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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
2 v1 L i: K0 A# y/ k - / f: Q/ @ T7 g8 H
- # 队伍最大人数
/ i5 i6 i$ L1 D7 ^9 ^. o - MaxPartySize = 8
& D% `' p2 b; l7 R7 u8 n0 A - 8 j4 P; S" [1 x9 s
- # 出战人数
6 K, r$ L2 q* U' J( ?* P - MaxBattlerSize = 1
% e/ D% E$ g, e8 q - ; g( u L( t$ s1 B" X
- # 换人语句
1 O' x) c& M7 L - WordChangeBattler = "换人"
* f/ y* @$ V5 O. w5 e& g - ; ]( _8 _% D6 `
- # 换人时播放的动画
* @7 Q" \: j ~3 T; Z1 d - AnimationChangeBattler = 26* `* F" P4 x2 ]; X5 ~% `% B( G
0 j7 ?$ N2 R4 G( S. A7 _- end
& a' k- J5 \4 g- m y/ ~8 T
, ?9 d$ o; x" k9 U1 `& p- class Game_BattleAction% q- z9 t; C+ `% {$ {& q: A0 ~1 {
- attr_accessor :change_to_battler9 N8 X- t7 m# n0 W
- # 初始化
3 h- R- [7 Q) x1 ~8 q( p; { - alias lbp_initialize initialize
1 W( C; k: ]3 Y6 ^1 w& N - def initialize
$ g( f" s1 I2 Z- ] - lbp_initialize
; J. {, _! I4 {( ]# ] - @change_to_battler = 0
3 q5 v! ~6 P* L+ x - end
+ X, ^1 I9 T/ X+ G - # 欲更换角色编号
) h; G9 y: G: j! |+ ^- l$ D7 J - def set_change_battler
! V* L/ ^+ \: Z2 F - @kind = 3
# P X3 F1 \9 @/ ]2 I* L - end
& l- \2 n8 }" ^* m9 j& s - # 判断行动是否为更换角色
i# C3 s# D Z/ s D9 W+ t0 V - def is_change_battler?7 B7 _; A( I& t9 `' `7 B
- return (@kind == 3)
, q3 j& q+ a6 B- Z, d0 {8 Q - end
7 N# I; j9 q+ W9 R - end$ d& a! ]3 c( ]& G, w4 v
0 g; [; d/ X- R* p/ {: I5 I- class Game_Party
5 B% C! X$ ?6 B( H5 Q3 Z0 q - include LimBattlePlug
, C# {. w0 a) c+ Q& o - attr_reader :actors2
7 Y& j" }2 D: W4 m - alias lpb_initialize initialize
4 u* y Z' o8 N% X - def initialize; @( O" U5 \/ N. v! g+ ^$ a
- lpb_initialize
- ?- n3 p& _5 I d - @actors2 = []
% x! v; ~9 V" K! P) D8 O - end
0 p6 ~$ m6 l7 p, U @ - # 角色加入. i7 Z; {9 h8 b; a) Z, H# u
- def add_actor(actor_id)5 z1 X, S. o! R. s0 Q6 W
- actor = $game_actors[actor_id]
! t2 [3 t0 a" O, Q - if @actors.size < MaxPartySize and not @actors.include?(actor)
& Q' d4 u$ u3 K: o8 G6 M K - @actors.push(actor)' l. K! ~ W! _% j3 S
- $game_player.refresh; F q0 r4 G7 P6 Q2 c
- end
& h3 W2 z9 t; X# N+ P U1 h* f. i - end; t4 K! T: l3 j8 \+ D
- # 设置战斗的角色
& s8 k, }# d9 N" W0 t5 U* |- k5 w' d - def set_actor_to_battle" \6 O) N: X) f3 O
- @actors2 = []" k/ k2 [: O6 ~4 h- n9 s$ M6 C
- @actors.each do |actor|5 Y7 H5 ?2 d: e7 H2 C% `: U) w0 t
- @actors2.push(actor)
- d) N7 y s1 R5 h. \' ^; a- E: X s. L - end# x+ }3 i2 K, c. D" T0 \9 Z& I
- @actors = []+ h3 y+ D% B) b* o: Z
- @actors2.each do |actor|
n( f$ `2 s5 n6 C- ? - @actors.push(actor)5 m/ E4 T" k* d" q
- break if @actors.size == MaxBattlerSize5 p4 W+ b9 n0 ?) j
- end
0 H$ y: P8 i; K T% g& V" o - end& `, Z$ g9 F& I5 b/ J; ]
- # 还原战斗的角色- j8 |8 u7 Z) z8 b |4 H. k5 G
- def set_actor_to_normal2 ?# ]. F/ U9 \4 H/ G
- @actors = []
: B; I: F1 E' I3 w3 M$ f: z - @actors2.each do |actor|
) L4 O$ ], g6 y. N& ~1 i/ @ - @actors.push(actor)
' a% [) y8 r% Z q" G4 w4 W7 A6 V - end
" E/ I0 R# d# K$ A6 @0 O7 I - end
5 G! V7 ^) z4 q; l8 X' K0 G( b - # 获取角色id数组! n' f. g }$ I0 w4 {5 |2 m2 |
- def get_actors_id/ f3 o4 A& L' U3 X
- id = []; l2 U$ ^$ i+ X5 q1 ^) a0 {
- @actors.each{|actor|id.push(actor.id)}
; i @' c3 [0 T) L y% Z. ~ - return id
