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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 J. R! s4 h& u; b5 v# \% m
- ; Y; D: P, \7 `2 \, D
- # 队伍最大人数5 F' N( W- N* H2 \/ D
- MaxPartySize = 8- E5 O6 Q! q5 a3 s$ }: g$ |* A4 N
0 B M; l: T- s0 U% l) R- # 出战人数
8 Y' [" U, i5 U - MaxBattlerSize = 1' ^, L3 H* V S* I7 D' k
6 S8 s- @, E, x/ {" y: } i- # 换人语句& E' C5 p2 b$ h; T6 N' ]
- WordChangeBattler = "换人"0 D$ t' L% k' e' p) j
$ h1 T2 \0 q' h0 c f. ^- # 换人时播放的动画
: l: z1 u6 U, i6 { - AnimationChangeBattler = 26# a$ Y5 V& X T" d# V7 A
# ^' w* x6 l) @* H( r* U$ y- end
8 j) z u6 E* E/ V; j+ C
8 }0 [/ Z# l( b5 }- p& }$ i- class Game_BattleAction
5 y6 Z. A) h" f) n, A ]& t! A - attr_accessor :change_to_battler
- {9 p0 M# E) u+ q8 F* T: C3 E5 ?0 E - # 初始化
+ d9 j' C* \0 H4 U/ i" F - alias lbp_initialize initialize
; c2 Y5 m& p/ C/ i - def initialize2 `9 e4 e5 C& r9 n
- lbp_initialize
' R" O; n: q# G4 [9 b* |) A }" r - @change_to_battler = 04 q- |% _9 X* w4 A( x& Z$ K9 @, z
- end
* p! E) {) \* E, ` - # 欲更换角色编号
5 y/ q+ [1 K% B& \2 U9 |' c% |# | - def set_change_battler2 Y3 w$ w& w( Y( E
- @kind = 3
2 A$ K$ b2 z7 {7 R: Y* g4 e/ { - end
) b& Z! S" Z: g* }' U) b - # 判断行动是否为更换角色
' P* z# D0 u8 j- f - def is_change_battler?: V2 q+ ?# v9 g/ d* P V
- return (@kind == 3)
( U$ B' ?& m% W9 l - end
( `4 U/ f( }% y: Z$ ^; v - end( X( ^5 t3 M) x2 Q$ ]2 R
# P2 h5 S5 e# ^* G- class Game_Party, X+ O/ j8 X9 e5 S5 t. J
- include LimBattlePlug6 P. g7 A4 e5 t/ _1 C& L8 g* c
- attr_reader :actors2; T: D8 C" N6 Z6 }- M3 O4 B' D) y8 D, M
- alias lpb_initialize initialize- ~- G2 {: Q7 o" Y8 |( L
- def initialize, P$ e9 @0 `/ T& }
- lpb_initialize
: R* l, L7 Z1 Q1 x5 C - @actors2 = []9 Z. w( k- C* p1 x( L; m& x$ o
- end
2 a: j6 q5 y! t$ n% f - # 角色加入) D6 E4 J9 K8 T8 q! V) N+ H) f
- def add_actor(actor_id)
( i6 r. Q7 i5 ~" ?6 J% I - actor = $game_actors[actor_id]% J ]% M7 y. L2 s- r# m7 X
- if @actors.size < MaxPartySize and not @actors.include?(actor)
7 {! }, Z. ]7 k, L1 ] - @actors.push(actor)% K: G7 r( Y: l4 B& e" m3 [
- $game_player.refresh
7 N1 l. W( r, k7 R# m3 j - end
' P5 f! @* [2 C. C G - end; h. f. X* V8 Q p |: `
- # 设置战斗的角色
' J9 `; g$ [; h, K- T - def set_actor_to_battle6 f$ k+ `1 P' s' O! Y) }+ u5 f1 l
- @actors2 = []
; n" I2 ^7 E) Y, B) ~3 O; e5 r - @actors.each do |actor|9 N0 Z# s! U3 C; m* ~2 l# ?
