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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 LimBattlePlug5 c, [4 ~( i2 G& L5 |
5 t, o' i1 ~ ~, I& g- # 队伍最大人数! O9 m" n5 Q. B+ \' z' W
- MaxPartySize = 8$ Z" C# G5 C% N4 w8 Z
% `: i' b0 U& h- # 出战人数
2 n4 k5 y/ }% O8 f; a5 W! F - MaxBattlerSize = 19 t$ c( L* K8 h/ R2 h
6 I4 [' t2 g0 D- # 换人语句
+ ~; D5 k1 `4 V# | - WordChangeBattler = "换人"9 ^, [# O# k0 W1 R k! U9 B
- + D' z! v5 U8 Q9 R1 F" `; Y0 `
- # 换人时播放的动画3 r6 q/ K4 E; ?# K& e: f3 `
- AnimationChangeBattler = 26; U* V8 `1 A! d, l/ `
6 G2 H( Y; i2 M x T+ d( k3 o: I- end
, X( @ `) N" S7 h - : @! s! @& f# L9 O8 ?8 t2 X
- class Game_BattleAction
' D* K5 Y& O; ^7 z" C - attr_accessor :change_to_battler8 e2 ]5 M2 R$ F) g: b7 B1 ? u+ d
- # 初始化
' F$ M2 F) ]6 b0 b. I. [7 Z4 F" m - alias lbp_initialize initialize2 T# ^& X0 m# K. e4 e
- def initialize0 U, }+ A9 Z) l4 q& y6 j
- lbp_initialize
- E: j7 m2 D% H$ [1 i8 H/ V4 C: [& G - @change_to_battler = 07 s/ w9 i! J7 Z# Y6 F
- end- E* Y" P+ B' I j1 N6 J: o: e
- # 欲更换角色编号
( }# `5 p4 I: \% r# L - def set_change_battler
$ |4 m& l' k8 y - @kind = 3
/ S9 E* N4 U+ u; ?5 x! [2 V/ O) A0 S - end
3 ^3 L3 P$ e- A+ w+ ^ - # 判断行动是否为更换角色
: `# e" U- Z5 e, R+ b8 | - def is_change_battler?
" f. c2 f) s% v/ R! Y1 \& K" J - return (@kind == 3)
$ H/ ?" t2 j L - end. V+ c1 D; v; _, w8 Y; h
- end6 q- g9 C) ~2 v- q; u& R
- 0 c# K1 }! ^9 \5 v, w; u. ~2 X
- class Game_Party
3 z+ Z8 T9 A! f2 U) T4 d7 J' Y* ~ - include LimBattlePlug
8 Q9 g6 L/ ?6 e7 M - attr_reader :actors22 W# r& D# N; i8 m( T! [) c
- alias lpb_initialize initialize
7 ~; m! K$ _3 n1 m" d' Y5 ` - def initialize. y4 d; t( [% M: H0 B
- lpb_initialize
, p. h# c( t s4 K, N7 m7 C2 _* v& Q6 C - @actors2 = []; a/ N, i" \$ W% B2 J3 J6 ?+ x
- end# L# Y5 D0 `4 X, T$ t
- # 角色加入; T$ a, r& \8 w2 z
- def add_actor(actor_id)9 m4 U) N1 p; W
- actor = $game_actors[actor_id]7 F0 _4 r# \1 g$ m) h& f6 |$ c
- if @actors.size < MaxPartySize and not @actors.include?(actor)* P! L) g) Z5 w
- @actors.push(actor)" `2 n7 t' g: V* H
- $game_player.refresh
& |) f) |$ X/ r2 Y8 ?/ L - end
1 C- a& o4 `2 C8 a+ b: x4 m) q - end
! H8 m$ x: @ S$ Q+ g - # 设置战斗的角色
% b1 d! s" n; f: k6 K - def set_actor_to_battle
( n9 z; b! x& j/ o - @actors2 = []
! w6 s( M+ n7 G' g - @actors.each do |actor|
( l6 e6 x7 u9 P: l. v0 v7 M - @actors2.push(actor)
; N% {/ N2 S' f# q) o - end
* @- Y( Y) ~( D- p6 w& Z - @actors = []- E2 u: T- l7 Y
- @actors2.each do |actor|2 i- \% e0 J3 g0 X6 h) R( o; D" n
- @actors.push(actor) F% T% ~+ [4 v* C
- break if @actors.size == MaxBattlerSize7 y2 u) R" v0 O5 z$ g+ ?: U
- end( e* m9 A$ i5 @3 S/ f
- end" ?/ R, n# d) ~" _
- # 还原战斗的角色
: x% @5 O' N- c& O) ` - def set_actor_to_normal3 K2 Z. Y# B8 `* f+ S3 o; r
- @actors = []- T' ?3 ~ _/ [/ i- |9 n, W" L
- @actors2.each do |actor|
3 j9 r$ C2 k# O1 D4 @* k7 p - @actors.push(actor)
! B3 G @! T7 @: w+ g7 z$ d5 J - end
5 s% D6 @6 U4 f0 J1 [; O - end" |6 P; m' J( C# L1 O" y4 r% f/ R
- # 获取角色id数组
2 W% I1 _: `4 ]2 P7 i - def get_actors_id/ _3 G q W* {) `, B2 b
- id = []: f9 }# Z, \& T- G/ y
- @actors.each{|actor|id.push(actor.id)}
; b- N+ o5 s4 o+ a/ P# c - return id
3 N7 [8 ]( V5 X9 p3 X( r: E) Y - end
; |, P$ ]9 _' L/ y5 P- U# f - # 获取角色id数组
# g# R1 f# A$ C. G8 z6 z! o - def get_actors2_id
4 u$ @4 K/ V) Y7 ]4 ^0 ` - id = []" U, l! u6 a x+ z" J7 X/ G u
- @actors2.each{|actor|id.push(actor.id)}# p) a# B& q9 }
- return id7 z, t6 ]. N( C9 Y3 X; C4 h @! x
- end3 Y5 ~% O/ @! A, P8 G8 [
- # 兑换角色
% ]2 u" K: p, u2 n/ | - def change_actor(index,id)0 h' g* {$ m, r0 H, t
- @actors[index] = $game_actors[id]1 \+ d. @# j; K; S
- end
% q4 _% T/ q% `. u" J6 K - # 全灭判定1 b6 f/ H. @0 h, E3 m
- def all_dead?
