |4 F6 p
- end
2 h" ~8 }! E0 r% N. d6 u2 T - # 全灭
& n# Z$ y3 Q/ k - return true8 g! ?/ s" ^2 w4 ]4 N! ^8 F
- end2 i1 a* t" n% R1 J @7 X' }
- # 其他角色; u0 c& ?2 y( N1 V' s5 d) z
- def other_actors
0 n/ h& I/ m1 f Q' c# g2 t% h - actors = []
0 I; Q* |1 R, |$ \% B" ` - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}7 M+ x1 k. F0 i$ w4 C
- return actors1 Y( [1 S# i& W) h) Z) J# K$ s `
- end
% c: V3 s9 ~2 v' B9 j9 O) H: t - # 角色位置互换: d3 B5 F, C, O. @7 \+ J
- def change_actor_pos(id1,id2)6 b N" T) F8 w$ ~/ N
- actor_id = []) B$ Q+ c% I$ i8 o4 x
- @actors.each do |actor|
2 b0 G- ]7 c$ O" k - actor_id.push(actor.id)0 _; z& q f9 r J
- end
& M! t, u5 P Y& b9 g - return if !actor_id.include?(id1) and !actor_id.include?(id2)
* f, c% A' z: w$ l- b - id1_index = id2_index = -1. u; j3 l# L# x* }
- (0...actor_id.size).each do |i| T! @" T% Z# k4 P7 A( a b
- if actor_id[i] == id1( b5 g; p5 L. Q3 C2 D6 B
- id1_index = i
- z' ?0 E* a) n3 V - elsif actor_id[i] == id2
2 F* w- ]7 n4 g, \9 a/ h. e - id2_index = i8 }" o% B1 L0 H( Q- p. ^
- end
- P2 {; \/ f0 t3 S7 r1 r" U - end+ w5 n/ i7 Z" D/ Y- x/ D
- temp_actor = @actors[id1_index]
% L% R8 h9 l8 g% l - @actors[id1_index] = @actors[id2_index]
$ j! W. m* e. M* H# k - @actors[id2_index] = temp_actor0 X" p; V& o2 a& a2 H
- end( J7 Z- k2 V3 @6 H; E; |! O
- end
2 q, I3 [, F! Y6 A* L' u5 z; M3 E - 4 R7 m6 d' W4 L
- class Window_Actor < Window_Selectable5 n( n6 x i+ L6 }7 P+ O
- # 初始化
0 K5 U# z1 |8 U6 U8 o - def initialize
2 }$ b/ U) o$ }% T i. J$ C - super(0,64,640,256)
9 e& t0 k9 g9 l$ g: ^9 m: Z" s - self.back_opacity = 160
5 g: R" R' ]2 K5 F8 _* ~ - refresh
4 ]/ ^3 D3 e0 d0 A - self.index = -1 `4 c$ ^* [- R/ a
- self.active = false
+ @5 `$ F: t' G' u2 ^ m5 c* ^% ? - end
1 Y5 C4 L3 s7 s6 r/ T: C9 a - # 刷新
* ?' b% H# s0 Y- {( d - def refresh
# Y7 M- v. W0 D4 m4 T* `$ d0 \9 @ - @item_max = $game_party.actors2.size
$ r* z- z" G( C* H% i7 a7 B - @data = []
- {8 {+ k) y8 J* V: C - $game_party.actors.each do |actor|/ Q. r* {5 U$ [! B! m. w6 h. Q
- @data.push(actor)
9 p( k* b6 U. i% @/ ?& o# C - end9 z y2 @" o* v# ~% C5 [1 R9 ?
