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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% `$ j; P9 J1 K* D
0 N/ w) n# I2 Z. j0 T$ m% c: m$ Y! \6 e- # 队伍最大人数
0 j7 l0 ]: T" r( O' d. z - MaxPartySize = 88 z( ^" }; O* _
- 7 E t5 c5 q# J1 Z1 x3 ?1 L
- # 出战人数
1 f# |/ T4 X& B7 f F - MaxBattlerSize = 19 ?$ g% b" P7 q p3 G2 F
- 9 O& [! Z5 o+ p
- # 换人语句% q* T. H8 w& e0 d' Y& Q
- WordChangeBattler = "换人"+ b0 a( l/ Z; ~( {5 X7 J+ N" J" c
; C" j1 d" O3 m! `8 F- # 换人时播放的动画
7 w/ {* m" K. t- L$ o7 F - AnimationChangeBattler = 26
d4 u( o* N# \, }/ m; G - . [- {8 Z. i5 m* m" }" c% n
- end2 y! \5 @' Y4 \ m
- ! B/ ~1 i, S& V1 `
- class Game_BattleAction
& \- v1 `' I5 N& L - attr_accessor :change_to_battler
) s) `+ c1 e# C6 k9 @) N/ F - # 初始化
9 H* [ g [: q; C% t' e) n6 Q0 D - alias lbp_initialize initialize7 | |0 l/ g! k# N, `$ J
- def initialize* y1 h. v8 N& e9 m2 \
- lbp_initialize
, t1 F0 e; Y" F W - @change_to_battler = 0
; o; \/ |! A) U5 ^" y7 [ - end* ?# G! e, y7 ^2 y1 b: s
- # 欲更换角色编号" {. d* A# g. g! d" j+ i
- def set_change_battler
- Y" U% i3 @9 q/ V8 j# n7 ?1 } - @kind = 3
* B. z9 N# w8 k7 ?$ F" ^ - end
+ h0 H7 ~5 z5 K7 q$ V; H% T7 V - # 判断行动是否为更换角色
6 }9 J8 W( M _" |. j6 i$ r - def is_change_battler?) O# B+ y! x' F2 M# G
- return (@kind == 3)
# R: P4 e, r. Q, p7 B7 D4 U - end( r% A) [$ ~ S2 e' M0 w/ H0 r
- end
" K5 n7 T5 _4 g* n# _% t, z$ d# }' V
/ D* x; K6 C7 e* P9 C% E, U- class Game_Party
4 D, h7 @* g, n1 Q/ D - include LimBattlePlug7 G& {3 d! r+ A, \ {, @ l
- attr_reader :actors2
9 f8 F# q( X4 P9 A - alias lpb_initialize initialize7 v3 r! T6 } P' h
- def initialize
+ E: G1 o3 L. @: f _& G0 r( W4 t - lpb_initialize
& X6 D, O4 O E6 ^$ f$ Y9 I - @actors2 = []
1 o- l& l6 C2 G, T - end
( o/ `1 n0 z, h8 |) T- \0 P% R - # 角色加入
% c5 R9 y5 C% S; M - def add_actor(actor_id)9 ^. H" @ L5 F, U, b5 Y* ]% C
- actor = $game_actors[actor_id]
$ V9 V& L `7 | - if @actors.size < MaxPartySize and not @actors.include?(actor)
, @8 B1 Z0 H! L9 `/ H - @actors.push(actor)
# M; T' `5 ^! a" ~ - $game_player.refresh/ p& ` C& Y, F
- end8 a8 \% K! G; y$ J7 f
- end
9 g2 {6 L( Q& M3 U" ?, X6 i! i - # 设置战斗的角色) F1 ]7 f* d$ v7 k7 ^% l8 i
- def set_actor_to_battle
& y" w0 |# W3 P. @( M - @actors2 = []0 i5 P, k9 P! d) H
- @actors.each do |actor|' }: j/ S& H$ q: c
- @actors2.push(actor)+ \; O4 b/ `! ]1 o
- end
" c0 I6 X A; S+ [ - @actors = []
/ z+ F$ _" W0 G# k. Y! y - @actors2.each do |actor|
5 s6 ?6 y' D5 ?6 f - @actors.push(actor)
& t- [( ~3 i* b2 b$ p - break if @actors.size == MaxBattlerSize# e5 f$ v: z/ S0 `2 h6 b
- end
4 q; X* K& e5 d/ _ - end
u4 _8 I* i3 T+ u - # 还原战斗的角色6 i3 p6 j9 }3 z( R% f
- def set_actor_to_normal, i ^1 M) t5 Q/ W+ o
- @actors = []
% Z& m, P( W$ z; Q - @actors2.each do |actor|
, B' L. ^( u/ ~( R3 K) g8 [ - @actors.push(actor)
% E1 k5 n$ Y& a, k* W: u% U - end) p. {) w/ i3 U; M! I q6 P
- end
; e! F; o' T! p9 c4 I - # 获取角色id数组
W& Y9 j9 U9 v% Z! E$ U) E - def get_actors_id
. c' \, `$ o: X - id = []
) D( ]) W# b5 G7 O* Z - @actors.each{|actor|id.push(actor.id)}+ o! E3 k- A5 b( Z) j* ]. W
- return id: j4 P2 a+ X I/ \4 [5 l# m- I
- end% l6 W% Y4 u: i2 c8 d
- # 获取角色id数组. |- C3 i/ |% A4 r0 b
- def get_actors2_id$ ]0 g/ _# J U
- id = []
* V+ L3 b3 n/ A M7 y - @actors2.each{|actor|id.push(actor.id)}
, Z- z$ j* g) |7 Z9 s$ b+ F0 d - return id. G6 [3 `) V8 d; V
- end2 Z @/ C1 }( T
- # 兑换角色
) p- Y7 Q" N! D2 ~, J; i - def change_actor(index,id)7 R$ f1 `* O% z7 a F
- @actors[index] = $game_actors[id]