1 R6 V+ e; q) J6 U& b( e - # 同伴人数为 0 的情况下
& V$ E2 m# h4 _; ~' v - if $game_party.actors.size == 0
: p3 B$ ?1 G: F. p1 m - return false, Z5 ]' c& Z% x% _
- end2 ^9 T# B, ^; H9 ?2 M( n. g9 L
- # 同伴中无人 HP 在 0 以上
0 `- A* E. R; W1 B$ u" m - for actor in @actors2
- E/ Y- z" I2 W5 @6 S ]9 {5 O4 z; o - if actor.hp > 0
0 M3 O( S' T; h - return false6 i, ?+ m, U+ q w& u& }7 j
- end0 O: c \2 l5 g: a% k
- end
+ U$ ]7 i7 @0 u6 ~5 n - for actor in @actors: O8 r: M9 }" J+ ?1 K' P
- if actor.hp > 0
, S/ u, r( `" ~ _' q) Q+ `2 \ - return false- p, i" K$ S4 {/ D
- end: E! t9 @; p( G+ @* D+ @
- end: n) v6 b! u: \' U# |
- # 全灭
/ I7 I( w$ y6 W7 i$ B - return true
/ o0 N5 F# ~% m. ~/ U - end
0 `" J5 D; r' j, X* H - # 其他角色
3 l" q, N8 s! A' P - def other_actors
/ ]) S+ w$ O7 ]5 Z* D3 t) d - actors = []+ H0 e+ e3 V( I4 n* k7 J
- @actors2.each{|actor|actors.push(actor) if [email protected]?(actor)}. m% T, H; c) h5 B7 j! i
- return actors
. b1 N) t6 ` j1 Y; ?0 B$ L - end* ?: W, V7 i4 d1 t3 o
- # 角色位置互换
# R- f ^4 L5 m/ {/ d1 Y - def change_actor_pos(id1,id2)) p! j* o: c! F# u7 X. W
- actor_id = []; v9 W: Z+ a6 N9 k$ n2 O; {
- @actors.each do |actor|) v+ \! X: J( g
- actor_id.push(actor.id)& Q: G5 [; e d1 u: Q. h* ^
- end
3 d* Z% r# @; U; b( N2 O - return if !actor_id.include?(id1) and !actor_id.include?(id2)
; e' D. S5 x8 P$ r8 j: d - id1_index = id2_index = -1
4 o6 O% ]( f- B' h: `0 o& ]( V u$ J - (0...actor_id.size).each do |i|. k+ X- _+ q# Q4 ~) B0 l) p4 U. `3 @
- if actor_id[i] == id1 r9 Y' [" n, ]/ R5 t. W4 ~; x
- id1_index = i' P! v2 D/ s* c$ o6 U" `; L5 k* X
- elsif actor_id[i] == id2
3 ]- e* V, ^+ I) P - id2_index = i& _+ {5 X2 Y2 F8 R" ~0 l
- end4 w _5 R% }% e
- end; M- p! G) T& U) e3 `
- temp_actor = @actors[id1_index]
a7 m i5 z0 T- r, \. U - @actors[id1_index] = @actors[id2_index]
0 t7 X5 b$ j' D. }$ O! m+ F4 j - @actors[id2_index] = temp_actor
! W: k# E: A' `/ L8 |2 u# ~7 o - end
3 W$ I: S% a4 \) W! `) }+ c& H - end
- I- ]2 z! U, v! W" L% ? - , d+ D7 n/ r$ [* L$ O
- class Window_Actor < Window_Selectable2 ~, ]3 y, }" o
- # 初始化
2 v# W! Q2 y' m3 U1 [ r% D - def initialize% A' w g/ \7 q& H9 O
- super(0,64,640,256)
# S9 t9 L9 ~6 b$ @' E4 A! P! N - self.back_opacity = 1600 V! y" l- T6 ]+ M v
- refresh
$ w+ H2 B$ f1 q9 K4 w - self.index = -1
" d) Z6 E# t5 P/ S& W" p - self.active = false
# U7 s W; B% y$ r" T7 k - end
4 g' Y0 ~" i3 s3 c- m4 d. ` - # 刷新& r4 _; }* e! u% }" {
- def refresh. U% u8 j# \& M7 b
- @item_max = $game_party.actors2.size3 A) u2 Z; }* H! H9 C6 A' N
- @data = []
2 O9 a5 x4 I) e1 W* X4 r5 [2 U6 J: ] - $game_party.actors.each do |actor|
3 V# P; l- t. e m - @data.push(actor)
& E, A5 B+ I6 Y( t _$ J" A1 w1 i: |! j - end* C u" l8 f2 U; Z0 ]; u; L; z
- $game_party.actors2.each do |actor|
4 Y; c- |- Y3 b& r4 x |" V8 J - @data.push(actor) if [email protected]?(actor)& N4 m+ \6 d* G$ \% m- z2 N
- end
; i* z: y! r8 N/ U. k - if self.contents != nil
3 g D/ S8 ^- i* G - self.contents.clear# B4 d/ x- ?9 z; H
- self.contents = nil7 ]* J5 `6 _8 Y1 T0 \( g
- end/ Y! b! C, Y' r( o
- self.contents = Bitmap.new(608,@data.size*32)' \% W# p$ B" L! }; V
- x = 4