- $game_party.actors2.each do |actor|! L& x1 j# M8 D
- @data.push(actor) if [email protected]?(actor)" j0 G0 `$ u* p+ \- n
- end9 Z* n8 p2 B! j" c- s5 I6 I* D
- if self.contents != nil5 i/ U2 v) R8 n) I
- self.contents.clear' {/ T3 A# U. o4 Z# H) s1 P
- self.contents = nil
' i, E6 y5 p" [ - end7 F/ x: P: V6 P1 O1 ]* {
- self.contents = Bitmap.new(608,@data.size*32), u+ O- i7 r2 _& E( ~, C
- x = 4
1 H' E! n& g4 y9 W( t& k, _0 o - y = 0
7 \: d! Q5 ]( P& X: A! N5 H - @data.each do |actor|) `: Y; ]9 U2 r1 \# K/ F$ C2 r1 n
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
5 M5 y7 E9 c6 b$ {! O- r# I - rect = Rect.new(0,0,bitmap.width/4,31)
4 l$ O8 t- } T$ ~5 W7 C: _- { - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
& r3 j3 E2 p1 d# r - draw_actor_name(actor,x+36,y)
* [. R" _8 j4 @9 L" M - draw_actor_state(actor,156,y)
' ?: x. X# r1 z7 Y- X; ` - draw_actor_hp(actor,x+256,y,96)
% M1 u2 @$ a* q! m7 d - draw_actor_sp(actor,x+376,y,96)
( d! [6 z0 ^8 A0 B - if $game_party.actors.include?(actor)# b: U7 H* \( E/ }: `
- self.contents.font.color = text_color(6)
+ x5 v6 W$ \6 N, f" c9 F2 e/ i* K1 x - cword = "出战"
* s" z8 B' ^3 ~$ j5 Q8 f - else
$ Z4 i. N/ W* b - self.contents.font.color = text_color(0)
1 ^6 u' `# p. u& r) V2 L" l# O6 H - cword = "待战"
" z$ r( _0 y6 `2 {, V - end/ R. S- q' @$ N( [$ N
- self.contents.draw_text(x+496,y,60,32,cword)
2 T# V; L, [( t$ Y& A - y += 32
- ^1 p; M) t, b5 U - end- g+ `. O/ b/ k. Y" n; x+ C8 e4 `
- end$ X3 c, [* `8 _0 _4 f
- # 获取当前角色编号8 e% S3 L4 `9 I% B( @0 p
- def actor_id
. g2 d% z( k% q' O/ F1 M+ { - return @data[self.index].id
4 y0 L3 _/ V) t! N - end5 R4 D; @( x( u! i
- # 刷新帮助1 W( Y" f- ?, s* h, @% F% p
- def update_help# V& s; F$ I L7 a. Y( S: w2 h S
- @help_window.set_text(@data[self.index] == nil ?\9 X+ N- C$ c. e# s) \
- "" : @data[self.index].name)
& Y9 X2 V3 _' t8 z+ i) f - end8 r: S* ~+ e3 ]+ R& v- ?2 B
- end
; p) d- }7 @8 f8 i. U+ T8 @) E& j
0 V9 Z) j9 E0 I. H$ A' d+ e( {- class Scene_Battle
0 l# {: R" g- y. ]2 g; k4 t2 E! J3 S, ^ - include LimBattlePlug
# P& M, i' J0 r0 J& w/ x' M. c, n - # 初始化$ X1 a/ h/ Q9 X
- def initialize8 u" e/ V' |6 |4 e- }) }
- $game_party.set_actor_to_battle
- g4 U' H6 W, O9 R: p1 O' a/ N% _ - end, F$ G: M6 b' W" _; r) f W
- # 主处理
2 h, Q- W) p/ {7 b/ h: P6 s - def main
( q" s. [5 z5 f. g" K - # 初始化战斗用的各种暂时数据1 ]! u# m' Z4 T; n4 {
- $game_temp.in_battle = true
$ l- m- ~ q5 o& ~' i1 _. G/ ~0 a - $game_temp.battle_turn = 05 x7 w; g. T8 u
- $game_temp.battle_event_flags.clear
}# Q& R- A" w+ p6 ~: b - $game_temp.battle_abort = false5 v: `8 l% s3 d+ J5 h+ w