4 }: p& X6 y% d - end
" Q# E4 ]1 W& z1 t+ q - # 全灭判定
0 J" X9 \; p+ n& F/ R - def all_dead?
3 c$ K0 l) V- P( | - # 同伴人数为 0 的情况下/ {/ K" `" D, R
- if $game_party.actors.size == 0
7 L$ E/ w2 U- ^% P/ Q8 a6 ~ - return false
% o+ }8 [$ N" [' E - end
4 z. S) @4 S* C( c8 ^ - # 同伴中无人 HP 在 0 以上- h* M7 J0 @) O
- for actor in @actors2
, U7 ~3 k7 g0 ]/ Z l - if actor.hp > 0
7 x" J9 b9 W5 a8 q - return false
$ {* \& D* O$ D2 P; } - end7 F; H# g5 {: n: [, {$ s( [( o
- end
: R3 b# ?) _1 ? - for actor in @actors
/ y) O3 D- A' [, ^/ p8 g* E0 R. l - if actor.hp > 09 E- b+ C+ X1 l/ S0 H
- return false7 l: e' k& ^, [/ r% L3 B' k3 N# q
- end
$ L7 H7 S* \0 ]' i1 h - end: U1 m; E, ^ Z, ]
- # 全灭* E/ [0 }" @. C6 F& k
- return true4 x( ~9 n9 }6 `9 ~! g
- end' x [: ^2 l6 h* @9 T {
- # 其他角色
# ?5 ]: i- I0 j5 z+ y1 G - def other_actors6 |/ P7 K6 E; {. F9 Q# j0 m
- actors = []
4 T! P7 D N9 @/ G* Q3 h - @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}
' {4 x G1 u" U' q* P9 z9 g3 A. V - return actors
# U+ n4 T( U) @. H; w, K5 C) b - end* X: M* `# f% v/ I
- # 角色位置互换6 l/ r6 M+ h( V& v V& X
- def change_actor_pos(id1,id2)
1 x. o. ~* w% t1 f! ]8 _ - actor_id = []7 P/ [: a/ k# |; S
- @actors.each do |actor|
4 P1 B$ ?: D. u, [8 X) R* ]( M$ c - actor_id.push(actor.id)
: l" y( z% g* d, H& o - end
9 u: W, r7 z, c/ u - return if !actor_id.include?(id1) and !actor_id.include?(id2)
7 O% v8 t* P% l' O) ? - id1_index = id2_index = -1( G" o% E1 \- f
- (0...actor_id.size).each do |i|
X _; g$ n8 t6 H: t' }- G" B- i4 g - if actor_id[i] == id1
' g& ^% ^# w, [9 P/ K' [2 l% E - id1_index = i- p0 H }! |" W" H3 T7 _1 ?