( l- \1 ~3 J& u; x) l - y = 03 o$ d3 e% S2 e: g
- @data.each do |actor|
; J$ X2 Y' I; [ - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
) q! H+ Z6 R6 L - rect = Rect.new(0,0,bitmap.width/4,31)% B8 L8 }6 W5 t; x }7 ^7 _
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)5 `% {6 ^+ n5 D9 U: J) [. B( r6 v
- draw_actor_name(actor,x+36,y)
6 r- g* Q2 `$ U& E - draw_actor_state(actor,156,y) h7 m- b- a% G& n1 d1 ?0 h" Y2 O1 f
- draw_actor_hp(actor,x+256,y,96)
" O( G- }5 E' F" e# @% I) J4 m. x - draw_actor_sp(actor,x+376,y,96)
4 b% a, X$ T! ~0 f& T1 M$ @ - if $game_party.actors.include?(actor)1 L' i1 M2 l' O' p7 o, V) k& e
- self.contents.font.color = text_color(6)
2 }4 b+ K! {- c - cword = "出战") _- \& C$ \6 g
- else! V+ d3 H9 J; |# Z' N+ g
- self.contents.font.color = text_color(0). Z; M$ ]& h. u( e
- cword = "待战"+ B4 g, h& z' ]' q* g
- end
; h4 D d- x- {. e. K - self.contents.draw_text(x+496,y,60,32,cword)9 u3 e. Q4 K- J m7 H
- y += 32
% q' \+ V9 i9 g- C. c - end
9 ~# G2 v O' ^8 {/ x) V5 k - end9 W7 L$ y" o8 `( ?
- # 获取当前角色编号/ D; ]; k) B3 M" c: e
- def actor_id( U+ J3 d2 r& m0 X2 J& u [
- return @data[self.index].id
( Y1 r) i3 |8 M) [1 H - end
f: z+ _# {6 H' a - # 刷新帮助
+ ~+ R7 F( @) h/ b0 b W1 c" N* O! V - def update_help2 B: H9 f0 A* d0 S ^9 Z( N
- @help_window.set_text(@data[self.index] == nil ?\' W, F9 x# ?/ b+ v! p3 X; H7 K# Q. [
- "" : @data[self.index].name)" A* n/ T& h1 \4 G2 \- h0 B
- end
4 r8 @ q8 [- R- P* ` - end1 s5 N8 W! B7 D" h1 {
- $ N+ M1 ^; v. p/ v; s. W4 i& b( W. h
- class Scene_Battle
9 p" E8 ]! h3 ]' F - include LimBattlePlug
9 h$ }3 G; D O6 r, U - # 初始化* m9 m2 I3 z# t) N8 N
- def initialize1 V" A- z$ t3 m w% s l; k
- $game_party.set_actor_to_battle$ D0 a# F" t. Q- \& i K
- end' I2 N8 j( b2 F: T
- # 主处理
* _6 J8 W. B$ V: x+ ] - def main/ n$ M- J2 i/ C* a
- # 初始化战斗用的各种暂时数据
9 b8 C [# p" m7 I' J# O( k, v - $game_temp.in_battle = true
8 g2 a6 z1 I% p+ a3 |. ] - $game_temp.battle_turn = 08 d2 J& }+ g0 R) l% k* n: k
- $game_temp.battle_event_flags.clear
2 p- J' M& ]4 k8 e/ U% s9 b6 _ E- n8 B - $game_temp.battle_abort = false! V9 W M! B' q f1 ?' O. d
- $game_temp.battle_main_phase = false% l* f( v5 ]$ y# h3 o
- $game_temp.battleback_name = $game_map.battleback_name+ h( @8 [4 s) J2 X* v
- $game_temp.forcing_battler = nil% V0 v: d) s- S
- # 初始化战斗用事件解释器
6 q1 b* E) M* M0 s - $game_system.battle_interpreter.setup(nil, 0)
: m! O) l ^% ?5 Y - # 准备队伍
7 D+ B% s8 P: I5 W - @troop_id = $game_temp.battle_troop_id
% _' `) t: G3 q - $game_troop.setup(@troop_id)
% {4 ]5 h% D `) m& W0 X w9 m5 O - # 生成角色命令窗口$ x/ w: H( C" K F+ {& e+ y
- s1 = $data_system.words.attack
6 o* I6 A/ g, O0 \0 g - s2 = $data_system.words.skill
; b" ~" l0 f9 l( Y" x0 e - s3 = $data_system.words.guard r' z7 c/ t4 R9 o2 z
- s4 = $data_system.words.item0 }. P4 w4 v* ]& F" ?, _ Z
- s5 = WordChangeBattler
3 \3 B- {/ k6 [& D+ d3 Z- f - @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
/ c( f/ d* L& u/ Y7 v. Q: n - @actor_command_window.y = 128- s# Y3 m& q* `" T! D1 t. d0 g4 L
- @actor_command_window.back_opacity = 160
) O/ a' Q0 q7 Q3 _0 f( W, J7 ? - @actor_command_window.active = false* j6 D$ [! P3 @- Z