- $game_temp.battle_main_phase = false% I/ S6 J! }6 G; A1 K# L9 o
- $game_temp.battleback_name = $game_map.battleback_name5 o! m& H7 c8 f; v$ A
- $game_temp.forcing_battler = nil8 ~2 M3 y- F& m O3 i* d( R- w
- # 初始化战斗用事件解释器, p$ m8 P( D0 y
- $game_system.battle_interpreter.setup(nil, 0)4 P# q! f+ Z6 Q8 d* y
- # 准备队伍+ ?: ?% C& C) L( X, V
- @troop_id = $game_temp.battle_troop_id
: o) G. x; F7 N9 Y - $game_troop.setup(@troop_id)
8 ]$ S1 L0 `$ W( v - # 生成角色命令窗口
7 K8 X# p; a' ? - s1 = $data_system.words.attack
% l- P, P- T2 J3 I& @; \7 M% a - s2 = $data_system.words.skill$ r3 M0 O- u4 N4 T4 U: [" N
- s3 = $data_system.words.guard/ ^! y9 v, }4 v( |' \
- s4 = $data_system.words.item
& Y/ X# x& ?$ J3 S% } - s5 = WordChangeBattler
$ L' J$ A1 D* c" q) C9 `5 Q+ I, ~$ Y - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])5 ^6 w* h' Y( u
- @actor_command_window.y = 128
2 ]$ I8 t0 m' L# `7 m - @actor_command_window.back_opacity = 160
2 I6 I" n0 T+ f4 D - @actor_command_window.active = false2 F3 e" l- C# Q7 |% H! q4 }/ A
- @actor_command_window.visible = false
! p' B2 i* C, Y0 ^1 J8 N) k - # 生成其它窗口6 n% O+ W- [6 ^ X% F
- @party_command_window = Window_PartyCommand.new" Z. A* S( p s, H5 s
- @help_window = Window_Help.new
9 c" S5 R# p; r i! B+ k2 |, l - @help_window.back_opacity = 160
2 ` F: u% g$ d% e - @help_window.visible = false0 L0 H8 q& i3 _* _3 J. R0 C
- @status_window = Window_BattleStatus.new& L7 J) G( C8 Q+ I% C( Y6 Y
- @message_window = Window_Message.new
: z5 }0 \( |6 A# ?4 h3 g" g4 J. F2 d - # 生成活动块
; W" {$ A' e* x; ^7 K/ M& f r - @spriteset = Spriteset_Battle.new
) J; m9 ?! F% F: v - # 初始化等待计数
9 \: H' B, j% ^/ Y! h - @wait_count = 0: j D' g) e& q2 ^/ K [1 R
- # 执行过渡
5 ^& ` Y% {5 [ - if $data_system.battle_transition == ""
% h: R0 b5 U% b+ H - Graphics.transition(20)- F' g. o$ |+ z% J
- else
5 j/ h2 \( B6 n- C' g) E; |. ~ - Graphics.transition(40, "Graphics/Transitions/" +
8 P* o9 Y& N9 a8 l# j- k - $data_system.battle_transition)
$ y0 U2 R) g+ d - end O0 Z! D& L/ `1 f3 `
- # 开始自由战斗回合/ S. I! @) B; I3 f& |& Q
- start_phase16 F0 ]' f c5 o4 t3 R
- # 主循环4 l! e/ m; Y8 k
- loop do
/ X E2 w( N) f' K - # 刷新游戏画面
4 k8 C) V7 f" M" h4 M$ a - Graphics.update6 b, y% I# R2 P( Z- |" ?
- # 刷新输入信息
/ n, k* \4 m9 Y; \7 Z5 Y - Input.update$ a, n% n$ K( ^2 p% {3 |0 T7 i
- # 刷新画面
6 W! p3 h7 l. F: \ - update
- `7 M2 y7 V. B& K( T: W - # 如果画面切换的话就中断循环
/ }; S; f- e" e) ]9 J$ Q - if $scene != self
! Q. _, k5 W3 B% | C$ z8 y - break. k; n( K: P; V0 G8 t
- end
: {5 d5 m& H* h5 B4 ~ - end
, I" I& P$ {. }" j - # 刷新地图& F2 n6 Y# n+ t& o; ?- e+ T
- $game_map.refresh
. r/ ], c6 I7 f1 k - # 准备过渡# o7 z ]/ T/ J5 M3 ?$ B, U s% r