- elsif actor_id[i] == id2
) @6 S; q: Y( f* c2 z' S7 f - id2_index = i
. N5 V8 J: K$ c9 V0 x, O - end
9 u% R5 F+ h( c, G Y" b+ h& B - end
; q4 t1 R6 ]$ `1 s7 S - temp_actor = @actors[id1_index]
+ o8 J2 D7 P5 A; P5 ?$ e" d - @actors[id1_index] = @actors[id2_index]6 b/ W! H9 ]- p7 e( w7 B% \' K. }
- @actors[id2_index] = temp_actor
6 ^( \ E1 [& n8 I - end3 |# _4 \$ D9 g& h3 T) n6 U4 V
- end
% S' z- `, Q0 W& l0 ]# j, v- i
+ d( s5 c! z5 W- class Window_Actor < Window_Selectable9 u: _; H/ w( e3 F
- # 初始化
) `2 G: x4 F+ Z% [) g. x% J - def initialize& e \$ |* w! E6 h2 |: O5 A# s
- super(0,64,640,256), {! |6 H4 U8 E
- self.back_opacity = 160
$ D/ {: [" ^( ]+ |& n - refresh6 c; [" H" k" u' e; D
- self.index = -1" u1 `& D: O! t. r% d3 r, [
- self.active = false) D# v, L5 X D2 `7 Z# i
- end' J! j2 [) f0 U4 V5 a2 J5 |
- # 刷新* O! q0 e. Y4 z$ ?) ^+ Y4 c
- def refresh- y4 e2 K& c- q
- @item_max = $game_party.actors2.size! H6 V! {! f+ @ v* c
- @data = []
7 u1 I9 `, x! S2 z- q0 y8 ^ - $game_party.actors.each do |actor|
9 u) [( }- c _+ J; S# M& h( x - @data.push(actor)) X# a9 J1 N- ?; L' K9 t R
- end9 n. q4 |& k8 J6 z2 N5 w* d
- $game_party.actors2.each do |actor|' g8 R, V- U B* s. J. f
- @data.push(actor) if [email protected]?(actor)% z+ ]# l" n) O; i8 o; b
- end8 T! b1 ]1 ~7 @7 y: N; i) ]
- if self.contents != nil6 @8 ^+ P1 C' o7 j' z
- self.contents.clear
* _; O: l) R: @8 ]" {8 ]- ~$ Z - self.contents = nil9 Y8 u R+ O6 J3 G. \0 @
- end
$ U& x- D( C5 {' y* X - self.contents = Bitmap.new(608,@data.size*32)
F; b3 k0 M* x! f. l: d/ r - x = 4* j+ V4 E9 v2 t ^
- y = 0, E" j& Y/ Y& K2 r9 o3 k
- @data.each do |actor|
5 F8 _3 g6 a: ~* n4 m3 | - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
3 j2 r" _+ X9 W. p0 L* j - rect = Rect.new(0,0,bitmap.width/4,31)+ P) g! [+ M8 {- U# c& d
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)% u) C' G; h3 U+ d
- draw_actor_name(actor,x+36,y)
1 W( i# i9 n" E1 K% \ - draw_actor_state(actor,156,y)( C3 P0 C, P! |1 o8 j
- draw_actor_hp(actor,x+256,y,96) [* a6 P) V; a" X
- draw_actor_sp(actor,x+376,y,96)
% u% N% N. `, N - if $game_party.actors.include?(actor); R* e: L$ h5 H6 ]
- self.contents.font.color = text_color(6)6 a) Y8 T5 H6 b# b
- cword = "出战"
1 v: ~! l4 B6 ] - else
! b' W( @3 f Y$ m$ h; b1 E. |& ^ - self.contents.font.color = text_color(0)' f7 ^, B1 T& f% I( Q: f, r
- cword = "待战"9 V+ o* g! i9 l! v& H6 s0 d
- end6 r; Q% \4 V- \9 m L
- self.contents.draw_text(x+496,y,60,32,cword)9 e4 k; `5 i! e a# }0 `
- y += 323 c5 n5 n x6 Q
- end
9 ?- v0 ^( l6 D9 x7 B+ C& h6 D - end9 W5 a6 h# k1 K! B U
- # 获取当前角色编号1 h% o: Q6 ?3 s0 M
- def actor_id' v: n# x& L" ? o F Y/ q
- return @data[self.index].id
- P9 i* w9 z5 w! s - end
* i6 x1 E( q0 d& @. N: X. ] - # 刷新帮助
/ T5 U0 o3 _2 t+ \8 ]4 J - def update_help# E2 o1 |3 V; @! u3 W* D
- @help_window.set_text(@data[self.index] == nil ?\' Z c5 |, Y3 f, M0 u* t; |
- "" : @data[self.index].name)
1 p8 q0 T+ ]" q \- G" W+ y - end
9 _- z1 X! W. ^4 P - end6 \: q1 {9 G3 I( B/ e
- ! ? s; p! _$ I8 Z5 m8 x1 A0 y
- class Scene_Battle$ j( |4 b+ s% F" H E# X
- include LimBattlePlug2 a/ L7 f: |) K6 p0 q2 K
- # 初始化
# X4 ]( Z( b% B4 W2 R - def initialize& n+ X1 d" }$ F4 l5 W$ t3 V1 w
- $game_party.set_actor_to_battle
0 j% f1 O; n' X! k$ o - end
) i; ?0 \0 k- v8 } - # 主处理3 B" c! t* {* {
- def main: G9 R+ Z' y+ t2 R
- # 初始化战斗用的各种暂时数据
) T1 @1 o& @5 t; F" m - $game_temp.in_battle = true
$ O1 t+ _- G# ~. g9 T - $game_temp.battle_turn = 0