- @actors2.push(actor)9 m0 z+ w0 I- l& a
- end
8 h/ [. e+ I9 \; _* w1 D. k - @actors = []
# g; L- \% g) l; H - @actors2.each do |actor|
( g' b& ~* N* V; u4 v - @actors.push(actor)# y. L0 L1 g% T( v' t5 |8 [3 q
- break if @actors.size == MaxBattlerSize2 U; V0 v' l+ g/ Y
- end. E" ^0 s8 l. R* |
- end
5 E2 W/ o8 o2 s) ~( H% x: h i$ d - # 还原战斗的角色9 t% \! Z% m/ E7 @8 I* N4 e% @
- def set_actor_to_normal; _2 d o3 w- t! t' H8 Q
- @actors = []
9 ~+ q- H( J b - @actors2.each do |actor|
0 W5 w# q; b Y5 b7 f t/ x - @actors.push(actor)+ j/ c, q+ O4 G B4 X
- end3 I) A% N- W/ [" D
- end
5 Q" }. G" w( D( T( q2 W' C - # 获取角色id数组
0 W8 w+ |: i; `2 F8 \ - def get_actors_id4 u/ {/ d" x( y* [
- id = []
`) [& L6 I: `0 R: b - @actors.each{|actor|id.push(actor.id)}
( B4 W) e: L/ M t - return id. b2 y `3 n6 T4 B: [' z5 v
- end
2 G+ _! H* c7 Y( b% O! G& u - # 获取角色id数组
6 P) m: J8 G$ g/ c) j: K# T - def get_actors2_id1 x9 @1 V5 d7 x; P# f) p$ ?, v
- id = []6 ~* b$ C; d4 x5 @0 o# y3 u
- @actors2.each{|actor|id.push(actor.id)}& W- z8 F) D; M6 {0 b% Q+ J+ ` y: i
- return id
! c* V9 H+ E% Q - end
7 d* A% M/ r- \ - # 兑换角色
1 S& g6 f# g1 _6 c- C5 e) D0 v - def change_actor(index,id)% Z* ?$ b7 A0 ^
- @actors[index] = $game_actors[id]
2 {$ f/ h% V( E7 l" G - end: L5 L( M* u! V4 u! t
- # 全灭判定/ U% Y4 u/ O0 f, Z$ f
- def all_dead?' B0 ~) p5 w; O: ]. h( Q# R. [
- # 同伴人数为 0 的情况下* t; s: g4 A6 C! z4 @3 W' J
- if $game_party.actors.size == 0
* O7 \3 B/ j W- M( l5 f1 { - return false
5 ^/ o6 G) o0 n& N$ S. M2 b - end1 H/ \5 Q; y5 H/ T t
- # 同伴中无人 HP 在 0 以上
: }" D3 @ h* w3 j5 \7 \+ y2 Z - for actor in @actors2( Q8 F8 m2 ]' ~1 l' c- x
- if actor.hp > 0) \, H: l7 z4 E: g
- return false
& r6 ^ `9 |; k9 V# f - end
$ Q) ^8 K. V# H! C6 ~( ~ - end
8 \6 {; X3 g) C$ g* P! N - for actor in @actors6 J6 h/ c" \3 ~5 H/ f
- if actor.hp > 0" P7 a0 P. L5 q6 @( j' D4 b G
- return false
3 C N: p' V$ R* E, W - end
& }) B9 k* H$ N - end
" f& p& D0 c" i# u- U) Y - # 全灭
8 F, O3 K3 v$ i" s: u. g: Q - return true0 X7 _( ~1 L) |6 u" e# y2 x
- end
# b7 P; _" B _& b: C( a - # 其他角色
$ l& j7 P% r) }; q; Q1 P) k - def other_actors
- Z5 k: u2 d' V - actors = []
# N# t7 C$ n! q2 t: B8 ^2 S; ?$ S - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
! o6 _) T0 P8 F% q - return actors k. n! @4 p; O
- end" ]$ N- D" O3 V; _ @3 x8 o8 h0 f
- # 角色位置互换
8 j7 Y/ w' f! g3 [2 z, X* v- r - def change_actor_pos(id1,id2)
5 D: M9 q2 l& \+ ^; x3 k; ^ - actor_id = []0 }+ n, ^8 z4 h5 C. ]1 V& F: a* l
- @actors.each do |actor|" n9 _8 {: V& `
- actor_id.push(actor.id)
?! i. a8 \3 F1 ~- K9 o - end
$ U& s# m+ y& B: `& ` - return if !actor_id.include?(id1) and !actor_id.include?(id2)7 ]7 d; C' p Z5 a
- id1_index = id2_index = -1
$ l. k) ?* e! h } - (0...actor_id.size).each do |i|
! o3 R$ [/ g4 C2 ]: D! f6 g - if actor_id[i] == id1( ~$ ]3 B# o. ^& w& I
- id1_index = i9 ]0 P. p/ h* O/ u
- elsif actor_id[i] == id27 h2 s, U$ A0 W; }: p1 c
- id2_index = i0 m4 D. J7 H/ z# [% n
- end
4 z4 y {# x; V; h( n, w! X - end# H2 [- k7 y# n) q2 e
- temp_actor = @actors[id1_index]