+ V: d; v1 J2 w8 e: g* E - end7 X& a, b2 u# J% R
- # 获取角色id数组$ j( s/ C, H: t, q, J+ O
- def get_actors2_id5 x0 ]/ p) B# p* M
- id = []% ?: ~6 p' l# l3 k1 X
- @actors2.each{|actor|id.push(actor.id)}6 u" _+ f% l5 X3 Y
- return id& j2 u0 A' d% @" B, p5 o4 C/ G, U
- end
$ D& P1 a# q, {- p6 D - # 兑换角色; M9 o; c# k+ S
- def change_actor(index,id)( c% i$ }. t2 a/ P7 J
- @actors[index] = $game_actors[id]
6 U) w6 f- V9 x$ z% j+ R; d9 F- k - end/ ?6 ]* ^9 y' l
- # 全灭判定
3 f: k9 v: U0 X* v - def all_dead?5 F& g% l! p2 F6 _/ I
- # 同伴人数为 0 的情况下- l: o. J; B D' Y$ n/ F
- if $game_party.actors.size == 0
% G0 P3 `/ Y4 P( h+ L, ^/ }2 h* Q - return false6 t+ k3 G; R% ~! X, F2 U" K7 b
- end
- ?) t* A$ t9 n. b9 ~ - # 同伴中无人 HP 在 0 以上4 c" U& T# ?# ^3 u# S
- for actor in @actors2& ?. _ r" Z( ~- _ [
- if actor.hp > 09 A- e: W+ O4 g; P0 b+ g
- return false4 r2 B- s% c0 i. K
- end
* P. n/ J3 o& n5 G - end" c! Y+ c8 c; _7 h5 I1 b
- for actor in @actors, v/ E0 o" ]! M- ^8 T7 q# [9 u4 r
- if actor.hp > 0, r$ n+ ^0 }) v) m5 a
- return false1 g% M; d' K; \. @5 x
- end
- o5 K; |- R* d2 _: S6 n/ ^ - end
( |( F& _. g( U5 K# T5 z - # 全灭7 m2 j3 x/ l w6 {, {( `
- return true1 D5 U& j7 t0 L: U* h( c: m1 e- W
- end
4 B3 V) X) V4 I$ } - # 其他角色0 C, Y, p* M. L; R
- def other_actors
2 {8 U5 T* z5 c3 A( [. h. w - actors = []9 v* C3 V9 W$ A& @6 X: K; N# g$ b
- @actors2.each{|actor|actors.push(actor) if !@actors.include?(actor)} m' L% R9 r3 @5 y& B
- return actors0 T: B3 R+ {, p l* m/ H* {
- end3 V$ X. M! Q- y' J
- # 角色位置互换
8 ~! n" Z7 h1 N7 T, v - def change_actor_pos(id1,id2)
0 H" @. X! m- h" P2 a - actor_id = []
) c, q& i1 `9 v: c$ ?9 Q - @actors.each do |actor|
: k# |. U' G! k( ]4 f* x - actor_id.push(actor.id)
. L1 R1 c3 x% l$ J: R - end1 D6 J7 O4 ~6 }- Y( U
- return if !actor_id.include?(id1) and !actor_id.include?(id2)+ [6 y# w* E7 a8 P$ P: l3 ?* h
- id1_index = id2_index = -1
8 S, c& ], Y) C5 A7 w, f8 A" P - (0...actor_id.size).each do |i|+ n d9 |3 D1 l& [ v
- if actor_id[i] == id1/ D% o$ `: l# H. k7 c
- id1_index = i
% R7 H# j' w. E2 X0 t: K4 S- g - elsif actor_id[i] == id22 ^) Y4 G6 S% ], P
- id2_index = i( Q N7 B- D6 [6 I/ C3 @; H
- end' T' L6 t2 s! I4 h: K
- end
! }1 E1 v' ?4 q9 }( Q z - temp_actor = @actors[id1_index]
: _, l0 g# n* w R4 N3 m. p - @actors[id1_index] = @actors[id2_index]
2 b8 [! Q' |, K+ P, Z - @actors[id2_index] = temp_actor
% h8 ?4 Z0 b6 s% K - end0 D; C6 C! z- ?+ U9 q* y
- end
; C* K) Q/ Q' v2 c4 D) u, e - 8 C8 C7 k' M2 r0 Z
- class Window_Actor < Window_Selectable
6 C; s8 d" K$ c. U- \ - # 初始化
+ {+ y1 [ z% z; w3 i- d& x - def initialize- I% j8 D0 i! Y9 r
- super(0,64,640,256)/ U9 n8 J: S' f9 } B) T
- self.back_opacity = 160: Q) [7 C# g' @+ R4 Z( C7 L K, A* Z
- refresh7 d2 y' K" {6 f( G5 k
- self.index = -1% w- q7 p( ?# r4 D" M! Z% `
- self.active = false
& p( w0 Z9 z- Y - end) V6 b% a, c1 } V$ Z7 L) c0 ^
- # 刷新
! [2 D- @. M# R; N$ d - def refresh
/ R" S" r9 I, p- l3 ^- @( A; ~* ^6 K* ?* f - @item_max = $game_party.actors2.size
3 Q3 \* o( k8 Z) K$ { - @data = []6 c4 R M. A3 G
- $game_party.actors.each do |actor|" N' j5 i: O( v& h" B" K6 I2 _
- @data.push(actor)
