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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
8 ]4 O* E0 Q# `- Z$ @/ _ - ) A5 p* Z4 d9 f1 c' C |4 i9 q; d
- # 队伍最大人数" R" s- I- ]. B7 O8 o/ N! X
- MaxPartySize = 87 Y5 D5 ]. U& ^& g2 o
6 \* h( j2 U: \0 D$ _5 J- # 出战人数1 [& B+ C1 P3 {, |
- MaxBattlerSize = 15 N9 \5 d) ]1 u {0 M8 ]
; I8 `7 |* F8 b$ l' b- # 换人语句& t( e" x6 v3 H' ^! v0 b. p8 C
- WordChangeBattler = "换人"4 F3 p1 L( B' P7 O3 j) y$ [* n' m
0 |: U. g* Z; E- # 换人时播放的动画
U* e! V' [8 H( b3 F6 v7 d - AnimationChangeBattler = 26 K/ m; J5 M7 i9 y6 @3 n6 S
- G8 [7 v+ {; N+ w) `- end. W0 r, Q) G& V" g6 c
5 j' ~/ e# w6 @- class Game_BattleAction& u1 F6 j! L" V/ E
- attr_accessor :change_to_battler" g" q1 s; |( }+ ]
- # 初始化5 Z5 I3 ?1 j0 ?' ?: P9 C
- alias lbp_initialize initialize( q8 k5 }9 ?& w( Q9 y. C: h% ^8 o
- def initialize
, c+ m; g% ~8 C' V* A* W+ j - lbp_initialize4 o, ~! U9 y; [- ]
- @change_to_battler = 0
( [8 p; M* R- }$ }+ W9 `1 p - end; f& Q/ m- S |
- # 欲更换角色编号
, S9 a0 R. p- {9 }+ U) E - def set_change_battler
0 V% Y8 L Q' m' O5 _* { - @kind = 3' G( R6 {# d* \8 Q$ N- u
- end
3 X0 `" z0 W7 h* A6 W N0 N - # 判断行动是否为更换角色
8 [ `4 I+ E/ g% m1 U8 K5 q - def is_change_battler?
4 e, ?4 X% _' b - return (@kind == 3)
3 H) c8 A" W* H9 s* D - end
5 z3 H1 `3 B5 s1 Q6 f$ _ - end
+ d4 W9 [% k/ \9 u5 H6 S
8 U- N* G. R& i, r/ }! C- class Game_Party! L- v* c' B, Y2 P" o$ W1 u5 g
- include LimBattlePlug) T& }4 q& R2 S& o- a, h
- attr_reader :actors2: Y- x5 q8 A% ~: U
- alias lpb_initialize initialize
% v2 ^" J3 K" G2 P - def initialize
& v b0 Z( z0 y! k - lpb_initialize
- A3 A0 E6 v/ O+ j - @actors2 = [] x# T7 _% ^3 e* J* U2 O+ H( d$ v! d
- end; [8 ^8 p6 L/ _$ K' u$ T H# W$ j
- # 角色加入$ H' d9 T# M" {# I
- def add_actor(actor_id). t3 k, l( D0 I' ~; i }0 C) `
- actor = $game_actors[actor_id]
& i, @* d: R& x - if @actors.size < MaxPartySize and not @actors.include?(actor)
% E3 ^. S6 b; F, m3 @ - @actors.push(actor)4 @5 W( i* t* \ y5 t) o& G6 p
- $game_player.refresh
' |% b& V1 h5 T5 m g9 @# a# o, z - end
: O% @0 Y3 r e# O/ s - end
* F4 ]5 g& f2 z* ^! c - # 设置战斗的角色- Q# O, a$ ^: D; C& O$ K1 ]8 Q
- def set_actor_to_battle* v3 ]# w& o: N- M( L2 Z6 {: G
- @actors2 = []
6 r1 G& {' D3 P4 \ - @actors.each do |actor|
0 o' E, i7 C( `0 _5 x! x# C+ \ - @actors2.push(actor); m( Z0 R! i% S
- end
! c2 d7 M% ^6 j - @actors = []
, J! X" ?0 U7 D# F# n9 E7 J- V7 \ - @actors2.each do |actor|
8 \" t7 F( }6 B0 X! F- d/ | - @actors.push(actor)& c, R, b3 j: B" o7 l l3 I- W
- break if @actors.size == MaxBattlerSize8 a# r8 [ s: q! R7 B$ q+ _" L5 _; }
- end! }; k8 ^! C% V
- end
+ ?5 ?7 V- g7 r6 f - # 还原战斗的角色
% Z& G# a) i5 ~0 @( X" u - def set_actor_to_normal
$ ?; e: l" c/ b- r! N* g9 ~ - @actors = []
8 ]2 h! w! A( z& O# ~$ W - @actors2.each do |actor|
- I9 O& c) i2 a6 h - @actors.push(actor)
# N5 m# s% Y N9 Z8 @/ \# M3 X1 K - end
l, g8 R5 w7 Z6 W4 R0 B0 W7 _ - end
7 X& R* W) O' Z& y - # 获取角色id数组
& p% {6 `% ]& e& T - def get_actors_id
; p! I( S# \( M/ R1 _ - id = []
0 w1 ~- E& j* W - @actors.each{|actor|id.push(actor.id)}
% o1 A: ?5 v" A - return id
8 P8 M; G& t6 O5 k5 N) x - end3 E! p4 }9 ~! Q( g6 p3 k5 {
- # 获取角色id数组
R! k: N( ]( K( n, I! R0 ^- X - def get_actors2_id0 X/ o& n8 |- V3 Q2 U4 W6 l) H6 ~5 }
- id = []
, A3 G# k0 X6 k. L( k - @actors2.each{|actor|id.push(actor.id)}
7 _1 B4 s& @0 ^+ H - return id8 U3 _" `9 C) Q
- end
/ q" _! @, G' t9 f+ L - # 兑换角色& Y9 o: y4 X0 m% z" r
- def change_actor(index,id)/ S8 K- ?7 L# M. y2 |( Z+ u( {/ }
- @actors[index] = $game_actors[id]5 E- ?. j5 D ?4 H
- end! ~* j2 o8 b, }. B7 |4 m+ K" ~7 w
- # 全灭判定
9 y; Y j; p. u3 n - def all_dead?