- Graphics.freeze' ?1 E; l& V0 t% {7 H: f* w
- # 释放窗口
9 Q+ V5 V! k7 I+ X3 a - @actor_command_window.dispose
0 Y7 X0 a& w- j0 z# J, s$ a5 i) b% g2 x+ E - @party_command_window.dispose
6 y8 ]+ Q9 b$ J% N2 s8 ]) r - @help_window.dispose
- ?4 }/ ` A( ?: N' \' x0 B6 h; z* B5 x - @status_window.dispose
! T4 i) ]8 S( a4 Z6 {$ V - @message_window.dispose
- d8 j! D; ^) ]3 o- _ - if @skill_window != nil
) d, F( |( {% U - @skill_window.dispose; U9 v: c' [" Z) Y Q% Z% }
- end
# m! @) X" q+ T& f) v% s - if @item_window != nil
& M$ ^8 ^; d7 R: K/ \ - @item_window.dispose
$ F: a+ a! w* ]' `/ m - end3 L' \( I9 v8 c+ A
- if @actor_window != nil2 R9 t3 B, v6 i. R' @4 {+ h; [7 Y6 L
- @actor_window.dispose7 O' A2 P4 G6 j% F3 W ^. B! G; G
- end
( ]1 r# p3 h, z: K' m; u2 l - if @result_window != nil
' Y1 R- W3 L& R - @result_window.dispose
% } I2 ^7 f4 f, E1 b' @$ ~ - end
5 \# ^4 ^) f( I! ] - # 释放活动块; `. ]* b2 o% l+ \3 v
- @spriteset.dispose
" u. [7 m9 Z9 N5 _0 I$ T - # 标题画面切换中的情况
4 S6 t4 q) g4 ^/ D - if $scene.is_a?(Scene_Title)1 [' }9 M# m4 ~1 n
- # 淡入淡出画面
+ \1 @* B+ z9 S, [4 ]3 Q - Graphics.transition
* p+ ~0 P2 D- C4 u: I8 R - Graphics.freeze5 h( ~; F8 y- j& q- f7 O/ p1 j$ P
- end' r& x2 f7 r6 n+ U
- # 战斗测试或者游戏结束以外的画面切换中的情况- L* W2 Y# v3 x7 E M2 O
- if $BTEST and not $scene.is_a?(Scene_Gameover)
% ^' r$ T) C f1 c" f6 J0 @ - $scene = nil
* ?+ Z1 r& K9 d, C/ K. ? - end
; v& b" u5 ~2 ^+ E* I( w& m: ` - end# |: o$ x2 E# T6 _
- # 战斗结束: t3 Y) Z1 e0 m M
- alias lpb_battle_end battle_end- W. U: ]4 q" B5 j) h% O; f: j
- def battle_end(n)0 J7 h f: e% F$ d5 a) q
- lpb_battle_end(n)
, w R% d' l# ^7 B m( Q( ^4 R, H - $game_party.set_actor_to_normal
, q7 w9 o4 T" k, U - end
; H$ t/ l; J/ Z6 F1 w* u# p( m - # 开始回合3
) V: x7 W0 @8 b3 w3 i% ^ - alias lbp_start_phase3 start_phase3
$ O7 x. T4 ]( {# ?% _4 o8 m; h8 S - def start_phase3) ~5 p+ O# ~$ i( [% \' P
- @changed_battler_id = []
% i7 @( V% i7 ]4 V8 U- Y1 K0 E& C ] - lbp_start_phase3
# y! T! V2 Q! F0 w! ?' O) }. u - end7 e+ Y# r6 F8 f. E1 V* B
- # 刷新角色命令回合画面3 G# K" O9 z3 H4 z/ o' }5 r
- def update_phase3
+ H9 j3 f- s) k+ v - # 敌人光标有效的情况下3 i% A+ I$ c. C5 P( F; Z& a
- if @enemy_arrow != nil
$ }/ q5 Z- s. }) k# w - update_phase3_enemy_select
% P: Z' g t9 V2 I/ K; I9 w - # 角色光标有效的情况下
, ]7 M4 C# ~$ @! W! I+ c2 n4 e( w - elsif @actor_arrow != nil& G% f4 m1 O; T* e
- update_phase3_actor_select* c4 G! v# p `: G% _9 D' e! m2 a% `
- # 特技窗口有效的情况下
6 g0 U% y' |' k. K+ D9 t, h; X - elsif @skill_window != nil5 \) y, b; @/ R
- update_phase3_skill_select2 g: L* s7 i% s4 R
- # 物品窗口有效的情况下5 y0 y4 c5 u# A- o p