- @actor_command_window.visible = false
- T0 ^% D- d O' k( Q" C - # 生成其它窗口
5 ]5 L, ~- S- d; W q9 ` - @party_command_window = Window_PartyCommand.new) b2 z: m. q/ c9 w5 f" ?& a: r
- @help_window = Window_Help.new
# Z3 @$ L, U+ ]( r- ^ - @help_window.back_opacity = 160* r B Y6 \' u+ Z
- @help_window.visible = false6 L3 Y3 W3 G x3 D, f3 q
- @status_window = Window_BattleStatus.new
b( H( `3 M; _. c - @message_window = Window_Message.new' \) R0 B. s1 u3 v4 b. s6 E! }
- # 生成活动块; b$ a' J( R$ z4 O. Y0 r* g
- @spriteset = Spriteset_Battle.new# c2 B. w% N7 a. p
- # 初始化等待计数; D& L2 C+ s8 N
- @wait_count = 0& v9 `& [# N6 z" M5 z
- # 执行过渡' a9 o2 { r9 M' T3 X% W3 F' R1 M
- if $data_system.battle_transition == ""3 [2 W# H, Y" E4 _( `- {+ b/ D4 E
- Graphics.transition(20)
6 `5 }: d9 l; _3 b - else
1 K: \% E2 l- }1 s0 g" s" T - Graphics.transition(40, "Graphics/Transitions/" +& ^: n! T4 {( p6 z/ e, E3 j1 A
- $data_system.battle_transition)) U0 J5 u- K* G+ N2 {% C+ _& I
- end
0 r2 Q5 E/ w! d* @* i( X; J' w" } - # 开始自由战斗回合( U/ @8 U; X6 q) t7 F* Q
- start_phase1
; V- n% Q5 B0 ^& n - # 主循环& D1 p8 B& X W5 u* q
- loop do6 c6 N0 \# @3 Y4 ]/ r8 Z
- # 刷新游戏画面
3 ]4 ]% X K6 F - Graphics.update
2 p: R2 D& e8 z2 S7 `2 y - # 刷新输入信息
, W y/ c4 ^4 b; p* x( J - Input.update+ b _ V- \: y; b1 k
- # 刷新画面
& @+ s* h. O& E1 B* B - update9 R7 W: } k: D3 u6 ~
- # 如果画面切换的话就中断循环
/ ?2 D a5 F* a5 C- e& k - if $scene != self' D5 c3 Q6 S; c. J( A) u
- break4 s0 u6 }4 }$ h6 O' b* S* T5 K
- end
9 ^0 S- b+ G7 p2 a3 t1 W8 D: F6 M - end
7 _/ P3 B' r1 O& [) t, j - # 刷新地图 K' f E8 E% T2 g! z& [
- $game_map.refresh
9 V! B# }# S% U @9 A. Z% ^: j - # 准备过渡2 q9 L! W% e" \) K/ v! x% Q9 Z; c: D
- Graphics.freeze' x- @( Q, M. n7 l8 v
- # 释放窗口
, z; C* R+ Y0 g" c/ L - @actor_command_window.dispose6 U8 u" t' B9 V, ]5 ?( V
- @party_command_window.dispose
: M2 r2 M/ K$ v6 B - @help_window.dispose7 c/ G! d2 X% S: d7 C7 M
- @status_window.dispose
! E6 \- v$ ]! a - @message_window.dispose. p$ c% B& A, T$ ?3 M0 [
- if @skill_window != nil1 l0 F* Y0 b/ |/ y8 l" U
- @skill_window.dispose
% a& C4 Z5 M8 e4 I - end3 L9 ]; Q) A, U# f9 F0 n8 {, M
- if @item_window != nil& j+ Q1 _2 x5 n) L! i3 T
- @item_window.dispose; R- h" ~( H# G# ]* h' B3 h
- end' t l& E; j3 `% N# o+ h
- if @actor_window != nil
2 t% W. Z9 \! W( w4 W4 v - @actor_window.dispose
$ w* |" G9 p E% ?. a5 Z6 K- `4 _- \ - end3 }3 q$ i: ] h& }) A
- if @result_window != nil7 P5 n5 O$ d A5 h% ]+ D( O
- @result_window.dispose4 E1 ` I1 |: W; i
- end
( r! z. G' c$ w, Y/ G5 j - # 释放活动块
- l0 ]$ j7 \( h8 K9 P2 L - @spriteset.dispose
9 }1 k6 c7 R1 x, O8 _ - # 标题画面切换中的情况
3 A" B' d8 a' R* P j! Z - if $scene.is_a?(Scene_Title)* Z4 b2 I3 a% ] o
- # 淡入淡出画面, U5 s0 O2 I) m
- Graphics.transition
. {. A3 g9 `; V! V/ m. N - Graphics.freeze
' S4 F( O( ~5 q O9 n3 j- y - end
, Y6 \+ \9 E( j. t( @5 r - # 战斗测试或者游戏结束以外的画面切换中的情况" k+ B5 z% z, p0 B
- if $BTEST and not $scene.is_a?(Scene_Gameover)3 M% } C! U$ `' R8 i% {" h
- $scene = nil
& `. j) }: p; ?; ^/ G, n( O - end# P: n/ ~! V( q. }, f6 c" _
- end
- _1 W# E4 H1 N; N' L0 }) l+ Z - # 战斗结束( r- C& }, @2 P3 v' R5 j
- alias lpb_battle_end battle_end