& H6 v& B5 o7 z - # 同伴人数为 0 的情况下% Y- S! w) \7 c8 h4 ?4 R; Y h
- if $game_party.actors.size == 05 `3 s# d* K) e5 Y9 G
- return false
^9 S" W8 }5 d! U - end" b+ s5 c( L* `7 a( h0 d
- # 同伴中无人 HP 在 0 以上
4 r3 c9 K y) K: L - for actor in @actors2
& V4 t; E* d* Q( X0 T - if actor.hp > 0
3 ]9 E' a! A: s' v; t3 i; i - return false
1 q, B. C& q1 t5 w5 T) p8 a8 Q - end# e9 y& r- j0 K' W' Q
- end
: K3 T* a4 I; v0 t' R - for actor in @actors7 p3 y3 K2 w! B8 N5 f2 ]9 w
- if actor.hp > 0/ x8 J) ~8 H3 ]+ Y, c0 d4 H" B
- return false
" Z3 w1 y1 ?* H - end
& }3 N- f( E6 c5 Z2 z" _" }6 \) h3 I - end
- I/ f* ]; Z8 z* g0 c - # 全灭
! J4 r# _ J9 M% \ - return true" p: b! E8 b( _. I# ]: G2 T; ~
- end
* X, b, F: r, h6 O+ w - # 其他角色
+ D' Y) K# G) k7 A" Y - def other_actors
& L/ \/ W$ Z' i6 `! _1 s. j+ k - actors = []
7 W% z, E* F; B- J; N: L3 x - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
7 a4 [$ c- r- } T. ?( H - return actors
& {$ f0 u( S. ^1 u# z4 V - end
% s$ \' E" \! E7 ? - # 角色位置互换1 v, S+ j0 g" E, J7 n4 R
- def change_actor_pos(id1,id2)3 A: P* o' B! o: A/ J; {
- actor_id = []: M a/ ^* i- w" y9 ]. Y8 }& A
- @actors.each do |actor|' m% Q( Y% W) r1 P
- actor_id.push(actor.id)* Y* ?0 C5 H% X1 j2 b7 Q& b
- end8 ~, v* u& X7 W8 ^1 N1 `- \
- return if !actor_id.include?(id1) and !actor_id.include?(id2)+ m+ M: ]4 h& ~
- id1_index = id2_index = -1
# F* N: E9 ~5 m8 r+ k - (0...actor_id.size).each do |i|
. J7 b& B" ^8 S0 W6 N0 L) ]% }' B - if actor_id[i] == id1
! Q0 Z1 L" [8 J7 N - id1_index = i, M( u, p3 Y! j/ @
- elsif actor_id[i] == id2( s5 R$ K8 I: F6 h+ B, @8 o
- id2_index = i
1 {, c5 V6 t8 J6 x" R - end
* ~' {% @3 F! w8 ~# n# I) I - end
' \ m6 Z0 Z' a' c - temp_actor = @actors[id1_index]! B5 N- I, @4 M
- @actors[id1_index] = @actors[id2_index]
" W/ c2 @. N, E" R, H3 Q: U5 L - @actors[id2_index] = temp_actor
! _" Q# j! t ?8 }7 t7 o1 M - end
& N* B- d' w' S) |+ G2 ^ - end% G$ M7 ^1 h3 v$ Q6 X2 e2 _; H
! Z% i$ s2 y0 ~- class Window_Actor < Window_Selectable
2 m" g: g {9 F* W6 s& b; _ - # 初始化$ m: z9 R! o" k$ W$ i) j0 b
- def initialize
) H8 {4 |6 y) U: {$ q: Q a - super(0,64,640,256)
0 r8 E$ q. Z* c$ r - self.back_opacity = 160
6 S8 G. d2 ^2 } {: p - refresh
" d3 s: g2 Y7 s9 _; u - self.index = -10 O4 u' R; [5 @5 s% O6 s4 J Y8 I
- self.active = false
8 f* p9 {* k/ Y - end' ^6 a- q3 b q7 p1 m8 z
- # 刷新. ~ M( p$ T8 ]- P* E
- def refresh
! t( Z' B. H, o7 a; K2 d# l% U - @item_max = $game_party.actors2.size
! C6 I2 X! @ r3 w - @data = []' l1 {1 x5 u' l0 `3 N, a
- $game_party.actors.each do |actor|
3 D' c! m3 c$ i - @data.push(actor)
, J) i {$ [# O4 p, T - end
7 B) o* x8 G: q& I' j. W - $game_party.actors2.each do |actor|
0 ~, F/ I) [% D9 F k+ }5 N" y - @data.push(actor) if [email protected]?(actor)4 `3 }# ^# A: C% t3 y2 h