' c0 E( [+ c9 h- s3 D, S" [ - end; U) D) k0 p# M: v3 L4 W4 ^7 X
- $game_party.actors2.each do |actor|
+ q, J1 d! K0 u8 U/ A9 K - @data.push(actor) if !@data.include?(actor)
_8 {) x# ?) U( a0 K( u8 ^) _ y - end
W5 T/ n/ D, e. e% o - if self.contents != nil% }. d8 F6 c& K. x
- self.contents.clear
, Y, y. D9 q3 D8 j5 l' D; f - self.contents = nil
4 M' [% B! I5 _! k' L - end
9 i' j$ J6 ~( R6 y3 N - self.contents = Bitmap.new(608,@data.size*32)2 {3 R0 Y( _2 {2 W( r$ k L, m
- x = 4
' ]: l/ R0 H+ X) G% D/ j& n# W - y = 02 a" a0 B* s4 N+ Y+ S. o( }
- @data.each do |actor|4 ~3 l' w/ `4 c4 s; r+ h& m2 S' ?
- bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)
* [8 f" `9 f* y* M3 n1 y1 i - rect = Rect.new(0,0,bitmap.width/4,31)6 o5 S- g3 `0 ]) ~0 _( S: d. _
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
% A+ ^; T' H8 k e - draw_actor_name(actor,x+36,y)
R, z/ w" u, S' x- V. N+ l - draw_actor_state(actor,156,y)8 g) I: j) n( O0 r& o( a% p; Y
- draw_actor_hp(actor,x+256,y,96)
q+ w4 M$ J7 E - draw_actor_sp(actor,x+376,y,96)" M T% Y2 I9 _* y; i
- if $game_party.actors.include?(actor)
+ c5 T* b5 H8 ~& ]0 W* {! ~. h5 S - self.contents.font.color = text_color(6)/ n8 e* h2 d y( R" ~
- cword = "出战"
* t+ v. h. R( i0 f; w5 r( j - else9 W7 { j/ u6 [
- self.contents.font.color = text_color(0)
8 H' A- H$ J# ^- M - cword = "待战") Y1 {0 j6 f# A/ G& j
- end8 h. {4 s1 n; T. K7 Z
- self.contents.draw_text(x+496,y,60,32,cword). m* \/ K, R& G! W0 U' y
- y += 32
, U6 }5 U5 |" {6 z, O' k) b - end
) I2 |' A, e, c; }( w' C: j" |& g4 l# u - end( k4 g( S* s% ?; W- S
- # 获取当前角色编号+ P& B) r# q& }' R
- def actor_id
5 \. B" U: H" [" ] Q& T! G - return @data[self.index].id
* c2 a" M% S `$ B0 D. U - end) L* N. l9 R& O
- # 刷新帮助' g' [( F1 Y' s/ }5 Q
- def update_help
' V# S# q" Y }! @# ~8 s - @help_window.set_text(@data[self.index] == nil ?\
6 C* j$ ?5 {" l% e& t: B# L - "" : @data[self.index].name)
$ t y6 }6 [) h( _ D* ~ - end
( l( h- I E* H - end6 e j6 A2 m$ N6 e
- % E& n# |5 T! [+ x: w% L5 t' h
- class Scene_Battle
- g# u$ y* r) G4 @. l& a - include LimBattlePlug
9 u2 `! O4 D+ H; y# J9 X' g - # 初始化( @/ v7 p1 K8 h8 a, ^* v* N* w
- def initialize
: C) p+ A$ T# b& L - $game_party.set_actor_to_battle0 _/ u9 w5 q6 r. F
- end, A0 ]9 M# X0 i) b
- # 主处理4 _+ S( p( u, ^, x- K& m
- def main" \1 y4 U4 K$ u7 Z4 Z& F
- # 初始化战斗用的各种暂时数据6 H* g2 K$ c7 V/ E# F6 i
- $game_temp.in_battle = true
& Q* N& K' v( c! Y - $game_temp.battle_turn = 0
9 ]! N9 j8 N/ a) v! Q* D) R( @: b1 B - $game_temp.battle_event_flags.clear
) o2 R8 D* f# @+ b - $game_temp.battle_abort = false5 E, I( l# G! d
- $game_temp.battle_main_phase = false: b; m" q# o- p+ f! t% G3 i
- $game_temp.battleback_name = $game_map.battleback_name
5 d- h" |. `3 V1 I3 O( x% R - $game_temp.forcing_battler = nil, }; h! {4 w" F/ W0 N: x
- # 初始化战斗用事件解释器
3 c3 `) y5 a5 u4 Z; G$ c& d - $game_system.battle_interpreter.setup(nil, 0) ?& E' P1 d; b7 E" k$ X
- # 准备队伍
3 T F- y# r( M" ^$ J! v+ p7 S - @troop_id = $game_temp.battle_troop_id) _0 \- r D' s4 G$ y
- $game_troop.setup(@troop_id)
6 f; G2 d4 j: ~+ p, D1 ] |' u9 j - # 生成角色命令窗口' |9 K* Z ]; j2 \