- elsif @item_window != nil% l4 ^+ D* W/ Y+ Y: H; c" e$ n
- update_phase3_item_select
?! O7 ~3 W5 O E) c( } - elsif @actor_window != nil$ @% |. s, E8 m5 T
- update_phase3_battler_select
& S- W8 K# @6 L) L! `( R - # 角色指令窗口有效的情况下
. u( m5 M6 w6 t8 u1 s5 C - elsif @actor_command_window.active
7 X R1 T7 a9 @! d - update_phase3_basic_command( W- _' [ q f8 j; ?- {1 w
- end
8 i6 x0 i3 Q+ L& I) B! j - end$ X! ?; Q) d; C. B* c* v/ Y$ A( d
- # 角色基本命令
0 ?8 h0 X3 I, q8 {9 l1 |0 V7 a$ L - def update_phase3_basic_command
2 L: t! t+ j8 Z# a( U6 [ - # 按下 B 键的情况下+ @; Y+ U5 S0 s/ F* H( Y
- if Input.trigger?(Input::B)
6 K; I, v: Z) i5 G# I8 L$ s7 o( Z - # 演奏取消 SE8 k/ ^0 R' k/ P6 s7 A
- $game_system.se_play($data_system.cancel_se)
' I( c$ }+ l! w" I5 L) z& R7 J* E - # 转向前一个角色的指令输入
?% B& A0 f$ B% ]3 `5 x& I Q" x# j - phase3_prior_actor
3 e# t) E7 ?. }- x/ L6 s - return
1 _! W7 C% |0 r! |& c( r- | - end
2 w- G% J2 x% X: f - # 按下 C 键的情况下
& g- }" y- g- I/ b2 z4 m+ r: ~ - if Input.trigger?(Input::C)! P- o1 o7 J4 I ^, p
- # 角色指令窗口光标位置分之
* k$ d+ K2 ~* D+ n - case @actor_command_window.index* t5 Y2 K/ }) G7 w0 i: h
- when 0 # 攻击
y/ V& C, G2 C8 K - # 演奏确定 SE1 l8 X. a& E( i/ C
- $game_system.se_play($data_system.decision_se)
) J8 r; K! a1 a1 ^5 Z - # 设置行动5 U# y, C5 k4 H8 t- S! l' k+ P% w
- @active_battler.current_action.kind = 0
8 p$ a1 a- h3 n) ]5 { - @active_battler.current_action.basic = 0 V: y' }* n- E- E7 b$ p
- # 开始选择敌人
' v/ N$ W9 _2 P. s - start_enemy_select- U7 i0 W5 f$ v
- when 1 # 特技
: [/ D4 B; M: t! h - # 演奏确定 SE
9 N& } X, K& S+ R4 f9 s - $game_system.se_play($data_system.decision_se)
$ b! z. y1 b) G- Z* F" N - # 设置行动
1 o. P! G# P6 K2 v$ u) Z# |) e# ~ - @active_battler.current_action.kind = 13 D" h2 a6 u/ V) N6 I/ J( _. Z% S
- # 开始选择特技4 q+ z5 N; {6 D
- start_skill_select
' i* ^7 t0 P8 |0 y2 w - when 2 # 防御! H, r6 N0 X& C' q0 f
- # 演奏确定 SE1 B' @( V0 H& J
- $game_system.se_play($data_system.decision_se)* ~/ t- ^. ^* X* ]# u) n$ [
- # 设置行动5 b0 J3 e* z/ Z6 t* O
- @active_battler.current_action.kind = 02 e7 w0 d1 `9 R& o& g4 v
- @active_battler.current_action.basic = 1) ^. k/ J1 f! j' D7 v
- # 转向下一位角色的指令输入
3 E9 X' m1 d! W7 u0 m- L - phase3_next_actor
. h. w9 K& C9 f. j2 X! ?2 ` - when 3 # 物品
! e' \) s2 l. j. g5 F' M! G) _5 B0 z - # 演奏确定 SE# N: K& I3 J$ \2 Z
- $game_system.se_play($data_system.decision_se)
1 e D3 m* w% t# l+ n - # 设置行动
7 D( j+ p1 k- }4 R - @active_battler.current_action.kind = 2
5 @% D: ~# ?5 I/ L+ M1 \ - # 开始选择物品
/ t, q6 ~( m: @ O% U( q0 ` - start_item_select2 s# ?- z9 X, e1 J* ~8 ^) K
- when 4 # 换人( q" F# w8 T2 Q! w$ @
- $game_system.se_play($data_system.decision_se)