- end% E" ^7 ^( L, Z: d
- if self.contents != nil8 t' m8 m# W& @1 T6 y
- self.contents.clear- c4 X. m. [" h( l7 O* C
- self.contents = nil
. K; \5 \, D- g. ]5 c8 Q( J - end2 i# C0 v2 M) @) O# h5 h A
- self.contents = Bitmap.new(608,@data.size*32)
R) H% @7 p; l& U - x = 4
; b: k: n' U# z$ ~ - y = 0+ w- i( E$ F) K% ?. P! h7 G" U m
- @data.each do |actor|
+ d" w2 B2 x4 N$ B# i - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue); m, O5 b C# A. n4 f: d. B
- rect = Rect.new(0,0,bitmap.width/4,31)6 F; Q& f- w! o* d+ e0 z! z/ F
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)( o* j( A+ ?) T1 r k
- draw_actor_name(actor,x+36,y)* C: s9 S5 p/ w3 u/ L# n
- draw_actor_state(actor,156,y)3 y' w8 Z' C. ?
- draw_actor_hp(actor,x+256,y,96); [9 U0 z8 P$ N2 y8 X% C
- draw_actor_sp(actor,x+376,y,96)
8 X2 h. j/ Q& |2 ^0 v2 T6 d - if $game_party.actors.include?(actor)1 @7 K( K$ M& X, i2 a- U. q
- self.contents.font.color = text_color(6)
4 G u1 ?4 W5 C+ q0 I1 O" Z - cword = "出战"
J6 \, o% ^) y8 C( H# L% T# I( S - else7 ~) g- D. C5 @/ p5 t1 d" H, x
- self.contents.font.color = text_color(0)
' q3 B: I% y" t- u3 X6 C2 A, M - cword = "待战"6 X$ @1 w; w. [1 t! k
- end
4 M& X, h3 s) F. [; Z: }7 {9 g - self.contents.draw_text(x+496,y,60,32,cword)
/ i+ L9 K8 M5 U" |: [+ b& } - y += 32
. t1 T5 I3 I. E5 { - end
% E5 v; r6 p. ^ X - end/ Y S% }: `5 T, X& v$ Q& Z- C
- # 获取当前角色编号
! N+ V2 e0 h$ y: `4 f - def actor_id
2 I( X. }# { U) f - return @data[self.index].id
% T" p/ k& _% D" t" c - end8 g$ s" _. P- `) ~/ c+ c
- # 刷新帮助' |+ p* X4 r4 U X; N9 x
- def update_help
3 u* _$ y1 ]; v+ C7 {1 D0 T - @help_window.set_text(@data[self.index] == nil ?\
/ S, ?4 E2 ~0 g& g - "" : @data[self.index].name)& U; B0 L, d; V" j) N
- end
) ?2 W) }% i+ `7 L' H9 Z4 x - end* ^7 B9 F% X) r, L
- # R h2 d% G, l4 r) \( k/ ]
- class Scene_Battle
: y! D' K7 D5 n8 s! o' k: M, ~ - include LimBattlePlug. _" g7 b* E. R4 V0 j4 H' B
- # 初始化; S4 o" L" N: ~% d: ^7 ~( f) d% g
- def initialize
0 ~* O: Y# @( g8 h" O - $game_party.set_actor_to_battle
5 \9 t4 ?/ \+ q; o' l) Q. a - end4 n3 T4 k9 }* B
- # 主处理5 _, S m3 Q6 p1 z+ n- D
- def main
3 S6 o, z' o7 r" F4 E - # 初始化战斗用的各种暂时数据* {0 `8 i1 o: x5 h8 @1 b
- $game_temp.in_battle = true( G0 x9 ~ Z" X; c
- $game_temp.battle_turn = 09 A% x' R8 J3 V6 r" }/ K
- $game_temp.battle_event_flags.clear
7 r Z. z5 F$ a! @3 o - $game_temp.battle_abort = false
/ b$ t& l7 k* b) U/ S2 {3 h. U - $game_temp.battle_main_phase = false3 C& s% E. X3 S- ^& S: t) M
- $game_temp.battleback_name = $game_map.battleback_name3 Y! Z4 j- O5 b) F9 K; \
- $game_temp.forcing_battler = nil
) V0 S ?. I: f8 ~' w, }+ g. z - # 初始化战斗用事件解释器1 t) j, e6 }* P/ y5 k+ G* {
- $game_system.battle_interpreter.setup(nil, 0)