- s1 = $data_system.words.attack. Y" r9 h1 k- K. x2 R, x
- s2 = $data_system.words.skill
% O/ F S8 Q9 p! ]4 ^/ R - s3 = $data_system.words.guard
. `& Z a, ^3 e5 i t" `5 M. ~! N - s4 = $data_system.words.item
7 a" A/ y" c. @& {- x - s5 = WordChangeBattler6 J' W8 {" R( A C. } h: D5 {0 p3 Q
- @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4,s5])
. o) G/ o$ `; O, P! F - @actor_command_window.y = 1288 Q! |' W# X/ E3 ~" ^
- @actor_command_window.back_opacity = 1601 P( G4 M7 V5 n8 E
- @actor_command_window.active = false0 V/ h4 _$ n2 @: Y3 d# @7 Y! s- _. M
- @actor_command_window.visible = false
- A3 S0 w+ @( ^# i: r - # 生成其它窗口
/ H: J) w" n5 C7 }9 f: s9 ?5 T - @party_command_window = Window_PartyCommand.new; v, p. `% C6 s/ b( Z; k3 M7 u
- @help_window = Window_Help.new
% y( x' y; I: E, n' `- X - @help_window.back_opacity = 1601 i* x3 D+ X9 H- l
- @help_window.visible = false" W' q% M- q: a4 z! M) ]. \3 `, Q/ G
- @status_window = Window_BattleStatus.new
* I" J* s* J' o; Z% O$ [ - @message_window = Window_Message.new" [9 P, B5 k& D9 Q# e) e
- # 生成活动块
( c, m/ n- z: W2 K( Q+ S( [ - @spriteset = Spriteset_Battle.new
7 J( H2 c* M; D# B2 u D* G - # 初始化等待计数
9 x# F& k. O5 J) }3 j% }% c - @wait_count = 0- x( I5 J* n# E/ E
- # 执行过渡1 r' B/ v( Z8 f
- if $data_system.battle_transition == ""; D; {. ^/ I3 U v* ^4 X
- Graphics.transition(20)
H+ x# o! d7 v H* I - else
* q1 g3 C9 L# G P# S - Graphics.transition(40, "Graphics/Transitions/" +/ m+ a/ y* O7 M: _
- $data_system.battle_transition)3 X; x y( U7 Q( J
- end
0 l/ W! X: e2 I$ v - # 开始自由战斗回合
$ t. P4 b: |4 ?2 d - start_phase1
& o2 {5 G2 ?. V; w8 l - # 主循环3 [7 w! O$ i# l% M
- loop do
) Z/ C$ f. v$ R1 y - # 刷新游戏画面. W: [1 {, r1 [5 Y) e
- Graphics.update
6 w( O7 z! F! V6 I t. l - # 刷新输入信息9 L9 G0 ]7 @2 q9 L
- Input.update' `9 i2 r v7 S, [4 L' p! k
- # 刷新画面: D% p$ N) c! ]
- update
) ?: y* O) u* j) r - # 如果画面切换的话就中断循环
$ e2 x' K6 a% C9 ~ \ - if $scene != self; N. v4 _5 x, m4 W
- break
8 J- _' R4 C/ b4 _: Y/ u - end( H% D/ X6 H) |
- end
. i( ?* |9 l7 n6 V( L" U5 A - # 刷新地图
1 T! k8 d8 }/ x q* `0 h+ O - $game_map.refresh$ v+ k5 S) o6 g4 g% a. M
- # 准备过渡
$ U$ i( B$ q7 R( i. [ - Graphics.freeze! e" A. n7 N# d; w" _
- # 释放窗口4 N, e4 I" p8 ~5 I
- @actor_command_window.dispose
V8 S) ^+ }0 m. X - @party_command_window.dispose, ~3 M$ i G0 x3 ]
- @help_window.dispose
8 ?3 P5 L8 a, l1 p - @status_window.dispose
, z' w& f7 ^" q z# ^ a% T9 ]# b - @message_window.dispose
- `, d, }" O0 ^7 f7 U( l. _ - if @skill_window != nil
# X0 V1 b# J3 ~+ j7 ~. e& ~ - @skill_window.dispose
+ A6 W, ~" k3 a; [' L- V - end
! Y2 G: J# H% z- J9 `3 s1 D - if @item_window != nil# ~# ^0 k8 B. ^4 P8 s
- @item_window.dispose% u+ ]; ?5 ]* C1 a x7 y, C
- end
2 N; I. D) J5 z/ {% E - if @actor_window != nil. `: I- j8 I/ _) D
- @actor_window.dispose
5 W9 H# s& O) w5 ] - end
: Y9 T5 |5 R$ I4 F5 } - if @result_window != nil
' X% Q) j9 W# l4 ?. v, { - @result_window.dispose
- t$ C" C- y9 u/ u w) k: l2 D - end! x! J# i, {+ K# W* u! O* t9 n8 Y
- # 释放活动块* d2 L* n* h" w$ k. h8 j E
- @spriteset.dispose( L G3 ^+ E, p4 S
- # 标题画面切换中的情况- E" h3 t1 o8 g; J
- if $scene.is_a?(Scene_Title)( g" p, \% U g _: ?