# f2 i% A& M1 q( a: V9 R$ A' b - @actors[id1_index] = @actors[id2_index]. r1 }: x! ?6 A& x/ U
- @actors[id2_index] = temp_actor
@8 \ ~2 k6 A - end5 V, z! y5 {. U! C% y
- end
& d+ j, Y5 \$ K
# j" L; o/ K1 V# x! a& ^# ?! j- class Window_Actor < Window_Selectable
; y' c7 s( _7 `9 P' a, ` - # 初始化$ q1 U; |' }/ ~, B
- def initialize
1 v5 V( P ^" _ m2 D. H' u- Y - super(0,64,640,256)
2 A2 O3 X7 n) {: |, Q - self.back_opacity = 160
" H" g: t& p; Z* S4 H% M - refresh
5 f; {5 r0 \' S( M - self.index = -1
7 r$ f9 f w3 I. b* a - self.active = false
( u# O- ?, |' J' c; O4 p# R - end
9 {0 ] V/ G9 |$ X1 y. ]+ \ - # 刷新
; b3 i2 L3 m( ]7 @( e - def refresh
0 M/ R5 y9 \# ^/ d - @item_max = $game_party.actors2.size
3 H7 ]# s5 C9 R1 j4 ~1 h6 Q - @data = []3 N3 [& A/ g) I$ k$ u
- $game_party.actors.each do |actor|: @4 V2 z) X a$ k) ~7 l u* r
- @data.push(actor)
7 i1 X% ]0 }8 m9 o" T* _ Z - end
4 o/ d" N+ `5 K' P* D4 T0 v - $game_party.actors2.each do |actor|0 Z. P' B: z8 z0 r4 M* W
- @data.push(actor) if [email protected]?(actor)6 \) a0 }. c; f, G# g' w" @9 w
- end. w4 p: g, i/ ^/ G
- if self.contents != nil9 r" F$ y$ m2 d7 B/ M! P
- self.contents.clear
& `5 i3 J+ s/ Z' T6 ^ - self.contents = nil
$ F4 h! B3 z3 R" T - end
9 Q; |1 @# j0 M - self.contents = Bitmap.new(608,@data.size*32)' E* t& U/ h; I" x5 ?- w
- x = 4; D, @+ H" p. B
- y = 0
7 [" F& x) Q9 d9 c - @data.each do |actor|
* G1 e$ m4 |* ^1 T - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)9 H" l/ K) F5 R5 \4 v2 k" I% e6 j
- rect = Rect.new(0,0,bitmap.width/4,31)6 [) B6 z& q3 v' M
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)$ b/ e( ?" h, P% n
- draw_actor_name(actor,x+36,y)
$ i" D3 M: G. P7 f - draw_actor_state(actor,156,y)
/ X x; e9 w: F1 y/ i - draw_actor_hp(actor,x+256,y,96)" Y) `8 J* ^3 ?& K
- draw_actor_sp(actor,x+376,y,96)
& r6 ]( O: k; ]. S1 i* ]1 L! z - if $game_party.actors.include?(actor)
& i/ f$ a$ D( ^- {; k - self.contents.font.color = text_color(6)
+ c, T# Y! d* e: q( w+ W3 B - cword = "出战"
/ `1 w. F8 p6 O+ e9 Y8 h) Q" t - else( w3 x: b. h6 _9 V& h. h& Y
- self.contents.font.color = text_color(0)' J* G# C# D1 _; d6 \ y
- cword = "待战"9 ]+ \: U5 ?' j* A9 I; r+ i/ N, _* x
- end
! T# }$ q; |" b. u' J. T w - self.contents.draw_text(x+496,y,60,32,cword) V/ a; G. L4 Q4 }8 h, `5 p
- y += 32
( C- K' b* i: Y' |7 s7 \; D% u; p - end
- A) g6 H& L( K! J7 k! ? - end
3 i& ] R/ @8 M3 ~& B5 u - # 获取当前角色编号
. X6 J9 Y# q' U% B K( d+ N5 v) T - def actor_id7 h9 P. K: T9 G+ \8 r! S, u4 D5 t3 `5 a
- return @data[self.index].id; g. G" Z- b: E4 {
- end
/ c$ h. ]3 M9 [9 c& U - # 刷新帮助+ d. k3 c6 G/ Q
- def update_help3 v* h( ^) D( u9 R2 B
- @help_window.set_text(@data[self.index] == nil ?\) Y" F z( u. r9 W/ N
- "" : @data[self.index].name)
0 \$ q: \+ s0 n0 v; l - end
1 }# }$ |! H2 `/ E, B" v - end/ Q- e6 k* r( `
$ p9 X0 P; Y9 \6 } R- class Scene_Battle
0 \: A: F( ~) g - include LimBattlePlug9 U# Z! Y8 f, I: \2 t8 N
- # 初始化
3 f9 q& q) E( {6 ~$ a3 F - def initialize
/ O6 [1 h" z8 D* N' J# ?6 s! m - $game_party.set_actor_to_battle' B! Y7 a) t7 l3 M/ ?