9 K, y9 D) ^* N( L - $game_temp.battle_event_flags.clear1 K9 X/ q( F7 V$ X* i
- $game_temp.battle_abort = false
6 f) P1 y# { l - $game_temp.battle_main_phase = false
' X8 ^1 a5 d( a+ E; _5 a3 N- ?3 @- M - $game_temp.battleback_name = $game_map.battleback_name, i& d- |9 X6 ^, O( p, h" d
- $game_temp.forcing_battler = nil
; K: R0 |, _$ Y - # 初始化战斗用事件解释器) ?$ |& Q7 \: v! x7 Q
- $game_system.battle_interpreter.setup(nil, 0)
, L# s# X8 }, d% E1 ^5 E1 r( Z - # 准备队伍
! Z3 R5 R/ @& C - @troop_id = $game_temp.battle_troop_id @9 }1 O: {# Q* s2 h% Y
- $game_troop.setup(@troop_id)- p0 R; F. t, m4 w
- # 生成角色命令窗口
3 x; c7 j# { C0 z7 C! W& w9 H% Z - s1 = $data_system.words.attack0 c3 K+ q2 [9 ]. u- O- u
- s2 = $data_system.words.skill- B9 q3 N$ j3 K5 c6 S+ [( G
- s3 = $data_system.words.guard6 m0 n: @5 L6 v7 k8 {& ~
- s4 = $data_system.words.item
3 r( J0 I' P b# ?8 Q - s5 = WordChangeBattler0 o( c. k# w L7 c
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])/ H' O, \/ r: `3 P7 \/ b' e& e
- @actor_command_window.y = 128# V6 T0 E. i, Z
- @actor_command_window.back_opacity = 160
) R' d* w+ b1 m9 Z - @actor_command_window.active = false
- f4 m& m8 f5 c* C2 o - @actor_command_window.visible = false( X% ^, J- G q4 j
- # 生成其它窗口4 x6 V* {' D/ X: O, R
- @party_command_window = Window_PartyCommand.new
; `5 s5 K: h( Q! D - @help_window = Window_Help.new% g4 y% y( N7 U1 _ Z
- @help_window.back_opacity = 160; V) i0 D1 }6 _4 M4 I
- @help_window.visible = false4 D1 k! R" {% m. X* L
- @status_window = Window_BattleStatus.new5 w1 {3 h7 Y8 Z+ o( r
- @message_window = Window_Message.new! \' v, s4 }7 w4 V1 K$ D K7 s
- # 生成活动块) R) k. P! Q/ b" i1 U3 M
- @spriteset = Spriteset_Battle.new2 w2 z) O. a3 w Q! j0 e" o# h2 C# ]
- # 初始化等待计数. a+ b' ], C% M+ A/ U
- @wait_count = 0
1 W3 j2 U0 _5 O8 ?0 W# P, f - # 执行过渡! P/ o9 n# ~( ]
- if $data_system.battle_transition == ""; H: t' R7 b7 p6 G
- Graphics.transition(20)
8 n' H$ y6 A( z( V - else7 O) k$ D A+ o5 Z3 z7 {9 |
- Graphics.transition(40, "Graphics/Transitions/" +2 D- ?# T7 H6 K7 E% I, o' @$ ~( J* M: @
- $data_system.battle_transition)
& y- p+ T& i) t- E5 ] - end
/ N4 F3 |$ i0 {' e* {% e, g - # 开始自由战斗回合
$ m5 _9 \1 }$ a - start_phase1) V2 y' g1 B) `: }" S
- # 主循环1 B# Z, i# \9 @6 t8 _5 i; C( n A+ U0 _3 q
- loop do2 N5 C$ x2 Z4 F/ q) o1 V8 [
- # 刷新游戏画面
6 I6 Z- B" a: z4 U' |3 j: _ - Graphics.update
; i% i( ]6 C ] r6 ], \% _" P - # 刷新输入信息
5 k6 N) K& ?/ Z4 m# F) C* e: b - Input.update
! r( f6 W( |3 J% J - # 刷新画面
! l }# w. C& B" M3 s: T$ q, J - update
0 R$ [1 \, |. E* G, V - # 如果画面切换的话就中断循环
6 T [; W# f7 Z& {1 J) _" g: Y - if $scene != self5 q9 y4 {. r9 C, f
- break H' ^, D$ Q M. ]" ?& P
- end
4 U* m; y8 J0 r* W - end
5 D' G6 e! L s/ J! e - # 刷新地图, z) l2 l& D( L, {
- $game_map.refresh. Q8 `/ @* p9 V$ m
- # 准备过渡
+ u" w3 R7 v. | S9 U - Graphics.freeze1 f% e7 ?0 d. O1 H" D5 w
- # 释放窗口$ N* s1 `% m1 z/ l1 q8 l: l
- @actor_command_window.dispose: p, e0 i# F7 k+ K
- @party_command_window.dispose
5 S$ Z- ^% t M2 A - @help_window.dispose/ Z2 Z3 m7 w: G" ~. B
- @status_window.dispose
& f: d9 I3 | T' v& D - @message_window.dispose% b) H3 u, [$ v8 G" r. Q% i7 C3 v
- if @skill_window != nil' h0 v; S) ^/ E" B/ Z- ~' T$ r
- @skill_window.dispose
T7 M0 C0 ]# I2 d+ z5 ^ - end
9 W$ @5 [& G1 Y/ B5 k - if @item_window != nil" z3 Q" j' W( M6 w/ B& Q- |
- @item_window.dispose
$ X5 b1 f! h$ Y0 D& a0 F2 C - end
! D! J0 b; U8 [' U4 Z: e2 l% u - if @actor_window != nil
6 P; D5 D" l! b% P2 V- R - @actor_window.dispose
6 i5 Z- ]0 s: }6 p& x7 K# r - end