- # 淡入淡出画面6 N, T9 h; d0 a
- Graphics.transition
$ w" z" a1 q, S7 O) B- B2 S/ w - Graphics.freeze/ p! }$ D( _5 O- x& S
- end% X0 O0 }; E) ?
- # 战斗测试或者游戏结束以外的画面切换中的情况
- @6 m3 f/ c9 }; q' r - if $BTEST and not $scene.is_a?(Scene_Gameover)0 @/ V/ c& T8 S2 _; }5 d
- $scene = nil
: B1 a( G% x* }; s- l+ c - end
) w: O1 O. V- H8 K" |8 i% F0 `3 A! q - end
# v) C( }. E- B9 |, F7 n. n' X6 P - # 战斗结束. P! X7 _) m) G% T7 C% L% L
- alias lpb_battle_end battle_end
6 @) X( r: {/ v- g - def battle_end(n)
+ @ S x. l$ @, v - lpb_battle_end(n); Z2 H' _7 M' p5 w
- $game_party.set_actor_to_normal$ H2 O4 K# G& o! m
- end
9 ^4 G* q) x+ z' c6 H - # 开始回合3
$ Z8 d5 F) `7 ^ - alias lbp_start_phase3 start_phase3
1 o ~$ k' A6 X- ]& h, k - def start_phase3$ m" a5 S( o; y
- @changed_battler_id = []
+ M+ x2 Q4 S$ ? - lbp_start_phase3) {7 p6 I/ h% p( U; z7 F. M
- end" W6 d) E$ U) X2 }
- # 刷新角色命令回合画面* t& ]( H) y& Y. S( a9 P
- def update_phase3
7 ~5 [7 c3 q4 W) l- }# r - # 敌人光标有效的情况下
% ^" [+ M4 A+ w0 K - if @enemy_arrow != nil
, L }& L$ a% G - update_phase3_enemy_select
) z9 d! |& e U# l* | - # 角色光标有效的情况下
% g/ s/ g! |# H8 ^6 v: C - elsif @actor_arrow != nil, K S" u' f# \
- update_phase3_actor_select
: z4 o; U' X" |7 a* i - # 特技窗口有效的情况下5 a$ h) {' q% w. |) N/ C. ^: F4 q ]
- elsif @skill_window != nil
! u+ X, T4 R+ r& r) U+ { X - update_phase3_skill_select
" {+ [) q7 T; @. ] - # 物品窗口有效的情况下( m9 Y! X8 E: l* n- F
- elsif @item_window != nil+ ]6 q. a, F4 ^
- update_phase3_item_select: ]% `) C: ]4 x# B' a& m$ I) B
- elsif @actor_window != nil
) E0 }: }3 N: Z$ B; p8 z% l& C - update_phase3_battler_select
% g9 @/ `8 S) D9 j" v - # 角色指令窗口有效的情况下
$ ?& l0 b" a, I( q$ i: l& J - elsif @actor_command_window.active7 C2 A% Z; Y1 F5 ^
- update_phase3_basic_command
2 t$ u! r" g' w) [3 F1 d9 ^. m - end; L7 l+ J w) u7 b
- end1 ^, m8 M- [$ H4 A' L) K3 Q- P
- # 角色基本命令
1 _ k% q w/ W2 b7 U" | - def update_phase3_basic_command5 w/ B5 ~, K0 N0 y0 g1 h
- # 按下 B 键的情况下& A# Z9 e* {4 n
- if Input.trigger?(Input::B)% D7 \% }. ]& o5 {, v& L; t3 g' Q
- # 演奏取消 SE! `5 n N# b6 }( P$ }: E
- $game_system.se_play($data_system.cancel_se)
0 d) e0 {7 r; N - # 转向前一个角色的指令输入- Y3 p; M" ^; d* G: x, o
- phase3_prior_actor/ e" T. I1 ~* { o/ ]* W; r7 j5 b
- return8 N& |9 {9 g) N4 a7 [
- end, S# ~$ l5 m7 T. R. v2 w) j) @+ v
- # 按下 C 键的情况下
3 ~- R4 ~; A% S4 \: O* d - if Input.trigger?(Input::C)
+ T, S& u$ C& r' T$ C - # 角色指令窗口光标位置分之
1 t+ ~0 T9 W* S# a1 M - case @actor_command_window.index* C& z$ A% C( L. Y- o6 J
- when 0 # 攻击1 G2 }5 E6 M/ Y7 e7 L
- # 演奏确定 SE; l4 ^1 R: t1 O& Y5 K
- $game_system.se_play($data_system.decision_se), \1 J/ i2 `# ]8 f0 T- V
- # 设置行动" G. x. z: I/ Y( k
- @active_battler.current_action.kind = 0
! b! c0 h- @, D - @active_battler.current_action.basic = 0* F3 V& G1 m5 i# P$ c
- # 开始选择敌人
5 H& D8 P, f2 Y0 `, J - start_enemy_select
4 K/ z" C. w( R - when 1 # 特技8 j% j6 n1 N+ A# j9 Q7 N- `
- # 演奏确定 SE
. O8 l$ [4 g7 d - $game_system.se_play($data_system.decision_se)