! S9 j' w1 ?& O1 w4 \ - @active_battler.current_action.set_change_battler
. u6 a% B$ b: z* r( | - start_battler_select
* q+ v1 W% u, n9 m' X" ~( Y% y - end% O1 e4 c% [+ D
- return
9 s. d0 u8 t$ V# [! m) V h1 O - end! ^8 a x7 H' G4 H3 l! R5 Z+ c
- end
5 T9 P7 T9 z/ v: ]+ [0 y - # 开始角色选择
; p- `) _% e4 t2 g! i/ x - def start_battler_select1 @$ { }7 D' o Q! ~( K6 ~
- @actor_window = Window_Actor.new
" @. O* U4 p' m b: R% j, |5 Z - @actor_window.active = true6 r/ D) a( r; i* H) O/ O6 r( q
- @actor_window.index = 06 ^: E* x/ o+ p8 ?- H& A" u5 }
- @actor_window.help_window = @help_window
" n; \% P% v" H- K, d0 { - @actor_command_window.active = false9 K9 U% ?% E* ^
- @actor_command_window.visible = false
) m( h* Y9 r& ?; @& Y - end8 K( H9 v) ?8 g/ s( o
- # 结束角色选择
, @9 H" U5 x0 u3 x2 h6 l' x - def end_battler_select: ]8 U* K- j: m/ \/ t' s/ ?* ?
- @actor_window.dispose
' X5 D1 I3 O9 s0 g' x - @actor_window = nil
. _( g( C7 r: a( J# ^: |3 A) l - @help_window.visible = false' `2 U. R% d8 ]/ j8 t( l6 z$ f
- @actor_command_window.active = true4 f$ g8 S* z; u% t
- @actor_command_window.visible = true
- ]2 H- p0 o' B# x! A: M* ]0 i* m - end* F; m) r- F5 g# h, U0 J) Y* R6 R
- # 刷新角色选择
! B+ f) M/ P' [ - def update_phase3_battler_select
- v/ `# t3 _% m9 V- D - @actor_window.visible = true( C6 n e$ \0 \3 u# }8 i
- @actor_window.update
% O" h. A; m5 F6 Q2 {( o; @ - if Input.trigger?(Input::B)' j- f0 `) J$ m9 I. @9 N( I
- $game_system.se_play($data_system.cancel_se)
- G. E$ s' m! O) { - end_battler_select
! s1 B! I' ?9 y1 k$ j - return, v8 c% c- u( B' U; }
- end7 o, G2 Q* V4 J! p; l
- if Input.trigger?(Input::C)) ]& B1 b* Y' X0 h; G8 M/ @# k
- actor_id = @actor_window.actor_id, b3 x: a: ~/ A7 n8 A. r) M( E
- if $game_party.get_actors_id.include?(actor_id) or& m# o1 y o' J4 ~/ e3 b# K, Z
- $game_actors[actor_id].dead? or 4 j) {* S+ ^1 ~7 d2 m# q4 b
- @changed_battler_id.include?(actor_id)
& t! P/ x y: L - $game_system.se_play($data_system.buzzer_se)% P; ` b3 }% a, y! V; l) [
- return
) C. l7 I8 h* V7 c# o - end. r% T) ^$ n8 r* {: b/ ~& P
- $game_system.se_play($data_system.decision_se)
8 x6 d- Y' I2 o8 e; o" v1 n: o4 ~ - @active_battler.current_action.change_to_battler = actor_id
6 f- P2 i; F# A L# G - @changed_battler_id.push(actor_id)
2 i% y( ^4 L; W - end_battler_select! N( P- [$ z) E! N4 {' ^8 z
- phase3_next_actor
$ B% x" L: p7 i! [; w6 r% T - return% J* N9 ^. ]7 [0 p3 C& \0 U* j
- end# j+ A. d# O+ S; F% M
- end
( o: ^1 ^# t& T7 ^ - # 行动方动画
: V8 p: U" y4 ^ c. o - def update_phase4_step3
$ S! c9 O( b" _# Q - if @active_battler.current_action.is_change_battler?