* [5 E6 ?5 E2 F' |' ? - if @result_window != nil& G# d1 S5 K& `# t/ S! X
- @result_window.dispose
6 r1 P$ h( f4 l# k% Z/ d" r - end9 a9 A5 o- n5 o/ c
- # 释放活动块
% ~* r$ Y8 ~+ `% o# f( W - @spriteset.dispose% V& ^- I& j( u8 J0 ~. Y" s
- # 标题画面切换中的情况
8 [" I5 }: O5 W1 `. e1 ~7 D - if $scene.is_a?(Scene_Title)
1 O0 y" J; [1 G0 ~) h9 f - # 淡入淡出画面9 H! D ?8 M. g
- Graphics.transition* r; @% ~0 f: Q" ~! `1 P
- Graphics.freeze. _0 L. W% _# S* X
- end+ O' N c t: p! U
- # 战斗测试或者游戏结束以外的画面切换中的情况
- T% a* y- r7 @2 f0 I. u2 d - if $BTEST and not $scene.is_a?(Scene_Gameover)
5 _! o% b( T9 w# Q - $scene = nil' K) [: ^5 Q1 _# X6 N
- end: R7 O( s" p" `/ m o+ \% J
- end) s( Q7 B* O+ @/ r
- # 战斗结束9 u# a$ S( @$ _2 k( y9 K8 y
- alias lpb_battle_end battle_end
4 r* A4 ]0 M; s1 T. k1 U) n! \ - def battle_end(n)
, n+ L9 E2 Y/ x w) t3 H - lpb_battle_end(n)
8 A: n) [; B3 }4 u% f4 U2 g! e - $game_party.set_actor_to_normal
2 k$ E, ]$ ?) {4 E - end
# X0 o/ [2 B% p2 ^- J! W+ Z& `/ P - # 开始回合33 D; y" w( |- ~8 e2 X
- alias lbp_start_phase3 start_phase3
3 q) F9 z8 ~9 K7 z0 s. T) B' w - def start_phase3* f! Q) `$ i& B
- @changed_battler_id = []5 C8 x2 Z) P: U* [
- lbp_start_phase3* }' p# r. A# M
- end3 p2 M* ^1 W {
- # 刷新角色命令回合画面
0 B+ J% E8 C% h; y7 \+ j - def update_phase3
: w2 v1 \1 ], } L - # 敌人光标有效的情况下
' b w ]& q! r" K4 X3 Y6 |. I - if @enemy_arrow != nil
9 s; W) U h; R1 o q/ a+ E - update_phase3_enemy_select
6 K; e: W! h; Q: v, v- z - # 角色光标有效的情况下
9 W" H) @5 \$ b8 I0 t2 @$ l - elsif @actor_arrow != nil
; M$ C1 d/ k B8 ]) F - update_phase3_actor_select6 K/ h5 h; t4 D
- # 特技窗口有效的情况下 E( L8 w+ w1 n& U1 \( m0 k
- elsif @skill_window != nil
2 Z. Z# Q: T; |; @6 k8 S E4 c - update_phase3_skill_select
g! v% T# d$ A& _3 J! n! w - # 物品窗口有效的情况下: a/ E+ z; |- ]
- elsif @item_window != nil
$ z$ o$ A. q2 ]* Y; P1 | - update_phase3_item_select
( c: @# L' p! t - elsif @actor_window != nil
5 T9 k0 n" }' N* \5 [ - update_phase3_battler_select
6 Z1 K4 V+ E. ]+ Z' ~4 R4 ^ P. g - # 角色指令窗口有效的情况下
4 e. G# A# @0 W2 K _5 d1 \: V - elsif @actor_command_window.active
% ?' G4 W5 P+ g0 a7 q5 {# V - update_phase3_basic_command
2 c/ J' R, V' l. S) ?$ t - end
% V; E, G m: W4 F7 c( E - end! Z9 t0 Y/ ?& V) U$ @7 B
- # 角色基本命令
: F& s) Z- W. W `" Q6 T - def update_phase3_basic_command
7 ?# @" `8 F- \ - # 按下 B 键的情况下
+ f/ }$ r/ I# N% w2 N - if Input.trigger?(Input::B)7 x7 S3 \ d4 f
- # 演奏取消 SE9 x7 D2 @' S7 @1 [
- $game_system.se_play($data_system.cancel_se)
) Q3 `2 ^( u3 l3 s+ D! P5 V8 \ - # 转向前一个角色的指令输入' @- W- K' r& M- ]
- phase3_prior_actor
- Z v6 x8 X6 i9 M: a& L: ^ - return* k7 [0 ~# \& C4 d& e8 s
- end
8 I5 R! x1 @- M8 ?4 M+ G+ g: H) R - # 按下 C 键的情况下, U8 m* g% P/ {, C
- if Input.trigger?(Input::C)
& w- W. N" C5 i9 O! D$ `5 E - # 角色指令窗口光标位置分之
! O0 g% j. [) J* y: I - case @actor_command_window.index. ?9 r- e- X+ r$ T. n$ q2 n- c
- when 0 # 攻击" a5 \. ~+ l9 |% ^( s
- # 演奏确定 SE4 Q5 u5 j: d" E z9 R8 _3 F
- $game_system.se_play($data_system.decision_se)- r- ^& B" d4 y! ]3 s* e
- # 设置行动8 _8 C6 t w' |, E) o! `
- @active_battler.current_action.kind = 0
$ M# j$ s: h( m* s3 d | - @active_battler.current_action.basic = 0
C, Q& K1 l* \" c. O3 { - # 开始选择敌人
) N2 k3 }- g! R2 }/ F# ^9 G) d L2 } - start_enemy_select
0 G: a# E- Y/ I, E' L5 f+ a% ` - when 1 # 特技# D- W" }9 M, J7 ]
- # 演奏确定 SE
: J$ G4 O4 b6 s! B8 b - $game_system.se_play($data_system.decision_se)
0 E4 n8 d# m6 Z: l8 D3 @ Z - # 设置行动
" h8 q! `+ L0 W3 [( t - @active_battler.current_action.kind = 1