9 A5 \' G' h! w, R! q, Y, F - # 设置行动% l# V4 l- F# Z5 ?2 `
- @active_battler.current_action.kind = 1
* l2 S1 `/ y- w& ]/ N - # 开始选择特技
2 K4 V9 E, O' F1 p; S/ Y& } - start_skill_select6 J" P. L! g1 s. f9 C! }2 ^2 |
- when 2 # 防御
6 E+ J( N' e- ~# |- u! M$ t - # 演奏确定 SE2 B* \2 @+ @9 j% ]) b
- $game_system.se_play($data_system.decision_se)
i* x+ y( G) Y; k6 r- a - # 设置行动, [ D F# r/ u3 b
- @active_battler.current_action.kind = 0
/ o1 m4 Q! q3 o/ @3 s$ u - @active_battler.current_action.basic = 1$ I" o3 ?% y% `: \
- # 转向下一位角色的指令输入9 h2 i$ @6 R- S3 y- J/ T
- phase3_next_actor
7 _% d& A9 ?3 P, \3 C - when 3 # 物品
% Q; m# D1 Y1 L; R - # 演奏确定 SE7 q. M4 |6 Y9 N2 J( H
- $game_system.se_play($data_system.decision_se)! A4 {; s; I% J5 d' @
- # 设置行动
/ S4 K) J' { y: |8 s$ V( c2 I - @active_battler.current_action.kind = 23 F/ X; v m9 o# y, H
- # 开始选择物品
2 ]8 k: t; |6 A! v8 b - start_item_select
1 G5 L6 ]/ `, E/ ? - when 4 # 换人
: y/ c/ A3 D" a) y; X* l' u - $game_system.se_play($data_system.decision_se)
4 v9 y/ _5 A" S$ j K4 v8 S - @active_battler.current_action.set_change_battler
; r8 A# Z) k! {/ ` - start_battler_select
1 j. {% a+ W; B+ r - end
0 i/ P, Q7 |1 V4 e - return/ o% P! L( s6 z2 v
- end/ {% z8 I+ Z$ @7 Q. b
- end
3 _ L7 A& L* s3 Z - # 开始角色选择/ P4 O/ b: w0 G* T* I" E
- def start_battler_select& X# V* {# b2 W
- @actor_window = Window_Actor.new
( J) ^% z/ l. z) Z1 J - @actor_window.active = true
% S! z3 v$ L7 P# w/ R( a+ K - @actor_window.index = 0' g7 T1 ] W. J5 K7 r
- @actor_window.help_window = @help_window4 r- h2 }6 z; f b4 X
- @actor_command_window.active = false6 \8 y% \: K# {! D$ f
- @actor_command_window.visible = false6 `# x$ n$ Z: y# W
- end
2 K9 M3 a5 @( ? Z - # 结束角色选择
9 o1 {3 i' }+ N8 Y - def end_battler_select
y/ }9 W5 A/ W - @actor_window.dispose( ]3 f) k1 O% m; f6 ^# F! D V
- @actor_window = nil; o3 q; K, X N" x& R2 R) T
- @help_window.visible = false0 U! M9 @! u# ?; g
- @actor_command_window.active = true" f/ `# ~( H+ J% T
- @actor_command_window.visible = true7 r: F& a" o/ u' Y6 j" }/ L, G+ Q
- end
3 g% ] q: V8 s+ |4 t( [ - # 刷新角色选择
5 K3 ~4 ^5 M) d - def update_phase3_battler_select# b) i P7 [# A: R) X
- @actor_window.visible = true6 k0 G( l0 c4 V. @" D1 d
- @actor_window.update" u$ @4 G# i5 e- H$ E6 p8 k
- if Input.trigger?(Input::B)3 m# ~3 d& v. E J2 O+ _0 ?( R. y
- $game_system.se_play($data_system.cancel_se)
. h: }4 [- I0 ]7 G" a3 ^ - end_battler_select
! ]8 p7 G- z4 t - return3 U. }" s6 k$ f0 m7 Q
- end
2 y% `) b) ~; \- ~6 D7 _) u - if Input.trigger?(Input::C)0 h9 z5 b; f4 Q* C* [ i
- actor_id = @actor_window.actor_id
) Z9 h+ d; n, M# n: s - if $game_party.get_actors_id.include?(actor_id) or) [7 ]" E/ }+ g# e, y9 o4 ]
- $game_actors[actor_id].dead? or & R7 ^' [0 G% s& N" `
- @changed_battler_id.include?(actor_id); |, D- [; h7 t
- $game_system.se_play($data_system.buzzer_se)1 [% l: h% Z( O% G# N- Y
- return' ?* E* M d1 I6 H) F6 h9 ] F j
- end# J. b# T/ f1 g$ }0 b: W5 \
- $game_system.se_play($data_system.decision_se)