) R3 B0 f# N* m( f0 M - def battle_end(n)# J) ~/ ~6 q3 L( I6 E: e5 A" S
- lpb_battle_end(n)) R0 b: {& [9 ~1 l, |) m" P$ j
- $game_party.set_actor_to_normal: k) v5 t+ W; C
- end% S+ h" t( t' ^* F/ q' z
- # 开始回合3; B/ Y7 z7 f4 l. {$ p0 V5 r
- alias lbp_start_phase3 start_phase3
) f# s2 v' \3 L: ?- u1 K/ K/ m/ s - def start_phase35 D3 ^, w3 G% b6 L; z. ?, Y) N3 G
- @changed_battler_id = []+ f, x( r1 O6 P
- lbp_start_phase3
8 I! T; ~, u0 F - end9 p v9 i$ L& a$ h! j, Y/ v
- # 刷新角色命令回合画面, X4 `5 o: ~3 |6 J" G. i# P
- def update_phase30 g. o/ n$ y2 ~9 l! |
- # 敌人光标有效的情况下
! L! a$ ?; _* z4 K |& P. f% c( P - if @enemy_arrow != nil: o) _! V$ J! E/ D* Q3 P+ w
- update_phase3_enemy_select
5 N. Q5 Y0 X. k - # 角色光标有效的情况下1 u6 p V% p$ E7 P
- elsif @actor_arrow != nil* ~$ h$ f/ F0 r- [) H" s
- update_phase3_actor_select
* e% N, G5 W; P - # 特技窗口有效的情况下2 _& N9 O1 s2 O) V. w
- elsif @skill_window != nil9 n4 L R' f; n0 ]+ d3 H+ l
- update_phase3_skill_select7 f! G! ~3 k/ H( U2 z/ y
- # 物品窗口有效的情况下; x% q2 x7 ?$ C0 c
- elsif @item_window != nil7 l6 B3 c1 R+ p- {' i' P; @
- update_phase3_item_select8 S9 M* d, ~+ h' G1 J
- elsif @actor_window != nil
% y' L/ }* m; Q; R - update_phase3_battler_select
1 b/ o8 Q2 O7 h8 } - # 角色指令窗口有效的情况下
- C+ k/ g% y% Z" Q8 Z - elsif @actor_command_window.active
6 ]: H: F, z1 g1 V9 O - update_phase3_basic_command
& e( E6 n* w9 _+ k - end
$ {8 b+ Z* I1 g7 N* M4 Y* P. o - end$ v5 A; k* ^6 S& p$ l1 o; o. p9 U
- # 角色基本命令
/ E) Y Q. [' x) p0 @: F - def update_phase3_basic_command
4 V" _: f$ H$ V1 m4 N - # 按下 B 键的情况下! R* k& {0 k% G' Y$ K7 ~
- if Input.trigger?(Input::B)
& D7 Z; ], T6 Y: b' x- V - # 演奏取消 SE
) Z7 g2 v/ z3 E; \' \( [$ h( i o - $game_system.se_play($data_system.cancel_se)
; ^$ s ]" ^) l. d) v3 l - # 转向前一个角色的指令输入
4 [* E; L: I0 R$ h2 D - phase3_prior_actor
% C9 k2 `; [' {2 w - return( N( H( |5 y, I% M' i, x
- end
2 N- o u% Z# o - # 按下 C 键的情况下
* @6 R8 g+ d+ [/ o& v' X+ u - if Input.trigger?(Input::C)
1 @; y$ R0 ~& R/ S3 i2 s - # 角色指令窗口光标位置分之
2 h7 Y' D6 E+ ^! \/ G - case @actor_command_window.index4 `+ z: S6 g5 D: i
- when 0 # 攻击, Y! b4 C N* A- W
- # 演奏确定 SE
4 P7 J3 K' B% r8 z! B4 _ - $game_system.se_play($data_system.decision_se)3 ]" w( f% c) g/ P/ }8 I8 |
- # 设置行动
$ I$ D# l h6 P: n/ w+ e - @active_battler.current_action.kind = 0! u# c) _6 M" H
- @active_battler.current_action.basic = 0
% h0 G: T; S; _* N5 h4 O6 a - # 开始选择敌人/ K" O7 R; s" R8 l6 Y1 t& P) b p
- start_enemy_select
# b/ @* M& h) P; a6 t- @' W - when 1 # 特技
# M7 u% X/ @: D. g6 O; J - # 演奏确定 SE
5 l( }1 Z: [( o( v8 ^0 `- v - $game_system.se_play($data_system.decision_se)5 e( q' o! i7 x5 a6 k) q' U
- # 设置行动
6 `: B9 |& R9 x1 I2 P& H+ a - @active_battler.current_action.kind = 1
* t2 I8 A A1 ~ - # 开始选择特技$ ], v8 T8 B# D3 x2 E: |4 {) A
- start_skill_select
; Z v+ u) `* C8 {0 J - when 2 # 防御/ m7 G! t5 H R8 a4 _8 R* ^
- # 演奏确定 SE& I4 X+ a- h B0 c5 g
- $game_system.se_play($data_system.decision_se)
0 e5 @" _6 K) x# W x; C - # 设置行动
$ ^- e0 [; ^8 m2 P - @active_battler.current_action.kind = 0
0 `8 b6 _9 B) y" n; W) S# `1 l - @active_battler.current_action.basic = 1% z5 v' M9 d% r2 T" y