- end' @) j( e. G0 }6 M5 i& k
- # 主处理; G% q! F5 |% [, j
- def main
- `0 W* b5 u1 b) f - # 初始化战斗用的各种暂时数据0 R1 A E2 b$ M! J8 w B. d. H
- $game_temp.in_battle = true
8 G) j9 e6 G5 l, s& E, S' i) g, w+ B+ q - $game_temp.battle_turn = 0
" T0 c2 I$ p; t5 s) ^ - $game_temp.battle_event_flags.clear
9 w+ H4 d7 y I" U( _ - $game_temp.battle_abort = false, p1 ]8 L% ]* R2 |9 \8 Z
- $game_temp.battle_main_phase = false1 q+ k* w% _0 ?0 F4 d0 T
- $game_temp.battleback_name = $game_map.battleback_name- N. p5 A1 W7 z9 o5 G( M% x
- $game_temp.forcing_battler = nil
9 K. @2 v6 l: N( h5 d3 W - # 初始化战斗用事件解释器
# F2 B1 W6 h0 C" M7 ] - $game_system.battle_interpreter.setup(nil, 0)
% A3 ]( S* O8 Y5 D( d5 L& K6 O - # 准备队伍$ c+ d( P2 D, Z; i
- @troop_id = $game_temp.battle_troop_id
% M, d! e/ y1 z5 j) k h1 ? - $game_troop.setup(@troop_id)% n3 | Q2 w( b9 K* i
- # 生成角色命令窗口
# Y( Q2 f5 \# y - s1 = $data_system.words.attack
+ ~1 L; o' E1 n5 F4 _ - s2 = $data_system.words.skill
7 N+ t: I/ S/ W `( u( A m - s3 = $data_system.words.guard/ U# \8 a, L# Y' y' j
- s4 = $data_system.words.item: m2 G' j1 f. W# H; {
- s5 = WordChangeBattler
3 Q0 O+ s( S& |+ |: X% ` - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
* Z* h! z; C- s; z: a% R - @actor_command_window.y = 128
0 q. u. x2 `/ c# V8 F4 Y1 a - @actor_command_window.back_opacity = 160% L% O( o- c# [5 F8 X4 j
- @actor_command_window.active = false M/ I5 C4 s' s0 O) J
- @actor_command_window.visible = false
# t* A- j8 f7 h. P - # 生成其它窗口
: N$ _5 q8 a" U4 n8 F% N - @party_command_window = Window_PartyCommand.new
$ A' ]% S8 W3 [ - @help_window = Window_Help.new
; m9 h% b& n! B9 H2 \1 [ - @help_window.back_opacity = 160
; k3 K' u0 d3 M1 e - @help_window.visible = false# F: g5 ], v, i9 I9 V0 x& l; G
- @status_window = Window_BattleStatus.new4 d$ L% {1 P: D* J! q/ K
- @message_window = Window_Message.new, M) w7 S) v* _
- # 生成活动块# g7 Q. S+ q% R) g* B
- @spriteset = Spriteset_Battle.new
1 C4 X4 _" @, c2 {& F7 R - # 初始化等待计数
D/ P1 g! @8 c6 L6 C - @wait_count = 0
, M u0 k: O! J" p7 J - # 执行过渡
" T/ i. r0 m' O - if $data_system.battle_transition == ""
: i) R# H) K4 i$ K/ Y - Graphics.transition(20)0 K5 a j& o5 i8 I; g
- else5 Y( ^' q! M% B/ _
- Graphics.transition(40, "Graphics/Transitions/" +
$ B* n# U1 W; F, v - $data_system.battle_transition). u% J, v" [+ b3 s" e
- end
* x8 g1 I3 J% k: J8 J- k - # 开始自由战斗回合
$ t5 y* X; Q/ @, R: q - start_phase1
7 d8 o4 I2 k& [4 D" ?! }0 r - # 主循环- O3 \2 \4 m, _% Q, H4 b. A, N
- loop do
' K: @( T: {& |0 U& k* Z - # 刷新游戏画面
. s9 F0 F9 g0 J2 V. f+ K - Graphics.update7 Z2 z5 R5 E! E1 ~& }
- # 刷新输入信息
- {6 @+ a/ A& m - Input.update/ o/ ^) d' X* F; N9 Y5 d
- # 刷新画面& [4 N1 u( H/ l# m
- update$ J, H( J. g6 @$ |; [ ?! b
- # 如果画面切换的话就中断循环
! _3 G3 \. i9 f T) h/ w, J - if $scene != self
s% l+ \5 A% M* u' K& c( f - break3 {# h' l6 L) E) S7 {/ q/ e% l+ c
- end
/ i# t/ F) S' A9 z9 Y - end
8 r* j- L0 ~- O( E$ A4 i" K8 y - # 刷新地图
6 \6 ?( b( ]& _' s - $game_map.refresh
9 c9 _. G6 _- Z8 U - # 准备过渡
( B7 X; R. \9 w7 @0 i; o6 K4 a- c+ B - Graphics.freeze S1 W* C! g" S2 X& W% [
- # 释放窗口$ n% n) s# n4 j
- @actor_command_window.dispose! q5 ~; H, [# ^5 M
- @party_command_window.dispose
, M4 \; s. q4 @, g1 U - @help_window.dispose# _& W" z1 J5 j! |/ G* r4 F) e
- @status_window.dispose3 M" F* I7 l$ ~
- @message_window.dispose* r8 X+ k3 W' Z' e
- if @skill_window != nil( U1 y3 w& n! z3 n- K
- @skill_window.dispose/ f! k+ B2 V% D* ^
- end- l9 t8 o. |0 I3 S1 {6 I! N
- if @item_window != nil$ ^: x& ]5 M$ n2 w( `5 u/ u
- @item_window.dispose
$ I- I/ O. W5 ?' K - end/ a, H9 i5 }$ v- t4 ?