5 \2 X: }# t0 ~% f* w2 s" t - @active_battler.current_action.change_to_battler = actor_id
! V) C9 A+ ], _ e; y - @changed_battler_id.push(actor_id)" _. U& B3 z& A' q6 B# Z
- end_battler_select
" Q9 _1 ^7 B3 ` x. ~* _' x0 D! M - phase3_next_actor$ r4 ^6 S) _0 d/ j0 Q: O: A
- return- q# a0 c8 ]) O8 h7 _. L/ f t* V
- end% V$ i ~2 L+ ?2 a
- end
9 R; k6 `/ p8 k! D- d - # 行动方动画: ?* E8 |, V% i& \- q( ^4 z: Z
- def update_phase4_step3& t ?7 y- @# a
- if @active_battler.current_action.is_change_battler?) m+ Y; [3 j$ H; T; T
- @animation1_id = AnimationChangeBattler
3 v5 ~7 f. i& C" K - @target_battlers = []+ x' D; _& [. E! H2 W; s% F
- end4 P7 S/ n) Z" z% H0 K
- # 行动方动画 (ID 为 0 的情况下是白色闪烁)
; a$ x. M# }# v- T. r k - if @animation1_id == 0
3 t7 g. f; o# T1 V( Z5 S+ ] - @active_battler.white_flash = true
! r" m0 z' N) a$ C - else; n% b2 ?) ]3 r# u$ a) T: [
- @active_battler.animation_id = @animation1_id: d5 r2 R5 o! |; M9 D; S7 c
- @active_battler.animation_hit = true/ c- W; G! r. L2 l- z' f
- end
) O5 g: b- ^3 d8 d - # 移至步骤 4
! U2 R ~8 E; ?% e% o z) U - @phase4_step = 45 ]& ~+ k7 m' ~0 A# a1 g2 D6 C7 k6 z
- end/ h; x0 z3 [0 @% W
- # 对象方动画' n, d [4 o" {1 Z- r8 D
- def update_phase4_step4
1 H7 S+ ^# M* }% f - if @active_battler.current_action.is_change_battler?
4 e% ?) L+ J3 C# O) ?+ W - actor1_id = @active_battler.current_action.change_to_battler
6 K0 s$ S9 l6 J - actor2_id = @active_battler.id
. G9 P# K$ G4 T( n - (0...$game_party.actors.size).each do |i|: c9 K3 h3 Y. v" | h, a9 n1 L
- if $game_party.actors[i].id == actor2_id
/ ]2 i* c; r) U( w0 F3 X- b2 |1 S - $game_party.change_actor(i,actor1_id)2 N9 ?6 Z. X8 c
- @active_battler = $game_actors[actor1_id]8 M9 y7 E/ I, h( @8 t
- @status_window.refresh) h* h0 Z9 t' V) e; z8 a
- end$ ?/ N+ P: W7 r K$ p5 h
- end
/ J! Q8 s9 }. Z7 X; j4 N! V - end; b9 s+ b) t4 k; K s6 T- Q$ J: F
- # 对像方动画3 m1 C1 n/ D1 ~& v& s3 ~1 a0 m! L
- for target in @target_battlers
; r" G, i3 D) O - target.animation_id = @animation2_id5 S% l8 d+ m, v9 b) c
- target.animation_hit = (target.damage != "Miss")" h7 k6 N9 d# s) Q
- end/ t6 h8 Y! X. {. O
- # 限制动画长度、最低 8 帧
( z; b( P$ u1 O: f# j x - @wait_count = 8- m$ f& z7 U `9 `0 t( s" j
- # 移至步骤 5
. @2 n: |3 B9 w+ C: X- i; q0 e - @phase4_step = 5# s- M7 S$ F c/ f5 O
- end
# J' c0 A: o ]5 u. `0 e - # 公共事件8 K m3 v- A5 q7 Z3 `" }
- def update_phase4_step6
$ d" p+ h: C9 ~: `8 ^! \! a - @target_battlers.each do |target|1 i# i+ s) ~, K
- if target.is_a?(Game_Actor) and target.dead? and, h7 J# O2 n$ b8 V3 D( \3 B2 f
- !$game_party.other_actors.all?{|actor|actor.dead?}5 y- s, }) }0 A" j
- @actor_window = Window_Actor.new9 p. R) \4 U- Z" O
- @actor_window.index = 0& f2 w9 r8 ~( e5 v7 F% b
- @actor_window.active = true$ O/ ?/ ~$ c8 a+ l( z
- @actor_window.help_window = @help_window
) w A: q+ N' B) g B( L; J2 \6 ~ - actor_id = -1
8 l( S1 B% ?' n8 H& }/ }& A - loop do6 x, _5 w7 ]7 X5 O
- Graphics.update! E r5 ?+ n) _8 W' w. I
- Input.update