8 C$ n$ l" i; v( u" T; e - @animation1_id = AnimationChangeBattler
6 M2 U Z9 M; i$ o, p - @target_battlers = []
7 k0 V, O2 U' C' c- y L" I8 f( u/ e - end
- ]; C; B7 q& c# M+ P1 V - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
7 ]- Q3 r; N, c( T* J3 W - if @animation1_id == 0- w: C3 L9 u" x% H
- @active_battler.white_flash = true p' h) J; s+ d. M( d) f
- else
! u) u5 w6 w# ~7 m# w/ O4 t8 _ - @active_battler.animation_id = @animation1_id! Q) X# ]9 m' z& C6 p# g0 B, y: _
- @active_battler.animation_hit = true1 e% |+ _. _# {
- end
3 S u9 y2 I9 T; K5 E - # 移至步骤 4" m h& X/ s' |5 N3 Y0 o
- @phase4_step = 4
2 d/ d* |$ a; J. X/ q - end
: z; f" G1 Y; ` - # 对象方动画
# G9 V6 a9 K. K* o4 Q/ X% S - def update_phase4_step4
) A4 g7 s- ~6 U1 @ - if @active_battler.current_action.is_change_battler?6 U3 W; E& H1 {( z9 i
- actor1_id = @active_battler.current_action.change_to_battler8 a- K3 v1 q& Q% Y; Z" h0 S1 O
- actor2_id = @active_battler.id
- Z0 _' r- m3 k - (0...$game_party.actors.size).each do |i|
; L* j5 m; Y0 o' I% K& J - if $game_party.actors[i].id == actor2_id8 F8 {5 E' C9 d$ c
- $game_party.change_actor(i,actor1_id)! \+ m1 B. C+ T2 h Z
- @active_battler = $game_actors[actor1_id]
* B8 Q( I, x- k2 S; k8 m W4 K% p - @status_window.refresh
6 ~) r% P- \" S% C. U4 C3 l/ e8 v6 } - end- t. j; S+ P* O9 o: [
- end
' {, n3 o# J9 s - end* o# R; d( ^! A! y1 ^9 ~* w- R3 V
- # 对像方动画
. i$ X3 r' S' f0 k; b; v5 x w* r5 z - for target in @target_battlers- D' S( N- \4 A; ^. G
- target.animation_id = @animation2_id8 u9 D$ {/ }4 ], u9 a6 v
- target.animation_hit = (target.damage != "Miss")1 {8 W" x2 Y( Z9 u! ~0 n
- end8 T P/ `" W" ?* _$ Y, t
- # 限制动画长度、最低 8 帧
; h1 F$ k; |, R8 o" f9 F6 p - @wait_count = 89 c/ A o' g$ d9 t' ?
- # 移至步骤 5
R; A* S8 U1 u q - @phase4_step = 5
% r& R( A7 ~" F" J- r& s2 R - end/ K E& m- f1 I8 d; |
- # 公共事件, Z1 l6 s# Y+ B9 a; N; o
- def update_phase4_step65 R- f7 O, s) \' D! {8 G
- @target_battlers.each do |target|9 M- A6 Q# j$ e0 b* H
- if target.is_a?(Game_Actor) and target.dead? and
; }, H5 K( c0 V! P2 @9 y! e3 M6 a7 Y - !$game_party.other_actors.all?{|actor|actor.dead?}
, T+ J6 D/ Q; g5 v: l - @actor_window = Window_Actor.new) y9 v, m" P& K- U: g s
- @actor_window.index = 0
* R3 P! z- d7 ^) E8 T - @actor_window.active = true
/ C" s ?# c" o' c' `8 ^6 Z' ^0 s - @actor_window.help_window = @help_window0 t5 f* y! X- S" O# G
- actor_id = -1
+ a7 i% j& q l( d, L1 g$ i - loop do. {- R7 \2 w1 Z/ z6 n2 w
- Graphics.update1 c' C) j5 R! Y, L
- Input.update# w8 J, e" ^ ]& M
- @actor_window.update9 i" }: v" @4 x1 n! A& N4 D
- if Input.trigger?(Input::C)/ M |' L* S. B/ W- g3 U7 }# l
- actor = $game_actors[@actor_window.actor_id]) M" Q$ F: M1 x
- if actor.dead? or
8 Z1 m# N: [2 d* {6 h& p. Y I' b# \ - (@changed_battler_id.include?(actor.id) and