; o& h4 ]$ e* j0 g4 n% h5 G - # 准备队伍
/ ?! ^ s# ^' L1 K) x" F% r- U* n - @troop_id = $game_temp.battle_troop_id, Q% F, m' T) a
- $game_troop.setup(@troop_id): `3 F3 e6 U6 r. e# l8 l
- # 生成角色命令窗口3 c& \4 ?8 s; }3 }; t/ `
- s1 = $data_system.words.attack) M* [1 F7 y+ U
- s2 = $data_system.words.skill
5 y" |' c2 K0 A3 }/ t - s3 = $data_system.words.guard
) k3 w2 {( r) m( m: G - s4 = $data_system.words.item. ?( [" z0 X. t8 b2 _* R* ^
- s5 = WordChangeBattler) Y, c4 x# w: ^8 B& k+ c5 S
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
" o. D y- T ^* \. O% i/ F - @actor_command_window.y = 128& d6 b! x- X4 z, P! `. J) C/ O
- @actor_command_window.back_opacity = 160
" |5 d2 B/ h7 {2 V! q3 C2 F - @actor_command_window.active = false
5 B- [8 ]) W/ }( n2 x4 P - @actor_command_window.visible = false8 C. X E+ x2 x7 X
- # 生成其它窗口1 p% w9 ~8 J/ p& W: D
- @party_command_window = Window_PartyCommand.new
2 ]! |7 ^3 x! l6 Z! E) G$ ?2 B - @help_window = Window_Help.new. O# {# f+ J0 p4 g! P1 p: _" Q
- @help_window.back_opacity = 160" \' }; i" F, _' g9 R
- @help_window.visible = false
$ s! s/ @& ^% A0 ~: i. b - @status_window = Window_BattleStatus.new
& F/ ~ c# K2 x: D' n# K - @message_window = Window_Message.new
- z4 j2 |. }* v" E3 m, p; ~ - # 生成活动块
& b( X% e# r# X& ` - @spriteset = Spriteset_Battle.new
6 U6 U- @; f" `/ j3 o o - # 初始化等待计数8 K7 X# u% L5 f% A
- @wait_count = 08 x' K; L/ ?* y% c. ?
- # 执行过渡
t8 v, n" T; C5 w+ s' H. b$ u - if $data_system.battle_transition == ""6 s U/ T4 [: I7 Z" g! ~
- Graphics.transition(20)
7 R- m y( j2 v8 V - else+ g: d) P( a0 c, {! ^
- Graphics.transition(40, "Graphics/Transitions/" +( s! h9 ], @2 P3 }
- $data_system.battle_transition)0 v2 h0 j' k8 t4 A3 C" O0 [6 o
- end0 J+ T$ q. L) C. V
- # 开始自由战斗回合 }5 [: l6 ]: Z5 t3 m0 e
- start_phase1- P8 P5 q, l$ ?
- # 主循环- `1 J- h8 @* O4 h, C: R3 A. d
- loop do } Z% k3 Z% J9 G' y2 m; c+ v3 ?
- # 刷新游戏画面1 @6 Q8 y. G( h1 ]
- Graphics.update/ o+ ^+ a' L1 B( ]# n
- # 刷新输入信息
( `5 ]( H# ^1 F9 t | - Input.update
& Z/ T' u9 V0 N j$ ]; [ - # 刷新画面, ]" }' ^' _; z- n& g$ ?9 w) g9 g
- update7 j1 [7 T6 W3 V) [- V5 X
- # 如果画面切换的话就中断循环/ U9 x) |4 `4 D9 l, ]7 c
- if $scene != self
2 g2 w- v& ~/ o - break4 m: o9 R3 [% Y, j5 i! m }7 W, d
- end
( [. w+ q: w. r5 D - end# F/ |* F$ j& p2 `& x; A/ F
- # 刷新地图
, J3 }+ q: [4 }5 \$ k# ` - $game_map.refresh
! ~4 c/ n! r' Q( f: J& Z - # 准备过渡( s2 \) L! m; B, B
- Graphics.freeze% J* F5 t1 }$ R) k
- # 释放窗口/ C5 d0 R8 B. P0 J; @2 R0 j( e
- @actor_command_window.dispose& ?" i. k/ D6 ]+ `5 x) b6 f' B: x
- @party_command_window.dispose
) a1 l& g, A% D& k& J) b8 a/ I - @help_window.dispose, k' a( p X. w% e& N
- @status_window.dispose5 I6 q; V s& Z* x
- @message_window.dispose* ]; D. C8 p' S