- if @actor_window != nil
- e4 v' k- \- J% P: A - @actor_window.dispose
$ ]/ R" z4 C1 ] - end
% F, K2 S5 g+ c - if @result_window != nil
6 A! ~- G: E$ V H - @result_window.dispose' H: s7 O: s1 u. c6 g, s
- end
. j) V+ P8 [/ J - # 释放活动块
# h, z7 y' k* P j5 V4 o - @spriteset.dispose
- V; K) X% m+ \ - # 标题画面切换中的情况
5 _# {( Y9 f3 N% I+ x3 K - if $scene.is_a?(Scene_Title)
# l- r) `% L$ v: J0 @+ U9 S: r - # 淡入淡出画面
: G+ x" R* O9 ^; Y3 c% E. T2 ` - Graphics.transition5 K, y$ ^; t$ W& ]. K
- Graphics.freeze; E- A" ~* ~+ ?% J4 j
- end
$ `6 g _. y- i P - # 战斗测试或者游戏结束以外的画面切换中的情况+ F; D, x0 R, P
- if $BTEST and not $scene.is_a?(Scene_Gameover)
5 N5 ~2 k' B7 j2 a; K r - $scene = nil
6 _( B6 @+ k% w - end& O8 T6 E( d) {" M( S
- end
- e: e: U/ ~/ ^4 } - # 战斗结束
2 p# W. r9 h1 ]6 I - alias lpb_battle_end battle_end9 }# g! i: G8 m7 p7 ^$ J2 H
- def battle_end(n)* X/ U. a9 z! m7 l' b$ U
- lpb_battle_end(n), [# N! K; D/ k5 X7 w6 T* Z
- $game_party.set_actor_to_normal2 {0 X8 T b5 C( y
- end
& t2 w% f# f* P: {' ? - # 开始回合3
( o1 M: `* N/ q* W, b - alias lbp_start_phase3 start_phase3- y. G- j* u8 ^& i5 g
- def start_phase3% @4 L ?. w4 ~9 c8 }( H4 |" G" S
- @changed_battler_id = []
7 ]* Y; K' O* L2 E( z: g - lbp_start_phase3
% M- m' x; m. d ?% m - end
% k5 ^0 m& m! n8 L; s: j1 ]" m - # 刷新角色命令回合画面
" w9 l( f- z& _ - def update_phase3. A* _4 f6 X5 o9 s; p, h
- # 敌人光标有效的情况下
* t, ?* N' ?. G$ [ H+ D) }. {: M2 ] - if @enemy_arrow != nil" u1 O |+ b) R1 V0 J5 I5 Z6 M
- update_phase3_enemy_select/ G* ]' V* [' R& s
- # 角色光标有效的情况下
. n: j8 @" |2 i2 W8 N3 f0 G - elsif @actor_arrow != nil7 j& l/ L% V Z9 o6 B
- update_phase3_actor_select
b* q$ g/ f' L# F% J - # 特技窗口有效的情况下& u* ?9 Q- h% i* _: o# e2 d
- elsif @skill_window != nil- t1 O3 E8 i& o* V
- update_phase3_skill_select
" ^( y: P/ S6 u' T - # 物品窗口有效的情况下, B% K) ~" ? i( g# f% {
- elsif @item_window != nil
' w2 G7 P1 Z9 @8 g* t M; r, x - update_phase3_item_select( \( _ w5 l1 P
- elsif @actor_window != nil
/ B3 x3 C; X/ [6 Z b9 p+ s3 o2 ] - update_phase3_battler_select; X; g0 o; C4 B' a0 _0 z$ d9 I6 }
- # 角色指令窗口有效的情况下
8 @+ A) U$ y. X( g - elsif @actor_command_window.active3 _& s6 y+ _ |
- update_phase3_basic_command0 h: ^3 ^+ d& t$ e( v, C( j" ~3 _
- end, x- g% r# T9 R/ T
- end- u3 y; Z0 H# I. @1 K* E
- # 角色基本命令: g6 A0 o) z, T5 Q- h' g. R
- def update_phase3_basic_command7 w! H6 I, G% `5 B, O8 E
- # 按下 B 键的情况下2 E7 _2 G8 w: l9 n- A/ v; R
- if Input.trigger?(Input::B)
3 x) H1 {/ f7 U/ q5 c - # 演奏取消 SE
$ r$ @0 o9 U3 D - $game_system.se_play($data_system.cancel_se)
8 s- J1 X) s/ h; }+ a8 _ - # 转向前一个角色的指令输入3 K3 S& v; B# r" o+ F8 m+ q
- phase3_prior_actor" ~) b8 f& i i" h& D
- return
9 D- n$ ]8 q( `/ u - end
7 v( q! }6 h& O2 g7 V% k0 @ - # 按下 C 键的情况下: O. z7 K7 y, o
- if Input.trigger?(Input::C)
* H0 v1 p: h" G, n# d9 F6 W - # 角色指令窗口光标位置分之
% A2 \1 N6 E2 E$ _; n6 T* {7 p - case @actor_command_window.index) s0 [- S8 s+ t) H3 D! g$ ?4 S
- when 0 # 攻击
2 q7 a( v, W3 t. ~ - # 演奏确定 SE U: j( @: j7 g) | n
- $game_system.se_play($data_system.decision_se)
, \. H# T* ]( M V6 d& P - # 设置行动
& e# V% r6 l2 V# f% b' S - @active_battler.current_action.kind = 09 }- L, w' Y) f/ i' @3 R, [