( D( q. h% I1 z* z - target.current_action.change_to_battler != actor.id) or% t% ?/ f5 U" ~$ c- W
- $game_party.actors.include?(actor)
$ `2 s) X& D: b5 C( @9 s$ m - $game_system.se_play($data_system.buzzer_se)
* g/ r# N1 |2 D$ B' ?( O3 q7 ?$ e - else
7 [) O, g8 u j" ] - actor_id = actor.id
6 d1 K3 x7 |3 }6 C5 y - end& W+ {: C# l2 ]+ p p
- end% i( w m( b9 A. R1 t0 x
- break if actor_id >= 09 X$ p2 S. X8 I5 T* y
- end
# u! k* x6 c6 r/ ]( x - @actor_window.visible = false
2 e3 K7 f0 K" Y: W/ f8 i2 S# N* P: k - @actor_window.dispose$ g) M# L1 f% ^( e. a P
- @actor_window = nil
" Y* [; J! {) T- G - @help_window.visible = false4 `: U: `! {3 `) b _
- (0...$game_party.actors.size).each do |i|
3 \% P9 t! q: m/ p) L3 D% V - if $game_party.actors[i].id == target.id
: U; J; I! E$ l - $game_party.change_actor(i,actor_id)
4 r, j) i( y$ r8 ?( Y3 V9 k7 B - @status_window.refresh+ {! i9 m; f3 G) p) f- \* y
- end
) Y6 g, H; D3 D* i) R - end( J. D- q+ ]# b% ?
- end4 X6 t- B. B1 N G! \7 `
- end/ v3 A$ h1 k& Y. I$ ?
- # 清除强制行动对像的战斗者. s7 i/ e+ Q- r* u6 i
- $game_temp.forcing_battler = nil
1 {, ]6 n) L# H& m# I, k7 _3 G - # 公共事件 ID 有效的情况下$ G5 k4 A! L8 q( \; O
- if @common_event_id > 0- l3 \* Y; A' X
- # 设置事件
, `" T @3 M' Y( a3 H8 ^4 D - common_event = $data_common_events[@common_event_id]# [, R# q: d( t1 b
- $game_system.battle_interpreter.setup(common_event.list, 0)
8 ? s' x0 i: j0 B4 Q6 r - end
& S* K4 ^& h6 J* R. N - # 移至步骤 1. R- _# C5 G Y* W5 q+ s! _' |
- @phase4_step = 1! N6 y& h0 U& y" N
- end7 `" J' i% q! d( w* g( s/ z
- end0 L" a- f0 R0 X& Y4 @
o) I/ _. l$ @8 K) G; T, H/ X- class Window_MenuStatus/ a& {9 a% p( V3 J" c
- def refresh
9 y! x, T# @5 i1 G4 y* M% {; H6 Y - self.contents.clear( i2 H! h( ?/ O! r; P% R
- @item_max = $game_party.actors.size0 T8 u2 U8 R* E. O. I9 Z6 Q
- for i in 0...$game_party.actors.size
. |, m# ~$ R9 s N9 Y - x = 4
0 j/ R" Z- @, x- \ - y = i * 32
+ j9 d8 U. D4 n) |8 a! g) I - actor = $game_party.actors[i]
. X+ l* e3 T, B U. | - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
- w! B# b; P# x6 G* S - rect = Rect.new(0,0,bitmap.width/4,31)
0 Q2 v n0 I, |% Q8 O2 C - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)- |! Z# L9 d! T( F+ Y" R
- draw_actor_name(actor, x+36, y)
8 m( A, A5 J; U( z" ?+ Y; a" e& R - draw_actor_state(actor, x + 136,y) ~! _ `$ _; P* _$ E+ p
- draw_actor_hp(actor, x + 236, y,96)
$ {$ L& @+ G! o3 X - draw_actor_sp(actor, x + 336, y,96)
0 L S) ?! a: b+ r5 b; i3 f - end: ?0 \0 q( Q; Z
- end1 p' p' p( o5 {% ?
- def update_cursor_rect+ B: R2 q. g1 G! v$ ?, [5 Y
- super' t# J' }) v9 [" P) e5 M/ K
- end
y& p. C' m% M7 r2 L - 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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