- # 转向下一位角色的指令输入
6 h. O$ b# q# R. v - phase3_next_actor
3 l( m6 W6 F& Z( L& V. R; g) P+ E/ V - when 3 # 物品7 |2 l& w& S' _, X; s
- # 演奏确定 SE
! R( B( p" X' M - $game_system.se_play($data_system.decision_se)
0 B! b5 v1 w5 v2 z2 f - # 设置行动5 A1 ?- ?1 u$ z C7 C8 {
- @active_battler.current_action.kind = 28 Y8 p) `! {+ [1 v8 E) q2 `0 N$ K/ ~
- # 开始选择物品
9 L6 W6 z9 l5 m+ [: t2 t - start_item_select) n- @# C5 a6 o) ~% R& R
- when 4 # 换人
+ s! i0 ?0 g! \1 t - $game_system.se_play($data_system.decision_se)- H9 Z& `" p C2 h6 e. _% E
- @active_battler.current_action.set_change_battler/ E) G$ Z5 n7 V- V2 @; ^- d
- start_battler_select: d- ~% s$ N% P% ~5 }5 ?; z
- end s8 U) e! y4 t/ |4 [
- return
2 g H) }$ j4 H2 f3 P) S$ I( B# P# Y - end
' S' z( I3 D! a9 k, I9 Y - end
- n' o1 y( z( z- W) l/ z; l - # 开始角色选择5 x# t1 H2 B' P+ N$ I
- def start_battler_select
- ~( T) E; {$ ~4 O! v$ t - @actor_window = Window_Actor.new s7 ~* f4 N& a- C
- @actor_window.active = true
* y: D r3 y3 L* l5 o) P - @actor_window.index = 0
! ~# Y T9 K( x! S2 J- ~$ o - @actor_window.help_window = @help_window
l5 [) t3 P/ E1 B. T - @actor_command_window.active = false( x: i: e% ]6 j; ]. I' l$ l
- @actor_command_window.visible = false
) }4 k9 _" K, L1 m3 ?+ W0 f" F - end8 n1 L8 d% l. U. |$ A! q1 \
- # 结束角色选择3 A: O% {7 I$ J4 n
- def end_battler_select
' j9 h$ L n6 N1 P* J2 x - @actor_window.dispose
/ X2 U9 `6 O* v# o - @actor_window = nil
$ k4 A* o5 d4 e, Q$ ? - @help_window.visible = false' p: a- H2 g' ?7 V; t# M( h( ~
- @actor_command_window.active = true
' B1 J _1 M! U1 P# R5 b* }+ a6 Z - @actor_command_window.visible = true0 d1 c9 P& \% Z
- end* `, K. j" F! D* H8 d' [5 c" B+ E
- # 刷新角色选择) \9 a$ T7 J% X6 g+ K& _8 w
- def update_phase3_battler_select) N4 E/ |" I: J# b" L
- @actor_window.visible = true
) `+ h+ P8 j0 q6 G - @actor_window.update
( @2 W3 _! J0 G% v - if Input.trigger?(Input::B)4 a) D# _ c% o+ g# z: i1 n3 Z
- $game_system.se_play($data_system.cancel_se)
9 a; h( R: L: g4 W5 D - end_battler_select; |0 j$ r) Q9 Y+ Y- [
- return
3 i( B( b6 z# x9 y6 Y# _9 ]+ r7 W& d0 K - end
" `# q& _! Q! H0 @/ q - if Input.trigger?(Input::C)# ^) y3 E: W( Y; j! ^
- actor_id = @actor_window.actor_id- a5 a5 U9 ^" A3 E; Y, J) T( i
- if $game_party.get_actors_id.include?(actor_id) or, M. H4 X1 W# T6 I% g
- $game_actors[actor_id].dead? or
7 R# B5 X; Y M- z7 G - @changed_battler_id.include?(actor_id)9 g B* L' V) u/ o* |3 }5 r
- $game_system.se_play($data_system.buzzer_se)# G+ ?6 s* z/ M. ?8 t; z
- return
) d/ m. _6 v+ B* K! y1 ^ - end
$ E" h3 F& @8 o& E2 O1 W! Q/ ] - $game_system.se_play($data_system.decision_se)
+ J) X$ l! E( q: C; V& P4 t - @active_battler.current_action.change_to_battler = actor_id
3 V* K3 n1 o7 H' B& [% \$ T - @changed_battler_id.push(actor_id)
: M8 Q* n7 U0 h& _2 ] - end_battler_select: V$ B! p- K/ X' G. P
- phase3_next_actor0 ^; z5 C2 x3 x! Q, L& N
- return4 m8 g5 W& M" i4 U! p
- end6 a; _; \- @ q, s
- end
7 ~0 V) I7 t* k5 Z' V - # 行动方动画
* v7 |+ R' b- K; Z1 J - def update_phase4_step34 ?( d* Y- Q; a9 S/ ^) ]$ S n
- if @active_battler.current_action.is_change_battler?