- @active_battler.current_action.basic = 0% ^" n! R* _5 O$ b/ j" V8 Q. b
- # 开始选择敌人
7 a7 Y1 n4 ~" J, w+ U - start_enemy_select- R1 J* P' k( n: S* ]; U
- when 1 # 特技! G y, w- `1 g5 h
- # 演奏确定 SE
$ N& J: A, n3 v1 E+ H* T( ? - $game_system.se_play($data_system.decision_se)
( U+ x G" I' T; S# I, G - # 设置行动
3 p/ U* ~% u* s& u/ S; f - @active_battler.current_action.kind = 1" Y) h U2 W" ?; j! }* U0 A! K
- # 开始选择特技
E/ Z: s& r' F" y- a( Y - start_skill_select% O/ T+ S2 W4 x- h2 z L8 h3 T k! Y
- when 2 # 防御
+ {. c% L4 \1 ?, r - # 演奏确定 SE
2 N3 ^" `/ {/ D r0 _" k& s - $game_system.se_play($data_system.decision_se)" [) H+ r, y9 a* ?/ J* [8 T
- # 设置行动
- [# G* x, V, E( }* Q. { - @active_battler.current_action.kind = 0# j2 h# D+ t% k* q) X2 E
- @active_battler.current_action.basic = 1
% r$ Y& ^. i, h4 j - # 转向下一位角色的指令输入1 W3 a3 H* p* j
- phase3_next_actor) i* b7 {5 P+ y, ^
- when 3 # 物品
& h) W9 m# X7 }3 j: t- Q: z7 p - # 演奏确定 SE0 |0 J# i/ X4 D' P% ?
- $game_system.se_play($data_system.decision_se)
3 z! `4 O. X1 Q. v7 h7 ~ - # 设置行动 |- d! k8 }% n) D W( {. o5 _
- @active_battler.current_action.kind = 2
6 \; r: R `+ }- h! U - # 开始选择物品; V) A; _( B/ ^1 e+ F
- start_item_select
. u& {) p8 c* v7 z. p - when 4 # 换人
: G5 D, ]; ?# A* W5 h - $game_system.se_play($data_system.decision_se)
! q- T9 Q$ e7 Z5 ~ - @active_battler.current_action.set_change_battler
/ L3 F5 Q' N2 [6 d2 c! n& X - start_battler_select$ O$ S7 g3 F5 @- |; H" \
- end+ m, D# h! x( j0 \ o
- return
( ^+ q6 ^6 ?# M; W% O6 ]6 h2 z7 | - end% l2 t4 E! t2 ~5 p- q
- end
% R1 {( P. p0 b( G& t0 B" @ - # 开始角色选择
# ?/ C( {" e3 \5 D5 ~/ f z - def start_battler_select
) J4 E4 X5 ~5 k! r - @actor_window = Window_Actor.new5 h# c7 ]1 B6 n% Q3 b) Q& ^& b
- @actor_window.active = true
$ X; |4 K O! C - @actor_window.index = 08 ~- \) K$ U# B" F6 V& q9 E
- @actor_window.help_window = @help_window/ B" s$ @5 C/ T( j& D" t0 U7 g! q! N
- @actor_command_window.active = false# J. f, i; B2 B5 q0 i7 Q% n% F* i
- @actor_command_window.visible = false
% p% e0 I- O' ]+ r3 Y - end
# j( H- L+ j; n3 Y4 C/ D - # 结束角色选择
- @# \' G" T: T2 g - def end_battler_select
% j5 L, z* l3 C, ]9 h8 Z - @actor_window.dispose$ q. H4 f, M, o9 N6 V h# s# Q
- @actor_window = nil
! i; a" `) @& Y - @help_window.visible = false
# n1 }+ B t3 Z( t5 b - @actor_command_window.active = true5 h$ q8 q3 M: W" h& Y4 J' ^5 C7 T) \# f
- @actor_command_window.visible = true
" F( ^/ a0 l5 G( j0 x& l: o! \6 i - end
0 D# }5 D. X' a& @4 t; R- ^ - # 刷新角色选择
8 [7 m. u8 Q% \- q( y4 j; C - def update_phase3_battler_select
0 B, W& _4 v( N+ k- E - @actor_window.visible = true
}9 z: v+ N: B" p$ ?' E% R - @actor_window.update1 K$ A Z' `8 s i) j. j& @0 x5 e9 g
- if Input.trigger?(Input::B)4 R6 @: R2 g5 S
- $game_system.se_play($data_system.cancel_se)
" A9 J( w# M( Y - end_battler_select3 r9 Q/ Z# u- W/ }) m1 T% \
- return# d N4 F6 u. p
- end' G. n0 L( X$ v3 U/ D" k, U: m) A; n6 |
- if Input.trigger?(Input::C)
! o u* e! Y# v! W8 M4 z1 X - actor_id = @actor_window.actor_id: W- F K0 G0 @8 R( |
- if $game_party.get_actors_id.include?(actor_id) or* I1 u* k* D- i0 C% W& ?! H9 l |