5 }0 P6 ?& q7 D' v7 j+ f: E6 O; Z - @actor_window.update, O+ E+ T! {9 `7 N L
- if Input.trigger?(Input::C)' Y" C C$ X9 z$ B. F/ U
- actor = $game_actors[@actor_window.actor_id]
. F. O r. e$ N* [; F - if actor.dead? or3 \4 x/ G+ D. z M& I' T
- (@changed_battler_id.include?(actor.id) and , B+ L+ y/ ~4 `# Y/ b
- target.current_action.change_to_battler != actor.id) or
) H; e$ F# S: y5 H- q - $game_party.actors.include?(actor)
# O0 ?. X+ z) r, N7 F - $game_system.se_play($data_system.buzzer_se): R0 }, Q [' b. {6 M1 z
- else
1 f; n$ a) u6 {7 G" d% I+ |5 ~ - actor_id = actor.id( S" M: ~6 j" }8 ^, \' A8 a
- end2 I# @4 ^% F' _3 M. P1 D
- end
! {5 D; q6 Z; \* J3 a - break if actor_id >= 0
" D) ?8 s5 X, X; L" ~5 Y - end% R: r6 C+ E0 h0 q6 @& p
- @actor_window.visible = false( I2 A4 A/ N8 q
- @actor_window.dispose% h3 F" G) i. G7 p
- @actor_window = nil
8 }: F1 d B2 O$ W; n0 d - @help_window.visible = false
2 J% i4 C" t: L( d' i - (0...$game_party.actors.size).each do |i|
3 K& Y& v; u! X L/ w+ [9 s& F - if $game_party.actors[i].id == target.id+ J% R( j0 d, Q
- $game_party.change_actor(i,actor_id)" h" H Q% X3 L6 I# y9 W2 F
- @status_window.refresh
; F/ ~7 r! a; E - end( b: `6 _% S/ M! D2 Y3 i
- end
) C) B/ q& a4 ~2 h; _8 x - end
b0 e5 s: H. B9 D' n! o - end& c* a( w% i6 H" u
- # 清除强制行动对像的战斗者
5 t, _6 ~2 ]2 G6 l; T - $game_temp.forcing_battler = nil2 f1 }% d( _' u
- # 公共事件 ID 有效的情况下 m) n% i, }' M2 r3 g9 K' `$ |
- if @common_event_id > 0
1 K, @9 r, j6 B/ m$ X7 [4 V0 l - # 设置事件
/ j) J& i% e a8 c6 a - common_event = $data_common_events[@common_event_id]
* A* a0 e$ W6 B6 @' j& X - $game_system.battle_interpreter.setup(common_event.list, 0)
" K( g( e/ S8 M" } - end
% [& e. O$ X& ^# v+ Q) {! n - # 移至步骤 1# D+ q( G+ O2 x& Q6 \* I; ~
- @phase4_step = 1
% S; ] O. }- Q' _. O - end
5 [+ n+ ~# ]' |5 ?7 Z; E2 n - end
$ Y8 s4 s6 Q2 }, i; n
{' m: Q0 `9 D: y# \9 s- class Window_MenuStatus; e5 \9 P) R) }
- def refresh" T" E$ s2 z5 v* T+ a. V* O
- self.contents.clear' \( `( x8 G" w8 t8 a+ Y3 c( x- T
- @item_max = $game_party.actors.size
$ h$ |* X+ m; \0 `* n' i - for i in 0...$game_party.actors.size
: f2 A6 T/ e4 o/ E6 q5 ^( s) [& {- w% B - x = 47 t" x# |. }2 {3 Y8 G
- y = i * 32
0 d2 ]& k8 T+ @) i! N) B, i - actor = $game_party.actors[i]
5 `* ~& I1 E& u4 w- J( F, }# P - bitmap = RPG::Cache.character(actor.character_name,actor.character_hue)2 J( } n, A1 Z$ i) T5 ]
- rect = Rect.new(0,0,bitmap.width/4,31)/ x7 A7 O- L, b4 L/ {
- self.contents.blt(x+16-bitmap.width/8,y,bitmap,rect)
6 \: T, T; b5 J2 I* I, C) U - draw_actor_name(actor, x+36, y)6 M; I: f# J' X0 {
- draw_actor_state(actor, x + 136,y)
: X% D0 c) C* @/ C# \' c9 B' W - draw_actor_hp(actor, x + 236, y,96)5 W, N% c5 g7 F3 n& N' @
- draw_actor_sp(actor, x + 336, y,96)
C! V* j& X ~8 r/ J+ ^ - end+ @- L3 T9 S6 b9 s4 [3 n8 m, l
- end
0 h# M( q4 g9 l8 E! Q0 [ K1 H - def update_cursor_rect2 s7 e F& ? I0 A; L- ]
- super1 S/ B; c; o$ D
- end9 o2 d& t5 `6 p& l% @
- end
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