: i3 }2 B) G- I5 u, r Y - @animation1_id = AnimationChangeBattler1 K* k9 L( [1 p9 Y
- @target_battlers = []. L: D9 x' f& O/ `) `8 M/ T* c
- end$ x1 z2 S( C- C
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)) H9 K9 P/ o6 I- v4 n
- if @animation1_id == 06 X. q5 ^9 _! E7 |* o& O; e
- @active_battler.white_flash = true1 ^) `& N0 _/ H' y- K: P$ k7 h
- else3 O+ k# _' E4 S- S0 s& i2 q4 C
- @active_battler.animation_id = @animation1_id8 q9 L0 g! D( v2 \- X+ y$ [& \
- @active_battler.animation_hit = true$ O, O3 S7 V; H k& X
- end; y; b8 `3 q- E$ d" x8 t& M
- # 移至步骤 4' G8 E7 G, y3 L( j2 ` \
- @phase4_step = 4" M/ n& z$ ^9 L1 q7 a
- end
# n; F$ @) T0 B& L: B6 z1 C - # 对象方动画( H3 e' x, Q. l. m: D
- def update_phase4_step4, p8 ^% ]2 `, h( `8 o/ |: ^
- if @active_battler.current_action.is_change_battler?
0 w0 g }# D5 b7 R i+ `! j - actor1_id = @active_battler.current_action.change_to_battler" h* R2 A) \) H) w3 }2 G8 {
- actor2_id = @active_battler.id
; G* ?. @5 H( p& f - (0...$game_party.actors.size).each do |i|; A& {( Z; [% V8 f- J1 s) k; E: D
- if $game_party.actors[i].id == actor2_id5 o) t9 V! k& [% t9 a" j
- $game_party.change_actor(i,actor1_id)1 \9 X) `% \# c. N& l8 E' d
- @active_battler = $game_actors[actor1_id]
3 d+ L1 U" [1 }/ W# t - @status_window.refresh
! c, V( p, R. h2 v9 `# r( Y - end4 x8 l- k6 i3 l$ Y' D
- end
* n; Z8 w1 k% r6 O" U - end$ k. ]7 h% n4 I: {- M1 M
- # 对像方动画6 D E2 D( z; O. C1 Z
- for target in @target_battlers. x3 @4 _' g% c. C1 M/ e* T
- target.animation_id = @animation2_id y Y( g9 q% C9 F
- target.animation_hit = (target.damage != "Miss"): s' g' H+ R) P/ s+ ?! P
- end, ^' Q; i# }* V
- # 限制动画长度、最低 8 帧
7 d% z" k/ v: e+ }! H2 {. J5 z) ] - @wait_count = 8
5 [) ~* f; j( g# M! ~4 x - # 移至步骤 5, |4 b7 d; m; u% ^8 |* {
- @phase4_step = 5
3 U6 H7 z. t2 P5 K. H" u - end+ ~: {3 C' ~1 W; d
- # 公共事件
, t1 A9 a: r3 Q) c: D8 r - def update_phase4_step67 Z+ h' r4 L0 D
- @target_battlers.each do |target|' _, c# }* ?3 j& d9 } g" }, Q$ {
- if target.is_a?(Game_Actor) and target.dead? and8 }: y2 I4 a; r7 e1 q8 @
- !$game_party.other_actors.all?{|actor|actor.dead?}
2 D2 k# L# ~* C - @actor_window = Window_Actor.new% W5 Q' i6 p" r' ]9 j4 `
- @actor_window.index = 0
0 I& L% c( C% l$ E) C - @actor_window.active = true7 v/ ?- Y3 ]2 l+ D
- @actor_window.help_window = @help_window
4 X ]2 I- m3 u' |) S. f* [, B - actor_id = -1
3 c, B$ L' v' E" \, c$ Y - loop do
( i1 I4 Q0 H- V& ~ - Graphics.update
0 d( q& T1 u5 g; e1 T - Input.update4 A- I; w( w) b7 H; d3 n- B4 A
- @actor_window.update
! @8 a y$ e" m I - if Input.trigger?(Input::C)' V3 X: }+ u6 H) E; E
- actor = $game_actors[@actor_window.actor_id]
7 a. r% W1 {# l" O: S, I2 o& c* t - if actor.dead? or
% I! Z- P# R- x O - (@changed_battler_id.include?(actor.id) and
$ h. v. @+ R# ?. u" \/ d2 J6 R% e - target.current_action.change_to_battler != actor.id) or
* w7 L9 H7 T5 f. K( r4 Q - $game_party.actors.include?(actor)* J" j4 k; T: |$ r) h) i! P1 i
- $game_system.se_play($data_system.buzzer_se)* \ f: k6 {4 L0 P5 l1 m5 Q# p: U
- else
& F# U ~& n& b6 ]3 f - actor_id = actor.id8 E+ n8 X8 N6 ^7 ~2 w; k9 I. d# z1 ` p
- end- H) K' {) U& j/ T1 r2 I5 ?