- if @skill_window != nil) `1 z1 l8 f1 @ ^! ~8 h* t
- @skill_window.dispose9 u# }4 Z# Z0 d
- end1 w A8 a% X! \2 Z* k( Z
- if @item_window != nil
" O" m' Q( S2 ^* F6 n% C d$ v - @item_window.dispose
1 ?6 g- U( K1 f" W, ]* f) ` - end" g0 \1 @4 l6 U) k- |; k
- if @actor_window != nil
7 I# ~3 h: [1 p, I8 m - @actor_window.dispose
( w( H: j( h2 B# G5 w1 K: ?* O9 F - end8 v% ~% z$ t. P6 w9 G/ L- H
- if @result_window != nil1 W$ W; d! x( E, i0 S$ E- w6 m) |
- @result_window.dispose" r# U& ~, h7 X+ } z6 Q
- end
5 o( c1 `( P. u; { - # 释放活动块
4 C- W! p( q! U/ g - @spriteset.dispose1 x: G& U4 _& p1 d
- # 标题画面切换中的情况
^4 j9 n( B) u0 M. F - if $scene.is_a?(Scene_Title)8 e2 h/ r' W3 h9 E
- # 淡入淡出画面. [8 `: N' z1 \% i% K( ]
- Graphics.transition
+ C3 g4 `5 R0 I9 X3 Z! { A( j - Graphics.freeze/ T4 a7 w0 K$ ?# g: S! E( | w
- end
- w4 K0 [# d- O9 o8 w: c* q - # 战斗测试或者游戏结束以外的画面切换中的情况* x; Y7 |$ J9 G4 b; V8 d8 e
- if $BTEST and not $scene.is_a?(Scene_Gameover), Z# Y3 l5 N y3 ]$ f
- $scene = nil V @1 E# q( y/ N
- end, A- a" Y- n0 c2 Y, Y8 E) {% O
- end
2 c+ i/ y; n! p- K - # 战斗结束6 d' W4 ^. d u0 d! C
- alias lpb_battle_end battle_end
+ T: ^% d7 E' y6 a - def battle_end(n)/ c; q0 w( s5 `
- lpb_battle_end(n)& k: B4 c0 R0 C: E( j" z
- $game_party.set_actor_to_normal
' Z9 q# Q4 {0 O5 \( X/ f8 a3 ~ - end
. a1 Y$ _6 n$ A0 F$ g - # 开始回合3+ h2 d+ f' k1 q" a2 @7 Q$ Y" _
- alias lbp_start_phase3 start_phase3
8 s' N* f( C$ {' J4 j - def start_phase3) c: m+ G+ d4 h* k5 H* {7 \
- @changed_battler_id = []
; C# {6 L Z! S+ @ - lbp_start_phase3
' f" n1 L) Q% {9 A B- | - end7 \2 c, U3 ^( }( k& y- M
- # 刷新角色命令回合画面
0 f) N. m6 m3 }5 e8 W. o2 U# S9 @ - def update_phase3
! c+ ^; A+ s* o5 }, c D - # 敌人光标有效的情况下- H8 W% u# S# D7 F, g2 T
- if @enemy_arrow != nil: R4 W5 |: l, E" O4 X$ o9 h
- update_phase3_enemy_select1 ^( S7 j H3 i! Z0 ^/ l
- # 角色光标有效的情况下
/ E% |% i5 u: ]& @9 W - elsif @actor_arrow != nil
Y; l; w8 n; f& [ - update_phase3_actor_select. S: q0 O/ v# Y: h8 w) [# _
- # 特技窗口有效的情况下
) x9 \. \% b7 W: _- d - elsif @skill_window != nil
! n( `0 t# H4 H2 r - update_phase3_skill_select
# I+ f. b. I3 E) l/ x J) z - # 物品窗口有效的情况下
4 C8 P. g2 v9 Q- `; s. w; w - elsif @item_window != nil
5 z' |) D6 `+ M0 H4 S5 q2 H - update_phase3_item_select4 A n+ \: V6 [
- elsif @actor_window != nil
) L7 \4 g% d6 u1 ^ B' x - update_phase3_battler_select
$ F; Q4 ?0 v1 k8 J( r$ q. ~* O1 U - # 角色指令窗口有效的情况下! c: Y( d8 I- ^* W
- elsif @actor_command_window.active* |6 p3 _( o& I" V
- update_phase3_basic_command
/ T2 E5 ?* I8 E, P& |0 a+ l - end
% a+ n% @) u/ B/ D8 B8 X$ a" w - end
: s6 p. o; Z# u9 |1 Y* q6 N - # 角色基本命令
4 f9 w, Y4 G) ~ - def update_phase3_basic_command
$ Y6 Z6 p! f* g% d8 @, R0 V3 | - # 按下 B 键的情况下# o, G: _1 S5 w- r0 ?