/ S4 _- r9 T6 ^3 B* @4 s9 A6 P - # 开始选择特技
, f+ ^. l% M) i, X* k1 W - start_skill_select
" V L0 C: g+ W! j5 |9 X6 q1 N - when 2 # 防御. L) g9 O! x4 h2 O" G4 Q
- # 演奏确定 SE
/ j/ T- \& V7 t7 M, y5 E: a; v8 ` - $game_system.se_play($data_system.decision_se)
' z% d! k. s3 t - # 设置行动
, r# x) ^! }, H& X- u - @active_battler.current_action.kind = 0
a( E* K6 s; f - @active_battler.current_action.basic = 1/ K7 u( h7 }' C' z* M5 ^
- # 转向下一位角色的指令输入
; u. s" A$ o. E! R- N; ]9 r, m - phase3_next_actor* g- V. o* [5 z' m7 U( ~% u) f
- when 3 # 物品
; t4 F5 D; C$ `2 R, W - # 演奏确定 SE
. {4 m1 W. L% {$ e - $game_system.se_play($data_system.decision_se)# j7 B6 l6 B5 O. s" N
- # 设置行动2 S0 i- X: n3 v$ X y
- @active_battler.current_action.kind = 22 I# e+ ~# n, T& c3 y7 E
- # 开始选择物品
: q. v. D) s4 B% b - start_item_select- Y% T9 V2 e' z2 k% l0 p! i+ {
- when 4 # 换人6 V) {$ H# ^& m! E* A9 L
- $game_system.se_play($data_system.decision_se)
9 G; N. \) c v- P3 k& K - @active_battler.current_action.set_change_battler- f* R6 L5 \% G( [& N5 b
- start_battler_select
1 d9 S+ w7 v& i& i7 T4 D - end
0 i: p1 e; L: A1 N. t$ g - return3 w1 P4 @2 \" P& Z
- end- f9 m6 ~4 [! |% Z [0 z5 S
- end1 V$ J- ]% V5 q3 s7 O& }
- # 开始角色选择5 _3 F! D: X( _9 Z- A c5 ^6 s
- def start_battler_select
7 Y0 i. \% c* r% ~: S& ` - @actor_window = Window_Actor.new8 @) \3 y' G4 b! t7 q) y
- @actor_window.active = true6 _+ D2 j- \/ a- R: y
- @actor_window.index = 0
/ k4 z A7 x; U4 x - @actor_window.help_window = @help_window
0 l5 ]( g; v: \# i6 E I; z! u. _ - @actor_command_window.active = false M) p6 K1 j" h+ B% _
- @actor_command_window.visible = false
& O' B, d. c6 [ V3 V8 Y4 M$ L7 j2 G - end
' K9 y$ E$ G* I# x1 }) }' j - # 结束角色选择
# C% A! }- ~' K - def end_battler_select) S8 b# Y; D6 d; L; s
- @actor_window.dispose
3 m! f8 \( s8 E3 \9 B1 d/ f - @actor_window = nil) ^; z( W, t4 ~5 }# k
- @help_window.visible = false2 P4 \' V0 v6 ~: ^
- @actor_command_window.active = true6 V2 G& H& n* U
- @actor_command_window.visible = true5 ^4 A J+ ~' s a2 M. c
- end$ B0 L$ g& F9 [' F0 w
- # 刷新角色选择
5 w' ^6 P2 a# L( z6 L8 E; d& x - def update_phase3_battler_select& H9 V9 A- I/ Y% |% M
- @actor_window.visible = true' V- R2 G$ G7 P
- @actor_window.update
& B( B2 e# z. i7 @4 {8 g% A - if Input.trigger?(Input::B)
# [ `* }) d% ~9 C( _3 B3 c - $game_system.se_play($data_system.cancel_se)1 ?7 S5 [7 t, `4 o. r
- end_battler_select
6 _* K8 ]2 N4 k* p! D: ?2 V; H - return
& S& i. a% i* ?$ f5 { { - end
% J# z6 p; U" I5 y" b- F6 D1 x - if Input.trigger?(Input::C)* C) T+ @; z0 E1 E- N
- actor_id = @actor_window.actor_id- d& n9 J+ |5 X9 J' n \- L
- if $game_party.get_actors_id.include?(actor_id) or
2 D% | W% f% h - $game_actors[actor_id].dead? or
, N+ j4 ^ w' _( g/ l - @changed_battler_id.include?(actor_id)* g3 g" f8 K: Y0 O, K' o. G1 P
- $game_system.se_play($data_system.buzzer_se)
! o8 m9 C! M# C0 s7 Y1 }& l - return
M8 X$ H" S/ a - end
1 ~. Y: c1 D7 V - $game_system.se_play($data_system.decision_se)7 B+ m* u2 o" S" h3 ^5 f* ]7 y
- @active_battler.current_action.change_to_battler = actor_id6 y- h3 [2 y# y- D
- @changed_battler_id.push(actor_id)
) b; {0 P: x6 ^- k3 n7 l: q - end_battler_select
* _4 s3 k( @0 C/ o0 a2 m - phase3_next_actor
4 \; h0 G1 k! _- E4 L5 B: h - return
0 w6 D$ F" ~7 _5 E - end
. Z4 _2 Y4 @ v+ D4 D. B8 T - end' Y, r0 B# {8 k" `, V3 ]
- # 行动方动画
4 ~. P" g! W5 u" V6 {# ~" V# R - def update_phase4_step3. H4 x+ X- u& c: C3 [0 Q
- if @active_battler.current_action.is_change_battler?