- $game_actors[actor_id].dead? or
6 e% ]& r: d j$ q5 u- J$ Y - @changed_battler_id.include?(actor_id)
( ]: Y% b o: f$ L8 A" @ - $game_system.se_play($data_system.buzzer_se)6 O% o/ W# e. w) ~
- return( ^3 A; e7 J) M7 n6 {% m5 H+ k
- end/ Z5 j, W4 \9 f) I
- $game_system.se_play($data_system.decision_se), G, H* W8 ?$ e
- @active_battler.current_action.change_to_battler = actor_id
, f- S0 K6 [* o, \% ~ - @changed_battler_id.push(actor_id)
9 V. l9 W6 |$ t. ?- V) Y& U2 \ ]9 h - end_battler_select& s# R* E( L5 @ y
- phase3_next_actor3 V7 i) U5 O: l5 U2 L! R g
- return- T }2 Q/ C! q5 z8 _/ ?1 ?0 F
- end
% J7 | z5 _; t) |. ~9 |+ l - end
0 C8 M( m1 Z& |5 ~8 u2 Z - # 行动方动画. T* g$ Y5 @: A' c' a+ R' E9 D. U* J
- def update_phase4_step3: ~0 X$ O) I% n2 m6 v6 a5 ?/ D' q1 A
- if @active_battler.current_action.is_change_battler?' P- i$ E- c, z1 S
- @animation1_id = AnimationChangeBattler9 X, m" P1 Q. X) z: e j
- @target_battlers = []/ x; [" l: c/ G# G# Y
- end
. g+ [% J6 h# d' P; Q) {& S - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
- h6 ]3 g/ a9 D5 y8 c& Q1 N - if @animation1_id == 0
2 o5 L, M0 J/ D" h! h - @active_battler.white_flash = true+ Y. J+ X8 k# q- A! w4 h' h
- else
+ g8 Z* @$ R9 ^' B; J W - @active_battler.animation_id = @animation1_id3 m7 b# O% i) v* |9 H+ l
- @active_battler.animation_hit = true
6 C0 z: A- T0 e5 M! W3 f0 C - end" o- A$ r! l4 u4 S7 f- Y
- # 移至步骤 4
# I, a) Y$ P4 U5 R& s - @phase4_step = 4; p9 J* P* t- r# G
- end
0 c) d$ _: S# S: J3 H9 }0 Z - # 对象方动画
' U4 I6 C% G% c ^" Z - def update_phase4_step4
: Y" J: [' k: f/ ^1 [/ h* C3 ? - if @active_battler.current_action.is_change_battler?
6 ~* B2 t+ c! I1 ~: S2 F4 M* r - actor1_id = @active_battler.current_action.change_to_battler* p% Y2 L: X" d# j7 u' P' G$ X1 j
- actor2_id = @active_battler.id1 D; y" G' @ S7 T
- (0...$game_party.actors.size).each do |i|7 @' u. n7 g* L( ^
- if $game_party.actors[i].id == actor2_id
u, P, c/ j) Q4 `! p P - $game_party.change_actor(i,actor1_id)" v( B+ F0 G' Y; S3 A2 y
- @active_battler = $game_actors[actor1_id]
! p* A. a3 f: q2 p* | - @status_window.refresh
7 t2 ^- L, v$ W8 Y! H" H$ Z; J - end. x( n! r+ x4 a
- end
( R. n* I, A6 v* y* ]6 R- y - end8 l8 r, [7 \, V x% q
- # 对像方动画
- b P0 G @8 {, d) w - for target in @target_battlers* H5 ] n* Y) L
- target.animation_id = @animation2_id1 l& {( q/ h" ]) n( K
- target.animation_hit = (target.damage != "Miss")
% R( E W- j1 W% ^0 A - end
/ g) E0 D6 H' U) q4 G. _ - # 限制动画长度、最低 8 帧
% l$ k$ t6 z0 n' Y9 g( D - @wait_count = 81 N& C, B! N* z1 t3 ^; g6 l) \
- # 移至步骤 5
9 o A- d+ Q/ I. Z4 A3 H - @phase4_step = 5
' ^! e, w/ ?2 L; Y" E7 M - end6 R8 w+ G/ e" S2 H" e
- # 公共事件1 N# a, T! w9 W8 i
- def update_phase4_step6. g5 |8 I. x* N$ ?. i2 z
- @target_battlers.each do |target|/ z3 q1 W( Q# C1 R0 ]) e( r0 Q9 a2 _
- if target.is_a?(Game_Actor) and target.dead? and5 S6 D$ Z1 ~3 |7 q2 \# p
- !$game_party.other_actors.all?{|actor|actor.dead?}
. l5 g, B" u9 p7 y: W; P# C - @actor_window = Window_Actor.new2 S( Z+ q* o4 H9 r) y2 J
- @actor_window.index = 01 e% K6 L" ?, O9 r+ q
- @actor_window.active = true# ]- E- |, `' i& k