- if Input.trigger?(Input::B)
% {' \0 a8 Q6 b0 l9 I3 R - # 演奏取消 SE
/ G& |6 W6 `; ]. x/ `( Z - $game_system.se_play($data_system.cancel_se)2 i% W) X& n! ~; H0 w
- # 转向前一个角色的指令输入
% n3 w. N- W* H: n5 P# D - phase3_prior_actor
1 P8 q; [! w) ~: D6 d - return7 ~0 P+ {9 ?$ \# R$ Y+ B! R
- end2 u, D a- o5 [& r" z8 @
- # 按下 C 键的情况下
6 t! U& L5 J2 C9 y2 z4 r. r D x& s. o - if Input.trigger?(Input::C)6 S% f& ~7 X5 u8 }! }3 D
- # 角色指令窗口光标位置分之* K$ O: K! S6 Y6 J: H
- case @actor_command_window.index& {' k* \" e& t B# f4 {
- when 0 # 攻击 w. Q4 ]/ [* ?" z3 ?1 N
- # 演奏确定 SE, C7 V! M N$ ^1 P& A, W$ p) R
- $game_system.se_play($data_system.decision_se)) R. D% }9 W1 e3 [) E1 L: L+ Q
- # 设置行动
6 C- @3 b1 \4 L& p! ^- r - @active_battler.current_action.kind = 0
/ V g9 l3 p0 }2 x+ O - @active_battler.current_action.basic = 0# y1 ~- V( J1 Z8 P6 _
- # 开始选择敌人
0 L# I! |5 a, u# t - start_enemy_select
& S2 J! l E6 @2 A* P - when 1 # 特技* Q! `. Y, C2 f2 \
- # 演奏确定 SE7 }5 @8 v0 ]( ], ]% D0 ?8 \: X9 W
- $game_system.se_play($data_system.decision_se)! L- E4 [0 }$ C4 ~
- # 设置行动$ O1 ^7 ~5 q2 a' K9 [
- @active_battler.current_action.kind = 1* P s6 E1 i6 h+ K8 t" X3 q
- # 开始选择特技
7 x1 e5 g' T# k6 X& E8 W - start_skill_select6 x. x! q Z3 }' I ~; K l
- when 2 # 防御- l& K( P7 h& z+ F
- # 演奏确定 SE
/ s! Q: P% _0 Q - $game_system.se_play($data_system.decision_se)
- p% D( M q! t. e - # 设置行动# b$ p; t* ]/ l5 F- j: L
- @active_battler.current_action.kind = 0* ^* Q# _5 k6 Z
- @active_battler.current_action.basic = 1
- ^# L; j; {4 i* U- y - # 转向下一位角色的指令输入
# L7 y& L# d# M& E2 d- S/ e - phase3_next_actor$ s J4 Q8 o* A) x, a
- when 3 # 物品; ?* A* I) [) Z4 A
- # 演奏确定 SE3 F* K, q% a% a+ u( {
- $game_system.se_play($data_system.decision_se)( t' r5 l( [$ x1 {# J+ z
- # 设置行动
& I. T- l6 j! |7 }+ X0 r: p - @active_battler.current_action.kind = 2: s% `! n9 d h
- # 开始选择物品
2 Q5 v i9 ~! j s# r - start_item_select6 ~8 f, T) e7 v9 @& _
- when 4 # 换人 J- e# \" n( k5 v; p7 c
- $game_system.se_play($data_system.decision_se)! E) c. v- N. p* _
- @active_battler.current_action.set_change_battler- L6 s2 g W9 l4 l" e, G
- start_battler_select R8 C, r- s% q! W4 g" P
- end8 m( f& E* o g+ G$ N
- return6 F' t! U Z0 _3 a
- end
6 u* g! v( \( n9 K8 g5 I9 _% P - end
, f$ t9 D$ Q% q; a - # 开始角色选择, w5 _/ @0 p; r
- def start_battler_select
( O* P4 ^) a5 p - @actor_window = Window_Actor.new
2 v9 `' ]( e# e7 p- |( c5 r - @actor_window.active = true
7 t; _( M9 U; X - @actor_window.index = 0
- E% b( I3 h! {3 u - @actor_window.help_window = @help_window
$ }* A# ]2 M, F ~! L6 ~ - @actor_command_window.active = false
4 K# I0 I F) z8 k4 g - @actor_command_window.visible = false
) ~4 [/ F6 b- p. ~5 E1 o - end8 q1 m: F- o" M
- # 结束角色选择" e' P/ K' g* S* |2 k+ L
- def end_battler_select& R6 w% r% r$ x' \7 b
- @actor_window.dispose; n {% _6 x/ J# V" i
- @actor_window = nil$ Z Z1 C5 @5 I3 K* a' v
- @help_window.visible = false
$ t8 `8 x( G' i - @actor_command_window.active = true7 B" z5 q# S- _( i
- @actor_command_window.visible = true' V* \7 n( |% e! t! P0 A% U5 k
- end% @& r0 G% I" n8 F
- # 刷新角色选择
4 ~+ O- g4 \9 D# U - def update_phase3_battler_select7 y2 c$ W+ g' ?9 F$ n
- @actor_window.visible = true
% I; _* a0 Q; Y - @actor_window.update
& W" G2 d- F0 n3 z m, T - if Input.trigger?(Input::B)( l8 w- P: E4 u B
- $game_system.se_play($data_system.cancel_se)
1 }/ j+ H {8 E, S9 _5 H6 k/ I - end_battler_select
7 c( T* |" x K/ s" ]+ u' v0 U" m - return4 b x9 V2 F! I0 {7 K# C
- end) F/ D1 l2 T& Q% l. Z% }/ ^' t. w
- if Input.trigger?(Input::C)
/ {* b3 S; W# |- }, I( I+ P; E; A - actor_id = @actor_window.actor_id
, p& y' A& r j6 P* f3 F - if $game_party.get_actors_id.include?(actor_id) or
' O& J; m7 Z" H# G, M( I, {7 | - $game_actors[actor_id].dead? or / }* g8 ~7 D4 ^# c# _- n
- @changed_battler_id.include?(actor_id)
9 _* O. G2 p/ i( |6 j. x; E t* Q - $game_system.se_play($data_system.buzzer_se)
0 i3 |0 G0 ]5 A# U# l% b5 s% ` - return% B3 i' J& V$ T8 s% v1 Y9 Z
- end+ T9 \0 i: \% W! J
- $game_system.se_play($data_system.decision_se), V! U: a: O9 M3 i& f) v
- @active_battler.current_action.change_to_battler = actor_id
1 C' Q6 U/ C( p/ l2 x - @changed_battler_id.push(actor_id)6 H8 z7 y, {$ {3 ?3 g' j* O3 y
- end_battler_select
. d$ V7 u7 f9 A5 t# H' J) C - phase3_next_actor
# |7 L3 ~+ S5 T2 U3 U6 k( { - return2 S7 o L# q4 }; K( n
- end
7 g* l$ I" p$ E3 H: g0 m - end# J: D5 j. l6 ~9 }; n: t
- # 行动方动画
4 r# {1 U0 `. C - def update_phase4_step3# Y" z V$ }: n# O
- if @active_battler.current_action.is_change_battler?