3 o6 o! t" l% b" k8 H5 a7 h. H - @animation1_id = AnimationChangeBattler/ d2 x, ^" r" {6 g5 E+ ~ {
- @target_battlers = []
. j) R7 o! ^1 J* d1 V: X - end
; u8 S! N+ M8 q F) T - # 行动方动画 (ID 为 0 的情况下是白色闪烁)
5 i/ \" g) p: N& x - if @animation1_id == 00 V7 W3 Q/ @# @" t0 D
- @active_battler.white_flash = true( c" P* Q( d' G$ z( H
- else
% g1 s% l8 f6 O! Z% n% S - @active_battler.animation_id = @animation1_id7 V. e# l0 m4 o' z
- @active_battler.animation_hit = true+ A& A8 w9 M7 S* | e
- end. D, @) {# i ^7 Q! N; w
- # 移至步骤 4
3 |+ X! X$ V* S! Y - @phase4_step = 4
) _, F! i: c4 u# L- T5 D( L' U - end
: A) J9 l$ ]4 S3 @5 r/ n - # 对象方动画
! V2 g S& g0 k - def update_phase4_step42 P' T: k: I, w, q Y+ G; ~- q5 [# \
- if @active_battler.current_action.is_change_battler?. E) j2 B: ]6 _3 \# z2 a
- actor1_id = @active_battler.current_action.change_to_battler
5 S$ N) M. _+ U7 _3 ^% O - actor2_id = @active_battler.id6 \5 n& E" o D- A
- (0...$game_party.actors.size).each do |i|8 i/ t1 h1 n: I6 R
- if $game_party.actors[i].id == actor2_id8 g; u& h2 g# _4 B
- $game_party.change_actor(i,actor1_id)' r6 S5 d( U+ p
- @active_battler = $game_actors[actor1_id]
/ U# d, t! x* N9 \, B6 A+ {6 e4 W - @status_window.refresh/ z8 q9 z+ t( U. g* L) T
- end
( k; C2 M5 d* o5 ] - end
8 a( z; o, w% j: s9 t - end6 E' m% |( |3 R7 A" Q9 C* a$ Y
- # 对像方动画8 W8 I8 y$ G# ^; c2 s$ x& d. Y
- for target in @target_battlers8 r. b1 p* s9 z; Z
- target.animation_id = @animation2_id, a2 J. l5 A( ?% ?. c
- target.animation_hit = (target.damage != "Miss"). z+ t- u9 I9 V! b$ J
- end! e) M# k9 s; ?