- @actor_window.help_window = @help_window, M# {4 _, Y9 p9 {! _3 T! q
- actor_id = -1: ~- W1 s7 F( e" y5 Y
- loop do0 q7 |% v3 M$ \/ n
- Graphics.update
8 Y6 e8 u6 ~& V- e. }7 P$ J - Input.update7 `3 b' \7 g/ N e( P
- @actor_window.update
2 ?4 p7 w' }; c' E" m5 ` D - if Input.trigger?(Input::C)$ Y8 I d' o7 P# J$ u* y
- actor = $game_actors[@actor_window.actor_id]
T* `, U+ q7 F6 S. x) T2 i - if actor.dead? or
) Y- @' H4 Q @3 o; X7 R - (@changed_battler_id.include?(actor.id) and * l, {' \. K) S
- target.current_action.change_to_battler != actor.id) or/ v2 {& H0 ]' ~* ^& r
- $game_party.actors.include?(actor)
/ t O0 t, M6 o. b; l& Z z - $game_system.se_play($data_system.buzzer_se)
3 d3 _* v$ ^2 ~' ?! R, f; } - else4 E4 X2 `$ ~5 U) c
- actor_id = actor.id
+ h" d1 F# |/ \3 E" i v5 G0 z ^ - end, h. J2 `. Q& c5 j. p
- end6 G* w" g* P- L1 Z2 _. @/ C9 g0 H
- break if actor_id >= 0
/ Z4 l* _5 S2 z: F8 `& ^ - end3 D; [. w2 v5 i0 C7 C1 B
- @actor_window.visible = false
# q. U* k; }7 P& X$ K, e - @actor_window.dispose( B7 y) i; M& F: A5 {% g
- @actor_window = nil
: q# e4 A, L x( ]! F - @help_window.visible = false
& o: C7 k; g" V( b& w4 L - (0...$game_party.actors.size).each do |i|6 x. F8 q/ e; a5 J" y% D5 l
- if $game_party.actors[i].id == target.id* B ~% Y. U! |
- $game_party.change_actor(i,actor_id)
@2 w p7 e. N6 V) { - @status_window.refresh0 i. g. Q- g$ d+ z3 }
- end3 _' S! G- Y f B4 F
- end O, a9 j; q+ N7 `' K
- end/ L3 W7 s2 j5 k
- end
# n& M, b) {% C& B. I - # 清除强制行动对像的战斗者 J5 j/ T. J0 T) g, z$ p
- $game_temp.forcing_battler = nil
. V: }& a! _! b$ J, | - # 公共事件 ID 有效的情况下
* {- s8 X2 j8 L0 M0 S* v9 ^& i - if @common_event_id > 0
6 t% D( c, M5 Z3 G* `$ l - # 设置事件$ B3 `7 k0 R4 s( U$ B- \
- common_event = $data_common_events[@common_event_id]
8 ~, e: C9 o% R - $game_system.battle_interpreter.setup(common_event.list, 0); e! \+ A2 L: [
- end
3 U" D6 t" d0 X$ S O - # 移至步骤 1
& d, Q- ^; y5 ^, W8 M - @phase4_step = 11 ?9 w+ Y2 Q! P: J
- end
5 f, B9 z- \" X1 Z - end
! l4 d, z$ d- [) D3 C( x- f! R - 4 u1 S/ n$ L0 J
- class Window_MenuStatus/ ]( L1 Y2 J4 w. l/ |
- def refresh* c$ ]5 }+ n4 f
- self.contents.clear
# C4 T- t5 I! B# W - @item_max = $game_party.actors.size
: A$ \5 x, q! S. t. {0 ~ - for i in 0...$game_party.actors.size
, w! Q F; _' ^4 N8 v. D - x = 45 m \8 N6 A! S4 _- |
- y = i * 32, Q1 @; l n! W
- actor = $game_party.actors[i]6 M3 S% \) \2 F" W0 ]* B
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
" `3 {1 Q+ G+ U- k8 Y - rect = Rect.new(0,0,bitmap.width/4,31)
- X/ h; t- J( B% _. }; Q- U; ~: y9 c" T - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)9 t7 o5 w1 ?7 p* |
- draw_actor_name(actor, x+36, y)
J \. i; K) q' _4 A+ d - draw_actor_state(actor, x + 136,y)+ N8 a# x; E3 ?8 e; x: v
- draw_actor_hp(actor, x + 236, y,96)
1 i8 o; H& r7 | m - draw_actor_sp(actor, x + 336, y,96). w" B* K: a) w$ x4 p3 P
- end
; j/ c* z) n) K6 ]( e9 ~$ e7 o- o - end% M4 j1 w* }; t& B
- def update_cursor_rect
" g/ a: O `( N - super
( h6 H4 m) B4 I - end
) m0 H9 V$ B; `. Z+ F2 N0 N - 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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