2 w3 p; m* u( o! Y - @animation1_id = AnimationChangeBattler
5 |0 R1 e9 {4 H. W; s1 F9 h - @target_battlers = []; E5 k# v9 ^& Y
- end
! H& H+ j2 c1 w+ T7 |" b2 L - # 行动方动画 (ID 为 0 的情况下是白色闪烁), Y/ ]( M4 l1 m/ y$ G1 p
- if @animation1_id == 07 b/ r# U7 c( N" A8 o
- @active_battler.white_flash = true9 [$ q6 S5 [9 L3 R+ d8 W
- else
{/ k: O& ]4 C" I4 F4 j0 P: v - @active_battler.animation_id = @animation1_id
) N8 h z8 ?0 k: q1 r - @active_battler.animation_hit = true+ Q7 C# T4 | d- f3 R( O; t% F1 q2 f4 \
- end
2 f4 R- \ a! ?7 \+ b% O - # 移至步骤 42 V5 h3 l9 K% [' o7 _! R
- @phase4_step = 4 w$ {3 Q1 @3 V% d' I
- end
: n/ J' ~% P( O ]) ~4 N - # 对象方动画
% \: }3 R( Y% K$ Z9 C - def update_phase4_step4
4 I% u" _* U6 [! m; O* D# L - if @active_battler.current_action.is_change_battler?0 S4 p8 D% o L* e: o2 Z
- actor1_id = @active_battler.current_action.change_to_battler
* g1 I9 J/ q' w S9 x# }* | - actor2_id = @active_battler.id1 F8 K6 V9 @9 B7 r
- (0...$game_party.actors.size).each do |i|
* g$ m6 I3 \: |% C* A9 w - if $game_party.actors[i].id == actor2_id
, P3 M2 I g& r, y; G$ l( S" N - $game_party.change_actor(i,actor1_id). ]8 w* u/ t- j9 q. x) u) p3 X
- @active_battler = $game_actors[actor1_id]
) Z8 G; ]5 v \8 X) J% K - @status_window.refresh# w! Z9 d& f+ [2 ~
- end
) J6 e/ O' e: G- w# ?3 w - end
' ^" M V4 Q+ n0 H - end& M V; F% E6 F* L9 i( s
- # 对像方动画$ b/ E+ e, w h7 H4 ~5 C- n
- for target in @target_battlers1 j( {' U5 M$ {4 ^. H' Q" R. O1 m
- target.animation_id = @animation2_id E/ O" W( T! H/ }5 J
- target.animation_hit = (target.damage != "Miss")
! w) }4 u' u' t+ s1 p S - end
3 i |4 U& G2 x7 f0 d* e - # 限制动画长度、最低 8 帧5 b7 |: B6 T& Y
- @wait_count = 8
~: J5 C. L5 K' I7 E! ? - # 移至步骤 5
- p6 E2 x; [& s1 _0 ]1 R' v - @phase4_step = 5 q1 J2 a8 u$ K( ~, E+ r+ L. y
- end
/ D6 A: } k5 y5 X5 o7 ~5 r0 B - # 公共事件
8 e: N% e J6 G7 d/ Q7 w - def update_phase4_step6
+ o' |8 B' A D$ D: ^# ] - @target_battlers.each do |target|
# i! O u# ^0 D, @+ M' i% ~8 t - if target.is_a?(Game_Actor) and target.dead? and
5 ]3 e1 t! }3 q1 M0 W - !$game_party.other_actors.all?{|actor|actor.dead?}
' C4 w0 B- y( c" o5 y2 g - @actor_window = Window_Actor.new+ z/ N- [+ w% b) i2 o0 ~" Q
- @actor_window.index = 0* f- N& ~5 \' P. i7 j. D* Z! s
- @actor_window.active = true
3 n7 a( W) p4 z5 C - @actor_window.help_window = @help_window
3 j5 B- V. Q, ^ - actor_id = -17 V! a7 _, ?5 b6 u
- loop do; Y( y+ w6 E" S4 c1 n; z1 i
- Graphics.update
! i7 w8 C5 q& O6 x1 ^ - Input.update
: s% }, z: B: ~. |4 R/ h2 W - @actor_window.update1 u- j3 L5 e7 M. M
- if Input.trigger?(Input::C), ?/ d) Q5 h2 {, M2 _
- actor = $game_actors[@actor_window.actor_id]
! I4 q( N1 `* C; V$ N - if actor.dead? or
6 H5 y4 n/ ~( k$ g( W1 V8 F1 { - (@changed_battler_id.include?(actor.id) and