- # 限制动画长度、最低 8 帧% p" N$ x4 ] \' ]# x9 t
- @wait_count = 8
2 t$ A1 Q, z v7 W# S9 f) m - # 移至步骤 5. h/ ]! R2 U9 F* U- ^* _1 c, h
- @phase4_step = 5
n% B- c0 [% W4 t - end
, J* Y6 {/ Z1 @2 W - # 公共事件
`0 H. C5 q. M5 C% N d( T - def update_phase4_step6
; y- ^% M4 P8 J5 I - @target_battlers.each do |target|
! [5 D* ]1 C$ ^ M" a - if target.is_a?(Game_Actor) and target.dead? and
# q2 `) x/ a: h+ z1 P" F' V: E - !$game_party.other_actors.all?{|actor|actor.dead?}9 F# {1 J2 d8 y" Z
- @actor_window = Window_Actor.new
7 `1 z5 z' v6 O$ Z, g# { - @actor_window.index = 0
1 m; {8 `7 N1 M- ^9 @" G - @actor_window.active = true: D7 w: e3 `8 g" G
- @actor_window.help_window = @help_window3 F0 j9 K I6 x! ]" u+ M! t
- actor_id = -1
) x2 {0 X4 ~5 X# w/ g& H: u - loop do" d6 g$ U& U6 ?9 f$ z t0 P( O0 R
- Graphics.update
, m6 H+ S& R% P( w - Input.update6 J# }# E! F5 @% y4 h+ G: O
- @actor_window.update
5 ?/ U) h) o: S: e - if Input.trigger?(Input::C)
9 E" A9 u( W2 X. { - actor = $game_actors[@actor_window.actor_id]" r+ x% ^2 t% d& Q0 ]" y
- if actor.dead? or
! }* D" g& ]. g- F8 N - (@changed_battler_id.include?(actor.id) and 4 k# X1 j$ n2 c
- target.current_action.change_to_battler != actor.id) or
[2 {1 l" v; U. \8 D - $game_party.actors.include?(actor)
; a' b4 b2 x: ]3 A - $game_system.se_play($data_system.buzzer_se): \$ z* _) o. V& s
- else
- p* z" {5 X: J( |# `7 z - actor_id = actor.id
' Z4 e0 z5 K$ b2 a& u, [" u - end4 C0 B; ?; d# C A# G( S0 [
- end% `+ c- s9 b9 |. V2 i- `
- break if actor_id >= 0
. }, y' x- R9 ] - end
S6 p3 }. m. r/ x# U5 N - @actor_window.visible = false! E- _: d9 B j5 A& C% o. z9 P
- @actor_window.dispose
5 t& Y6 u, x5 j& C - @actor_window = nil
& a* ?+ s$ ?$ }( O: [7 z0 B% u - @help_window.visible = false
- V- |2 I6 V3 H& P$ r8 h. J4 A - (0...$game_party.actors.size).each do |i|
& I- Y& s! D" U' D# a - if $game_party.actors[i].id == target.id
+ b% [6 E7 ?$ |6 o @ - $game_party.change_actor(i,actor_id)6 B7 i$ ^. ~% p3 w1 [% ~# l
- @status_window.refresh2 b$ |7 _* v m& C
- end& ^1 M- g' t% Q+ P4 p. c/ I3 l
- end
- f, ]1 x& g% Z6 e# Y- J( K- { - end( r6 e) ?; `9 Q, y$ f j5 T
- end9 D+ P6 ]7 D- P [+ J2 ^
- # 清除强制行动对像的战斗者3 ]! w5 m8 E8 U6 |- }
- $game_temp.forcing_battler = nil
/ N! t7 r- `: h4 {1 k - # 公共事件 ID 有效的情况下$ Z2 e) K) U6 S0 o+ T+ i, m8 ?% k
- if @common_event_id > 03 N* t4 B0 K: X0 a5 }5 e/ v+ D
- # 设置事件' l' M: Q/ [3 u8 s9 V5 R' K
- common_event = $data_common_events[@common_event_id]; {" r3 x' ?! j2 o$ y
- $game_system.battle_interpreter.setup(common_event.list, 0)
& i m y9 {2 R% m I; R - end
0 x6 W5 b' v4 A7 V( B( X0 s, { - # 移至步骤 10 {. s& L) E4 q% s. Z' n0 G; J
- @phase4_step = 1% |5 c, d: B+ r& H% u9 E. C
- end/ u9 n1 Q, C" _: }3 [& K' w
- end! b: m: O: c& [
: m$ K9 T( G: G% [/ V- class Window_MenuStatus$ K- j0 @/ J3 j ], X( I) B
- def refresh
* P ^# B; P, F# G- h' h2 u+ |' o0 ~0 T - self.contents.clear
, ?9 g. C1 z: Q% N - @item_max = $game_party.actors.size
! }" u; Y1 y! T( g$ |7 f - for i in 0...$game_party.actors.size3 `+ d( F" a8 D" L1 ^0 u0 S
- x = 4
m- \9 w, B5 C6 V# |" c [ - y = i * 32
' N8 K/ ~# ~- A- J5 Q - actor = $game_party.actors[i]
; _5 }, @7 t8 i - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue); l& X; S) j& ~/ J- i6 ]
- rect = Rect.new(0,0,bitmap.width/4,31)
3 F) I5 L4 {. ?" `) ^; E - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
9 x2 A' `5 E, b$ X# v5 Z7 B5 R - draw_actor_name(actor, x+36, y)
' ]2 J7 {8 f) ], Y* H - draw_actor_state(actor, x + 136,y)
( v5 Z+ ^& m: `6 c! J6 U - draw_actor_hp(actor, x + 236, y,96), {! ^2 N! T/ C3 n& `& }9 k) S
- draw_actor_sp(actor, x + 336, y,96) h1 u1 E+ g' ?
- end0 C |, ^. i8 ?4 J% a
- end
+ G" u$ C0 b3 ]2 y# o - def update_cursor_rect: h! A& ^- w. _% h
- super
7 J* f( j& V3 |, s9 w% m- L - end
& m J# Q' T J, @6 }& x4 t4 k - end
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