- end
" F) n; y& f8 g; u - break if actor_id >= 04 @( s x& u3 ~5 g: k$ L' `
- end
) W7 @$ {+ J6 a+ R9 r1 x/ i1 Y - @actor_window.visible = false
( z( F5 u( y K% {7 {- z2 w* t4 [ - @actor_window.dispose
% |) }. d/ z* x- m% q1 a - @actor_window = nil" {8 Z# o/ O) i" b8 I0 U4 T1 g
- @help_window.visible = false
$ u! _4 i5 \7 T4 A+ W - (0...$game_party.actors.size).each do |i|
( Y. r4 Y- V1 h3 ? - if $game_party.actors[i].id == target.id/ i8 x% C! s$ q' t+ L' n
- $game_party.change_actor(i,actor_id)
2 E! g l9 w- p1 j6 w - @status_window.refresh5 J1 \, _* }, T$ I/ S# g; o L1 E
- end: u# f% j! M g/ O2 K
- end
8 H: z% [" v$ B% Q/ ^7 K2 @8 w - end
! |+ m* c" `2 G' o @ - end9 z" ?8 y0 {) q J- j; A; h
- # 清除强制行动对像的战斗者
+ c$ Y- l4 E( K& \* m! \4 N: V - $game_temp.forcing_battler = nil
2 @0 x) j$ D K- n( @ _, W3 A" U - # 公共事件 ID 有效的情况下0 ?) q# d, v4 S6 R
- if @common_event_id > 0: P% l0 j' ?( u' w* o B
- # 设置事件
6 O) A1 |" s0 m5 Q D6 U2 q& M1 e6 m - common_event = $data_common_events[@common_event_id]6 [2 c6 d2 v7 l' K7 l/ _5 t( L
- $game_system.battle_interpreter.setup(common_event.list, 0)4 X" ?4 B5 D# ]
- end* t. I: q; k5 q% H3 Y- W+ D [+ s
- # 移至步骤 1% r7 t* D0 O! Y$ X: K+ e( D
- @phase4_step = 1) t# |$ n4 v3 S. f+ i* V
- end F& u6 H) z5 u/ ^* h
- end
+ B0 b. H8 b W - # ?$ _4 y: j8 A1 ^6 N
- class Window_MenuStatus
. |( g* H0 {2 k) J) U% }6 ~( ? - def refresh$ c# C/ j/ p! U( @( r+ ?* I
- self.contents.clear1 ~! ?( h* v. n0 ]
- @item_max = $game_party.actors.size' B: h4 i5 o! k* I* S
- for i in 0...$game_party.actors.size) c6 w8 z4 p& A8 S
- x = 42 n% W+ f \3 D, p9 p
- y = i * 321 ?: D6 d, e2 `* b, @# g) u
- actor = $game_party.actors[i]
$ {' P8 E/ b$ v - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)6 o& K1 |% }; Z7 S. q6 y9 j
- rect = Rect.new(0,0,bitmap.width/4,31)
, y" b* S3 O9 q8 S) ]' R - self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)$ D/ L2 I" @8 E+ B0 J
- draw_actor_name(actor, x+36, y)" ^; K ?8 |! D/ Y# f0 n8 S
- draw_actor_state(actor, x + 136,y)' S; Z! R5 V0 d
- draw_actor_hp(actor, x + 236, y,96)) J* a6 a0 b+ U0 _$ S5 E4 l
- draw_actor_sp(actor, x + 336, y,96)4 ]! Q9 u V) Q
- end
$ P r, m6 ?/ g0 X% [ - end4 B$ T9 [2 ~3 X T1 g( |" [
- def update_cursor_rect% _/ x; u' N4 @; E% g w% x
- super
0 R0 [0 M% S7 U& r9 f. x - end
5 K3 ?; E: j" s, N2 ^* e 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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