: v1 P8 a% G; N" K+ X) J3 ]( v) W6 E4 ~ - target.current_action.change_to_battler != actor.id) or4 h1 P% @4 o+ [# Z" t6 x
- $game_party.actors.include?(actor)
( n5 @5 X7 P4 y2 \ - $game_system.se_play($data_system.buzzer_se); H8 c3 D4 E# A5 c1 Y9 d. I
- else2 C6 W( K, o4 e, V
- actor_id = actor.id
7 L4 H& t. v; H" w, l' I - end
. `) D; F3 L. g2 z; `# @ - end
/ D/ I$ S2 N4 `7 Y* z - break if actor_id >= 0
3 E0 C& z# o7 G - end# T# c2 m+ E! D- L1 C# [
- @actor_window.visible = false0 p( g. ]! A/ @- }: t+ @& M8 k" X
- @actor_window.dispose
' f& L- d1 V1 ?2 f# X8 Z - @actor_window = nil* ~0 g) c( V u4 F' \: K9 N
- @help_window.visible = false
E5 K( p' ?% T# U; Q% Z! p6 k - (0...$game_party.actors.size).each do |i|
f1 z7 O2 I5 e/ R" Y - if $game_party.actors[i].id == target.id
( j% t8 k+ L$ y7 a - $game_party.change_actor(i,actor_id)
9 T, G2 R* x: t& U* ?) n - @status_window.refresh
. o: k) X- ?% ?% [ - end
& a2 E8 p: \- L+ |# a7 v: B6 q- P* j - end) y7 m% j$ S; y& w9 n9 O& q' H) T
- end8 `, ~7 r- ?, P6 R* o7 B* Z/ p
- end3 \6 [- j- f" ?: o
- # 清除强制行动对像的战斗者, k5 y& h% ?% F: N5 e; A
- $game_temp.forcing_battler = nil
2 l# J* d. I- Q/ w - # 公共事件 ID 有效的情况下5 Q1 |' U8 G# J) ^: _
- if @common_event_id > 0( _! D$ v( U- Z$ v( Q
- # 设置事件6 _1 G' w" o' F- I1 _3 _0 z Y
- common_event = $data_common_events[@common_event_id]4 p, d4 j0 A% | q$ C* G% V5 `
- $game_system.battle_interpreter.setup(common_event.list, 0), T ?! n0 e9 C5 o
- end; j5 c3 M, }1 J5 ^: v- h# j0 P e
- # 移至步骤 1( a' Y$ A8 |, B* u
- @phase4_step = 1
1 L' p: q2 j3 W7 ^& Q+ a - end
$ d* g' o8 y- ?6 r( h7 M/ N$ f - end5 a- W$ m( c8 {7 v; o. k
8 h- E! I" \, x1 A( X$ e- class Window_MenuStatus- T6 @( x5 Y$ V
- def refresh! w- `" P+ r4 E4 V) T) i
- self.contents.clear
3 \; B. e( W1 u9 m - @item_max = $game_party.actors.size
5 n8 n! `) b1 ^& o# n1 V; m2 | - for i in 0...$game_party.actors.size
, Z& j; _7 i' L) [" n1 T6 |* s( T - x = 4/ c* N9 I P. L/ Y% H, \
- y = i * 32
& ^( U/ X+ s: u - actor = $game_party.actors[i]
/ \& K- K# P+ N- R' k0 q9 B4 F; N - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)* v8 J }7 U, v1 t1 u) a
- rect = Rect.new(0,0,bitmap.width/4,31)( l* z3 b3 M" d* v9 t# Q
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
- M8 `1 T) i7 y5 { - draw_actor_name(actor, x+36, y): O% x8 Y9 R! k8 t9 O
- draw_actor_state(actor, x + 136,y)) ` `' k% I; ?$ u) B
- draw_actor_hp(actor, x + 236, y,96)
; W: i6 y1 `# n% N$ p! v/ } - draw_actor_sp(actor, x + 336, y,96)& x7 Z E* W: X$ z; \2 G0 q
- end
0 g- i) W5 J+ j - end2 _1 x( _: l$ ~( Y( y6 [
- def update_cursor_rect! \$ f4 Z h2 [: o# P6 R
- super. s9 H' ^: l! Y7 ^
- end7 j7 Y3 C% d5 [& x3 `2 ^9 h& Z3 Z
- 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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